Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 22:24 UTC.
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2024-01-11 01:14 UTC · Community Announcements · Ogopogoid
YouTuber Wild4Games explains how to get certain games working with Remote Play in this YouTube video. https://www.youtube.com/watch?v=VGHBU5Ek1_k Before starting the game, the host needs to have as many controllers plugged in as players that are going to play. (So, if you're hosting, and three friends are connecting, you need to have 4 controllers plugged in on your machine) Then, when assigning controllers in the remote play screen, you rearrange the guests' controllers into their respective slots. The other controllers on the host's machine basically become unused dummies. You can now drag t
2021-12-18 22:20 UTC · Community Announcements · Ogopogoid
We're continuing to bring the magic abilities into line with the rest of the class tree by lengthening cooldowns and cast times generally. Where some of the abilities needed a boost, we've increased damage or spell durations. We've also opened up some hopefully new and interesting routes in the class tree by switching a few secondary options at critical points along the journey. Detailed Class Adjustments Round 1: The cast time of Bowyer's Quick Arrow has decreased from 0.3 to 0.25 Round 2: The cast time of Scribe's Fireball has increased from 0.25 to 0.3 Round 3: Friar's Cure has the followin
2020-12-17 21:14 UTC · Community Announcements · Ogopogoid
{STEAM_CLAN_IMAGE}/7626213/55ddd0d7d22494e2eb64893bc8735fcfd8b722db.gif Greetings friends! It is my pleasure to announce a new project we've been working on in the background for quite some time now. The Ways of Uron is an upcoming medieval fantasy action RPG with a focus on story and combat strategy. Play as Garen and his companions through a linear narrative in procedurally generated zones. Collect new weapons and items while revealing the mystery of Garen's past. Each zone features unique art, rewards to collect, monsters, and story elements that propel the player forward. Discover everythi
2020-12-04 18:56 UTC · Community Announcements · Ogopogoid
Patchnotes - v1.1.13 Summary(tldr) There has been a general consensus developing that magic classes become overpowered as the game progresses through the rounds. In response to this, we felt that increases to many cast times and cooldowns across the board were warranted. To mitigate these changes slightly, and give these player's a bit more space to play with, a change to global movement speed was needed to balance things out. This should also make speed abilities feel more impactful. We look forward to any feedback about how these changes affect your games. General Game & Fixes Global movemen
2020-02-10 16:59 UTC · Community Announcements · Ogopogoid
After some internal tests, we're pleased with what we see so far with Steam's Remote Play feature. We hope that players who were concerned with the lack of online functionality have an opportunity to test out this new feature. Please let us know what you think about this development!
2018-07-18 00:41 UTC · Community Announcements · Ogopogoid
Patchnotes - v1.1.12 AI Improvements AI's has been adjusted so that the classes now behave more like they should.(Mages keep their distance, Warriors approach, Thieves run around) This should help to create more dynamic situations in games with a lot of bots. General This patch will reset game options for all users. The default scoring option for normal games has changed to 'Standard'. The FFA and 3v1 AI Challenges will continue to use the 'Tournament' setting. The duration of Health Drops has increased to 6 from 3. Round 4 The damage of Monk's Soul Strike has increased to 2 from 1.
2018-07-14 02:25 UTC · Community Announcements · TowerFlare
Patchnotes - v1.1.11 Significant adjustments have been made to several classes in order to round out the class tree. Thanks for all your excellent feedback! Round 1 The duration of Apprentice’s Sprint has been reduced to 4 from 5 The cooldown of Apprentice’s Sprint has been reduced to 8 from 10 The cooldown of Savant’s Scorch has been reduced to 1.25 from 1.5 Round 2 The cooldown of Militia’s Lunge has been decreased to 3 from 4 The cast time of Acolyte’s Pray has been increased to 0.65 from 0.5 The cooldown of Scribe’s Fireball has been increased to 0.4 from 0 Round 3 The cooldown of Halberdi
2018-07-11 23:12 UTC · Community Announcements · TowerFlare
Patchnotes - v1.1.10 -Fixed various sound effects -Adjusted volume levels of various sound effects
2018-07-08 21:32 UTC · Community Announcements · TowerFlare
Patchnotes - v1.1.9 -Halloween has finally ended! The roaming monsters have reverted back to their default biome styles. -Minor game fixes
2018-06-28 04:39 UTC · Community Announcements · Ogopogoid
Hello to all GCM fans! The development of Grand Class Melee 2 is being handed over to Ogopogoid Entertainment. We hope to bring you the relevant updates this game requires before a final release. We acknowledge the lack of recent updates in this game's history has been frustrating for many of you and we're aiming to change this. We are currently working on version 1.1.9 and hope to have it available soon! Important Note: Some users may be experiencing problems launching the game. Navigate to your 'data' folder (Ex. C:\Program Files (x86)\Steam\steamapps\common\Grand Class Melee 2\Content\Data)
2017-10-26 16:57 UTC · Community Announcements · Drixxel
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/7626213/99ca83adb721d2c4178c259c7a02ad5986a42590.gif GCM2 V1.1.8 CHANGELOG Roaming monsters have been replaced with glowing Jack-o-Lanterns for Halloween, you can toggle between these and regular monsters by hitting F2 at the player select / interround screen (wet splat sound = pumpkins, squeak sound = monsters) A few bugs in the 8th round job sprite casting animations fixed "Start Game" at the title menu now reads "To Battle!" Adjustable round time under Gameplay options now includes a 1:30 setting The spritesheet for Whir
2017-10-26 16:57 UTC · Community Announcements · Drixxel
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/7626213/99ca83adb721d2c4178c259c7a02ad5986a42590.gif GCM2 V1.1.8 CHANGELOG Roaming monsters have been replaced with glowing Jack-o-Lanterns for Halloween, you can toggle between these and regular monsters by hitting F2 at the player select / interround screen (wet splat sound = pumpkins, squeak sound = monsters) A few bugs in the 8th round job sprite casting animations fixed "Start Game" at the title menu now reads "To Battle!" Adjustable round time under Gameplay options now includes a 1:30 setting The spritesheet for Whir
2017-06-22 03:00 UTC · Community Announcements · Lannro
General: Monsters have been added to the game. These creatures wander mindlessly, and drop a heart when killed. One monster has been added per biome. Boars in the wood, Rats in the dune, Spiders in the mire, and Wolves in the Ruin. Cosmetic Changes: The credit screen now acknowledges the team the monster sprites were originally designed for. Bug Fixes: Players should no longer jump around when they start a round in a tree or other obstacle. When the Wild Snare ability ends, the grass and water textures around the player should now properly revert to their original pallet. Skeletons should no l
2017-06-22 03:00 UTC · Community Announcements · Lannro
General: Monsters have been added to the game. These are currently just a taste of what is about to come in our next big patch. In the current version, they will wander mindlessly, but soon they'll be ready to fight back in the coming Survival Mode! One monster has been added per biome. Boars in the wood, Rats in the dune, Spiders in the mire, and Wolves in the Ruin. Cosmetic Changes: The credit screen now acknowledges the team the monster sprites were originally designed for. Bug Fixes: Players should no longer jump around when they start a round in a tree or other obstacle. When the Wild Sna
2017-06-01 04:00 UTC · Community Announcements · Drixxel
It's high time we share a look at some of what's going on in the upcoming monster survival mode! :D http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/7626213/09a63b86cae9eb052d8616a476db423a5bdca28c.gif In this mode, each round features a set of evil portals that each spawn monsters specific to the biome. A portal contains a set number of monsters and defeating all of them collapses that portal, but not before spitting out a sinister shadow version of whichever player dealt the final blow. The round is over when all portals are destroyed and all enemies on the map are disp
Full appinfo as delivered by Steam PICS, changenumber 36165027. Also at /api/app/340440/raw.
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