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 21:39 UTC.
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2026-05-27 01:44 UTC · Community Announcements · GrabbusDEV
Foxoplasm is proud to present the latest update to Grabbus!This update is overflowing with balance adjustments, fixes, and new features!Let us know how Grabbus feels to play with the following changes...Item Storage! This new menu, found alongside the Evolution Grid in the Status tab of the world map, is used to manage your collected items. You can sort, transfer, fuse, or trash from here!Quantagons, fusion sparks, and health orbs now all have new sprites with three tiers of value each. Loot drops will automatically divvy the larger currency rewards into these higher value denominations to mak
2026-04-02 20:06 UTC · Community Announcements · GrabbusDEV
We've been hard at work on the next update!These patch notes will be one of the larger ones seen since entering Steam Early Access...A summary of upcoming changes...-World Map 'Status' section: This will contain buttons that bring you to features like the Evolution Grid or Item Storage. In a future update, more detailed information relevant to your current play-through will also display here to the side of the buttons.-Item Storage Menu: The item storage menu is designed to be flexible, expandable, and easy-to-use. Designed with both Gamepad and KBM in mind! Simply press one button on a select
2026-01-09 19:11 UTC · Community Announcements · GrabbusDEV
We're proud to present the latest update to Grabbus! -The world map's visuals have been further enhanced with a lighting layer, several reworked tiles, and a complete set of foliage for each biome! -Fixed bad math in the loot power calculation, specifically related to base drop potency and first drop potency, both of which now work as intended. This should have significant effect on playability and the feeling of difficulty, so feedback on balance is appreciated! -The inventory now shows the projected potency of an item fusion, and also shows a warning symbol if one or both items are over cont
2025-08-27 08:48 UTC · Community Announcements · GrabbusDEV
Thank you for your patience!Foxoplasm is proud to present the World Map Overhaul in version 0.2.4!-New, larger tiles and decorations-16 new biomes with their own inter-blended generation rules-Animated water-Top-of-screen sky effect-New foliage-Improved performance-Rotation math somewhat de-janked-Auto-spinning attract mode activates when controls are untouched for a while-New translation-friendly tab buttons with cooler symbols and tooltips-Map can now be resized from the menu without restarting-Changes were made to gamepad detection to narrow the allowed devices (let us know if you have trou
2025-07-27 22:19 UTC · Community Announcements · GrabbusDEV
Some graphics still need to be added or replaced, but the overhaul is going well! All 16 new biomes now have their terrain tiles done, and water animation is also getting tweaked.The shader previously used to recolor tiles between biomes has been removed, further increasing performance overhead, allowing the screen to be more easily filled with the new, larger tiles!Next, we'll be working on adding or updating sprites for buildings, vegetation, and other details.After all the new graphics are complete and checked-over, (and a quick playtest for balance adjustment is done), this update will be
2025-04-26 21:09 UTC · Community Announcements · GrabbusDEV
To prepare for more building and exploration features, work has already begun on the overhaul of the world map screen in Grabbus! {STEAM_CLAN_IMAGE}/45521474/34d598cefc69eb4a47349e8b3fc03fc5aea75aa3.png In Grabbus, the world is generated on-the-fly using procedural "cloudy" noise to determine the default appearance and height of a tile. The output of two of these layers of noise is used as a coordinate on a 2d graph of biomes that can be assigned to any given tile. These biomes relate to the terrain-generation rules and coloration of a tile. There are 9 "points" on the current biome graph that
2025-04-06 21:25 UTC · Community Announcements · GrabbusDEV
-Recipes involving containers fused with non-container items were pointing to the wrong code, resulting in the wrong potency values, these fusion recipes should now work as intended -Enemy and Treasure Orb spawn rate both slightly increased -Bonus fusion sparks awarded for completing a floor at full health has been reduced slightly, and will also trigger upon beating the final floor regardless of amount of health left, as opposed to dropping HP orbs which would be useless at that point. -The inventory can no longer be opened during a camera-move, and will automatically be closed if one is init
2025-04-03 21:29 UTC · Community Announcements · GrabbusDEV
Today's patch focuses on some of the smaller, quicker fixes that could be addressed. We are interested in seeing how this affects the feeling of balance! That sweet spot will take some adjustment to find, but hopefully, these changes can get us closer. -Screen shake can now be toggled on or off -The explosion elixir no longer affects environment tiles -The method used to generate random rolls to determine an "extra number" of times to drop items or trigger other effects has been adjusted -The potency-granting elixir gives less power to weapons fused with it, and now drains faster and less effi
2025-03-27 18:23 UTC · Community Announcements · GrabbusDEV
{STEAM_CLAN_IMAGE}/45521474/bffd4409d59ea134cd5f470a077ad573ce0631d1.png Immediate: -Feedback collection At this early stage, we'll be keeping a close eye on player feedback to identify and address bugs, balance issues, and other playability barriers. After we determine that enough has been done to make the baseline experience smoother, it will be time to begin adding new features and content variety. Near-Future: -World map visual overhaul At the moment, the world map is comprised of only a handful of shader-recolored tiles and some trees. Larger ground tiles with more variations will be used
2025-03-25 19:55 UTC · Community Announcements · GrabbusDEV
-On gamepad, default input for SHIELD/THROW has now been correctly set to Left Trigger as intended -Enemy damage-receiving radius extended slightly, making them a bit easier to hit -In gamepad mode, the world map cursor now starts properly centered -Projectiles now have a slightly larger minimum visual scale -More reliable handling of looped noises -Tower dungeon size is now drastically reduced to start, scaling up with dungeon potency(difficulty) and floor count -Random roll for number of total floors in a tower has been reworked -Loot rolls from rainbow seeds have been given drastically redu
Full appinfo as delivered by Steam PICS, changenumber 37795687. Also at /api/app/3516160/raw.
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