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 22:26 UTC.
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2026-09-07 19:26 UTC · Community Announcements · spacemann
Hey folks, hope things are well. We've got a couple more community-reported bugs to squash. Change list Added a peace cooldown after nuking bots so that they're a little less gullible Gated troop experience behind groundforces T1 research Fixed a couple research tiers that were mixed up (aircraft used AAA research) Added new text explaining what each tier of upgrade actually does Thanks to Lasersights, Socks, and Mackereldude for the bug reports. Make sure to weaponize ignorance and fear for your political purposes! -- spacemann
2026-03-26 05:17 UTC · Community Announcements · spacemann
Desync FixesSome new approaches to reigning in the gamestate in the long run. I had been previously trying to prevent floating-point math based desync. That never really worked that well. Now we're trying some bandaid fixes! The good news is that they're pretty good bandaids. Texel Team buffer checksum & syncTexel Population buffer checksum & syncHost-Authoritative City Sync wavesThese three sytems effectively force the host's version of the game onto all the clients whenever they fail a test. This will cause a little bit of rubber-banding - cities uncapturing themselves, etc, but it stops the
2026-03-06 22:16 UTC · Community Announcements · spacemann
Fixed a bug where collapsed states stayed on the infopanel Adjusted Disbanding so that it avoids deleting veteran units Bots now call off invasion prep more easily Moved WOPR and RANDOM to the end of the level list since it feels right Thank you to sock and vjdempsey for the bug reports! Post any bugs to the discord! Have fun, -spacemann
2026-02-13 08:45 UTC · Community Announcements · spacemann
Kiloton v 2.8 Patch NotesAdded scenario support for 8 nations! Editor SupportFixed Population Bar GraphsUpdated Random scenario to use 8 nationsAdded new Casualty CounterUpdates in real time on the war panelSpits out a report at the end of each warUsed in some new achievements!TweaksMade scenario stabilization a little harderTaught countries to maintain slightly larger standing armiesRe-prioritized disbanding troops to avoid disbanding veteran unitsFixed some bugs with donating to extinct nationNew Levels!Added CONQUER, a fairly easy scenario where you steamroll seven botsAdded DIVIDED, a diff
2026-01-11 21:05 UTC · Community Announcements · spacemann
Greetings Autocrats!Some good news! Kiloton was just announced as a finalist in the 2026 Independent Games Festival! We are a nominee for Best Student Game. If you are a fellow game person and plan on coming to the GDC this march, you'll find Kiloton (and me) in the IGF section. Anyhow, here are todays patch notes:ARMY EXPERIENCEArmies now gain experience over time. As they gain experience, their speed, health, and damage all go up. This experience caps out at two minutes, where they have significant advantages over fresh conscripts. Experience can be seen visually as a team-colored tint. (Tha
2025-10-24 05:53 UTC · Community Announcements · spacemann
Our mapping contest has come to its conclusion! Congratulations to FireWarpSkill for the winning map ISLAND. All these levels will be available on the second page of the campaign.New Levels!Generally, the levels included at launch were pretty easy. Hopefully this batch will add some challenge! ISLAND LONGSHOT SANDWICH SURROUNDEDUNFAIR LANOne requested feature was LAN-based multiplayer. This should allow for you to host multiplayer games with friends on the same local internet connection, even if your actual internet speed is shoddy.If you run into issues with LAN connectivity, check your firew
2025-10-08 00:19 UTC · Community Announcements · spacemann
Hello Everyone! Have you tried out the scenario editor? Made any cool custom scenarios recently? Well...That's right. Your maps are being drafted into the great patriotic war against... not enough maps! Millions will surely perish. Hop into the discord, and send your maps to @spacemann for potential inclusion in a an upcoming Kiloton update. Come up with something clever for the name and description, and whatever name you'd like to be credited as. If your map is included in the update, you will receive a free kiloton steam key for a friend or two! If you feel your map needs custom features lik
2025-05-01 04:35 UTC · Community Announcements · spacemann
This has been a long time coming, so I appreciate y'all bearing with me! Added multiplayer bot support. Use the. "bots = " command to set the server bot count Assorted bugfixes. Previously some actions like peace-offer-withdrawals were not networked, allowing for pretty zany desync situations. Debt was improperly synchronized, leading to some economic desync as well, although this won't solve it entirely. As always, please report bugs in the discord server's #bug-reporting channel! Thanks, and have fun -spacemann
2025-04-08 02:05 UTC · Community Announcements · spacemann
It looks like the last patch inadvertently disabled unlocking achievements! This patch should fix that.
2025-03-31 23:38 UTC · Community Announcements · spacemann
There was a bug where improperly saved editor data could corrupt one of the menus, interrupting the loading process and causing each level to immediately shutdown. That has been fixed! I've also made sure that, at least until I add specific research tools into the editor, that states will load with the minimum research necessary to support the bases that you've given them. (If a state spawns with a silo, it will be given level 1 ICBM research.) Thanks Mr. Grimm and goosboi for the bug reports!
2025-03-30 22:11 UTC · Community Announcements · spacemann
A commonly requested feature was the option to design your own levels. I've gone ahead and added some tools to let you do this! The new 'Editor' mode lets you: Cycle through map seeds until you find one you like Set the number of players Modify the fairness of the starting borders Place down bases Once you're happy with your new level, you can give it a unique name and description, then save it to the campaign! Custom levels will show up at the end of the normal campaign, on the second and third pages. These tools are pretty limited, but if you have requests for additions, or things like works
2025-03-12 03:57 UTC · Community Announcements · spacemann
Update to v2.4.48 More netcode bug-squashing! Fixed a number of RPC feedback-loops that often led to potentially massive chunks of bandwidth being dedicated to completely useless messages! Drastically reduced the precision and frequency of network-transform updates, which was also hogging large amounts of bandwidth for no gain. (Sub-millimeter unit position updates aren't that valuable in a world-scale game) These two fixes, in test scenarios, resulted a huge reduction of bandwidth use. Hopefully this is the big fix for hosting larger servers! Fixed a bug with sometimes being unable to disband
2025-03-07 00:48 UTC · Community Announcements · spacemann
Update to 2.4.44 One day, many years into the future, there wont be any more netcode bugs. This is not that day. Corrected Interpolation Settings (this should really help with hosting large servers!) Patched a game-breaking country defeat/disconnect bug that would freeze the map and cause all sorts of problems Automatically clean unit information continuously (may cause minor performance impact, but is a safeguard against map-freezes!) Fixed an issue where a disconnect would end the game for everyone Fixed an issue where airbases wouldn't properly apply research in multiplayer Hopefully not to
2025-03-05 05:23 UTC · Community Announcements · spacemann
Spectating Improvements - Added 'Spectators', a unique player-type Set your name to "spectator" before the match starts, and you will be able to watch the game without playing. (Likely to have some bugs, let me know in the discord if you find stuff!) -Improved normal spectating! If you lose a multiplayer match, you can now continue watching as a spectator, and leave without ending the game (unless you are the host) QOL Improvements! - Unique panels for each gamestate are now visible in the pause menu - Auto-lose scenarios are now reloaded (thanks FireWarp!) Multiplayer Bugfixes - Research VFX
2025-03-02 22:25 UTC · Community Announcements · spacemann
2.4.2 The war on bugs continues! New Desync checker on armies will hopefully catch up and fix army desync when it occurs. (not 100% effective, but it helps!) Dropped multiplayer tickrate to give host machines a chance at handling large-server bandwidth Added new (probably insequential) 'path sharing' optimization on neighboring units to attempt to reduce CPU load Improved multiplayer spectating! (still not amazing) Attempted to solve issues encountered when hosting sequential games (thanks sev!) Added new end-screens for multiplayer matches, including spectating and victory screens (WIP) Added
Full appinfo as delivered by Steam PICS, changenumber 38675702. Also at /api/app/3488900/raw.
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