Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since at least 11 September 2026 22:26 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
19 February 2025 15:37 UTC · Community Announcements · BoundlessMind
Hello! I'm Maciej, the creator of There’s a Gun in the Office. With release just around the corner, I wanted to take a moment to look back at the journey - what went into making this game, what I’ve learned, and what’s next. The Road to Release It’s been a long and strange journey, but we’re finally here. I’m incredibly proud to say that my game is releasing tomorrow. Finishing it has meant proving to myself that I can see a personal project through, even in difficult times. I wouldn’t say the game saved me, but it absolutely helped me push through some dark moments. And now, it’s time to shar
17 February 2025 15:40 UTC · Community Announcements · BoundlessMind
Hello folks! Hi, it’s me again - Maciej Dyjas, the creator of There’s a Gun in the Office. With the game’s release just around the corner on the 20th, I wanted to dive into a philosophy that has shaped not only this project but also the way I approach game development as a whole. The Sea of Games Game releases are constant - thousands come out every year. I won’t dwell on why or how, but the sheer volume of games creates a distinct challenge: standing out. For many developers, the response to this oversaturation is overcompensation. Advice on how to differentiate your game tends to fall into t
15 February 2025 18:20 UTC · Community Announcements · BoundlessMind
Hello people! This is Maciej, the creator of There’s a Gun in the Office. Last time, we talked about making a game by yourself. Today, I want to explore a challenge I faced throughout the game's development: making a stressful/scary game while keeping it as fun as possible. The Problem When making a serious game, maintaining the weight of the story and gameplay can conflict with keeping the experience fun and engaging. The suspension of disbelief is far more fragile in this genre compared to others. The illusion can easily shatter with potential bugs or strange game behaviors. In order to succ
13 February 2025 11:11 UTC · Community Announcements · BoundlessMind
Hello again, It’s Maciej, the creator of There’s a Gun in the Office. Or should I say: the solo creator? Well, mostly. For the vast majority of development, I worked alone — though I couldn’t have finished without some key support along the way. So far, we’ve covered two main topics: the game’s origins and its development timeline. Today, I want to talk about what it’s like to tackle a game project (almost) solo, where I sought help, and what I learned from the experience. Hopefully, this will offer some insight to players curious about how solo games get made — and maybe help other aspiring d
10 February 2025 16:31 UTC · Community Announcements · BoundlessMind
Hello again! This is Maciej, the creator of There’s a Gun in the Office. Last time, I shared the inspiration behind There’s a Gun in the Office and how it came to be. This time, I’m taking a step back from the darker themes to dive into the messy, chaotic process of bringing the game to life. I’ll walk you through the development timeline, the unique challenges I faced, and what it’s like to create a solo project that’s far from a straight line from idea to final product. And don't worry — no spoilers! {STEAM_CLAN_IMAGE}/45281525/43965a3a7ba23e376dc975cb3cac47afc9677134.gif Project Start It al
6 February 2025 08:39 UTC · Community Announcements · BoundlessMind
Hello Steam Community! My name is Maciej, and I’m the creator of There’s a Gun in the Office. Over the next three weeks, I'll be sharing stories about the game: why it was made, how it came to life, and some memorable moments from its development. In this first post, I want to take you back to the game’s inception — why I decided to create a horror experience about doors, keys, and being trapped. Anxiety and Depression I've been working in the games industry for about 10 years and making games for even longer — it's always been my passion. But for the past 10 to 15 years, I've struggled with a
Full appinfo as delivered by Steam PICS, changenumber 37098996. Also at /api/app/3291220/raw.
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