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 21:03 UTC.
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2023-04-05 20:11 UTC · Community Announcements · benjamin.amos
The 2.1.0 release is here! There isn't a great deal of new content in this release but a lot of work has been done behind the scenes to make the game much more stable and easier to develop. As with the last release, we're including four extra modules with the base game: federal, syndicate, salvage and warp. Thanks to everyone who contributed to this release! The game's open source and if you want anything in the game, you can help to make it happen. Release Highlights New World Generation New UI Framework (good for players with irregular screen resolutions) New Tutorial Working maze collisions
2020-07-10 21:59 UTC · Community Announcements · NicholasBatesNZ
We're finally back with another release after three long years! The biggest thing to have happened in that time is the integration of the Gestalt framework. This means that: Modding is now much, much easier. Check out how to create your own module with a few simple steps!Modules can more easily be added to the game. Simply drag the folder into the modules directory!More ships! More guns! More s! All in various modules we've got under the Destination Sol organization on GitHub. Note that some of these modules may be unstable or imbalancedNo in-game interface to select modules yet, sorry! We hop
2020-04-05 20:44 UTC · Community Announcements · NicholasBatesNZ
Check it out! Switch to the open beta branch and give the game a whirl! Beware that there are likely to be bugs, crashes and all sorts. Please note that you will not be able to continue an old game after upgrading. Report any issues here The biggest thing to have happened is the integration of the Gestalt framework. What this means: - Modding is now much, much easier. Check out this wiki page with instructions on how to create ships and other items - Modules can more easily be added to the game. Simply drag the folder into the modules directory! - More ships! More guns! More s! All in various
2018-04-30 16:17 UTC · Community Announcements · cervator
For those not following on GitHub it is hard to stay up with development activity, one could even think the project has stalled, but that's far from reality :-) During summer of 2017 we had one Google Summer of Code student assigned to Destination Sol, which got part of our Gestalt game library applied to DS, allowing modules to work properly (real modding, woo!) - there are even several actual modules adding new factions and ships working, adding more content to the game. For 2018 we had a promising GSOC proposal to finish implementing Gestalt for game logic, content, and eventually multiplay
2016-09-15 02:23 UTC · Community Announcements · cervator
Patch release with some recent fixes related to v1.4.0 and in general :-) Mercenaries now start with an appropriate weapon so they'll be helpful without an awkward weapon item throwing phase. Huzzah! Crash from trying to load a ship with too many items in the save (should be OK to load broken old saves with) Allow volume control for both sfx and the new music separately Optimization for how the new music is loaded Minor extras like docs and project logistics Special thanks to JGelfand on GitHub for most the work! :-) In other news: During Terasology's participation in Google Summer of Code (we
2016-09-15 02:23 UTC · Community Announcements · cervator
Patch release with some recent fixes related to v1.4.0 and in general :-) Mercenaries now start with an appropriate weapon so they'll be helpful without an awkward weapon item throwing phase. Huzzah! Crash from trying to load a ship with too many items in the save (should be OK to load broken old saves with) Allow volume control for both sfx and the new music separately Optimization for how the new music is loaded Minor extras like docs and project logistics Special thanks to JGelfand on GitHub for most the work! :-) In other news: During Terasology's participation in Google Summer of Code (we
2016-07-19 21:24 UTC · Community Announcements · cervator
Official soundtrack by NeonInsect released at last! Note that the app size went up a fair bit for that reason (9ish mb to 61mb with bundled JREs on top of that for PC) The way our Android build is prepared also changed a bit, could be unexpected issues, especially on older devices. Other changes - Star gates should no longer spawn within each other - Ship icon should be visible while jumping between gates - Equipped weapons should persist through reloads - Lots of technical refactoring for later improvements - Credits updated - Mouse cursor *may* behave better in some edge cases reported occas
2016-07-19 21:24 UTC · Community Announcements · cervator
Official soundtrack by NeonInsect released at last! Note that the app size went up a fair bit for that reason (9ish mb to 61mb with bundled JREs on top of that for PC) The way our Android build is prepared also changed a bit, could be unexpected issues, especially on older devices. Other changes - Star gates should no longer spawn within each other - Ship icon should be visible while jumping between gates - Equipped weapons should persist through reloads - Lots of technical refactoring for later improvements - Credits updated - Mouse cursor *may* behave better in some edge cases reported occas
2016-07-09 02:54 UTC · Community Announcements · milosh
Hello fellow gamers! Yesterday we've published a new Android game! Basically each level is a maze with water, and you have to tilt your phone/tablet to make water flow! Physics-based water simulation included! Visit the game website to find out more: http://hastyhamster.net (We've also made a Greenlight submission, but it needs a total re-design! v__v)
2016-07-09 02:54 UTC · Community Announcements · milosh
Hello fellow gamers! Yesterday we've published a new Android game! Basically each level is a maze with water, and you have to tilt your phone/tablet to make water flow! Physics-based water simulation included! Visit the game website to find out more: http://hastyhamster.net (We've also made a Greenlight submission, but it needs a total re-design! v__v)
2015-10-11 19:13 UTC · Community Announcements · cervator
This is a small patch release with a couple fixes before we embark on something a little bigger in v1.4.0 Changes: Mouse is less tied to the windowed version of the game, free to move in and out when in the menu. Game crashes should put a logged reason why in a little popup Minor renaming of some stuff No Android release as there'd be no noticeable changes. On the horizon activity is picking up and we'll likely prepare the nice soundtrack donated by NeonInsect soon. PrivateAlpha is getting to work again reorganizing some things and is looking at the 2D physics/image editor tool to see if we ca
2015-10-11 19:13 UTC · Community Announcements · cervator
This is a small patch release with a couple fixes before we embark on something a little bigger in v1.4.0 Changes: Mouse is less tied to the windowed version of the game, free to move in and out when in the menu. Game crashes should put a logged reason why in a little popup Minor renaming of some stuff No Android release as there'd be no noticeable changes. On the horizon activity is picking up and we'll likely prepare the nice soundtrack donated by NeonInsect soon. PrivateAlpha is getting to work again reorganizing some things and is looking at the 2D physics/image editor tool to see if we ca
2015-08-02 03:49 UTC · Community Announcements · cervator
We just published v1.3.0 where the primary feature is controller support :-) You can now pick "Controller" as your input method and map any axis to ship related actions (menu stuff is still handled via mouse). You can also tweak your hot keys and such. Finally we've done a bunch of mouse fixes, mostly from issues noted on Windows 8 and/or in fullscreen. Please let us know if there are any noticable mouse issues left. Fullscreen on Win8 (and 10?) may still run in a weird fixed window that doesn't take up the whole screen, that's a separate issue that isn't solved yet. Changes Added partial cont
2015-08-02 03:49 UTC · Community Announcements · cervator
We just published v1.3.0 where the primary feature is controller support :-) You can now pick "Controller" as your input method and map any axis to ship related actions (menu stuff is still handled via mouse). You can also tweak your hot keys and such. Finally we've done a bunch of mouse fixes, mostly from issues noted on Windows 8 and/or in fullscreen. Please let us know if there are any noticable mouse issues left. Fullscreen on Win8 (and 10?) may still run in a weird fixed window that doesn't take up the whole screen, that's a separate issue that isn't solved yet. Changes Added partial cont
2015-07-26 05:25 UTC · Community Announcements · cervator
This has been in beta for a little while and nothing major has come up so we're releasing it and moving on with v1.3.0 which adds controller support! Beta for that should be out soon :-) 1.2.0 Change Log Restructured the way ships ("hulls") are defined in code and text files. Now each ship has its icon, texture, and text-based data under a single directory named for the ship. We've created a guide on How to Add a New Ship based on this version. Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=481833955
Full appinfo as delivered by Steam PICS, changenumber 36631845. Also at /api/app/342980/raw.
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