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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2026-08-29 20:16 UTC · Community Announcements · thargor6
It has been a while, but I was really busy. With the current update there come two major two things: - post rendering effects, which is a separate shader pass to apply typical balancing effects, color grading effects (for example, to turn your artworks into "Matrix style"), Vignette and other effects - experimental WebGl export: this allows you to export your current scene to be rendered in a modern browser in realtime. This feature is very limited in terms of supported features, but may be lead to very cool results, though. The more simple your scene is, the better it will work. The render re
2026-06-14 15:47 UTC · Community Announcements · thargor6
This major update brings a few bug fixes, some new interesting container types (e.g., a mode to create a classic ifs-iteration, including a non-linear part) and - maybe surprisingly - a large collection of 150 new variations for flame fractals. Complete changelog: VERSION 4.9.2800 (14.06.2026): - mandelbro3d: - fixed: field-mode is not saved when saving a scene with a weighted alternating hybrid container (SWAN-1608) - flames: - add new variations: tweed, weave, waves3d_decay, svensson, vine (SWAN-1636) - add new variations: wave_func, vortex, toroidal, tunneling, waves_phase (SWAN-1637) - add
2026-05-17 21:32 UTC · Community Announcements · thargor6
This major update brings another very flexible tool: domain rendering. You may imagine this feature in the way, that multiple scenes are rendered at the same time, and a function (the domain-partitioning-function) specifies, where in the global space, appears which scene. This may sound very abstract at first, but allows for some really unique effects. For example, you may create a shape, which consists to some parts of metal, and to some parts of glass, as real 3d structure, not just a texture. Or, you can fade in or out certain objects in a very cool way. And lots more. Also, you can now cho
2026-05-10 20:24 UTC · Community Announcements · thargor6
(the first one did not update)
2026-05-10 17:39 UTC · Community Announcements · thargor6
For this version I made a lot of internal refactorings to improve rendering quality and hybrid-fractal-support. Also, there is a new experimental hybrid-container which uses a variation- or scalar-field to modulate the iteration-counts of the fractal formulas inside the hybrid. This creates coordinate-dependent hybrid-geometry. It is a little bit hard to setup, but a lot of fun to play with. Complete changelog: VERSION 3.44.2717 (10.05.2026): - mandelbro3d: - experimental: add new Weighted Alternating hybrid container, which uses a scalar field to modulate individual formula iteration counts (
2026-05-06 22:24 UTC · Community Announcements · thargor6
I have completely re-implemented the preview now, so that it is also using the compute-shader-pipeline and produces images which are more close to the final renders. And more important, it can also render very "heavy" scenes, which was the largest problem before. You will encounter increased initial shader-compile times, but the shader compile time between preview and final render will be reduced. So, it is not really slower, even if it might feel like that at the beginning. Also there are two new Tentacle-releated features: a primitive and a Surface Effect. Thanks to Brad Stefanov for suggest
2026-05-03 16:49 UTC · Community Announcements · thargor6
Another update with a lot of new stuff and fixes: - the flame skies now finally work (there was the problem, that *.exr-file-support is removed from exported Godot-builds, so I had to create my own ExrLoader class) - new surface-objects (by a new container-type) which can be applied to both fractals and primitives - new primitives and corresponding DEcombinate-formulas - some new useful fractal formulas - general fractal-hybrid-container-overhaul - the preview can now be paused, which helps to create more complex setups where not each intermediate step needs preview, and therefore needs not a
2026-04-30 02:24 UTC · Community Announcements · thargor6
VERSION 3.35.2629 (30.04.2026): - mandelbro3d: - added sun primitive (SWAN-1440) - added moon primitive (SWAN-1441) - added support for really transparent portions of surfaces, for example needed by some of the new sky objects (SWAN-1443) - dont include procedural textures into the deafult scene (in order to reduce shader compile time at startup) (SWAN-1444, SWAN-1446) - fixed: rendered preview images were black (SWAN-1447, SWAN-1448, SWAN-1449) - fixed: exporting a morph-container as mesh/point-cloud does not respect the morph state (so the first object is exported) (SWAN-1450) - removed the
2026-04-27 21:14 UTC · Community Announcements · thargor6
Changelog: VERSION 3.32.2597 (27.04.2026): - mandelbro3d: - use formula-picker when adding a new primitive (SWAN-1414) - use formula-picker when adding a new fractal formula (SWAN-1415) - objects and lights can now also follow the camera (SWAN-1416) - added "headlamp" preview mode for consistent preview-lighting, nevertheless where the camera is (SWAN-1418) - fixed: when entering a numerical value for an attribute the preview is not refreshed (SWAN-1417) - after deleting a light, the detail-panel of the next, automatically selected, light is not activated (SWAN-1279) - fixed: after the recent
2026-04-26 00:38 UTC · Community Announcements · thargor6
With this update come really many new things: - introducing wall-objects: helping to combine classical architectural elements with fractals - a collection of new sky objects - a collection of new ground objects - a large collection of new procedural textures - the ability to use flame fractals as HDRI sky for interesting lighting effects - the ability to use flame fractals as procedural texture for even more texturing options - fractal formula transforms have been unified: they work now the same in single fractals as well as inside hybrids, and you edit them at the same place - some new (optio
2026-04-19 00:18 UTC · Community Announcements · thargor6
This update brings new fur/hair-controls which can be combined with any material. But, please note, that computing fur is a real heavy operation. Even compiling the shaders can take up to minutes! If you encounter GPU-timeouts during rendering, decrease tile-size and/or quality budget. But, it can give really nice results! Also, there are a lot of new procedural textures. To improve the handling in the user-interface, there is now a generic item-picker for textures, fractal formulas, primitives and deforming variations, which is sorted by categroy and also shows (for many of them) a preview-im
2026-04-13 23:52 UTC · Community Announcements · thargor6
Complete changelog: VERSION 3.10.2353 (14.04.2026): - mandelbro3d: - also added a "Pick Position"-position for light sources (SWAN-1147) - fixed: hybrid fractals sometimes render different in preview than in hq/hq+ mode (SWAN-1157) - fixed: Godot sees not the OIDN-executable under when Windows when added to PATH variable (SWAN-1146) - added new Mycelium-procedural-texture (SWAN-1148) - added new Diffraction-procedural-texture (SWAN-1149) - added new Tesselation-procedural-texture (SWAN-1150) - added new Topographic-procedural-texture (SWAN-1151) - added new Circuit-Trace-procedural-texture (SW
2026-04-12 21:57 UTC · Community Announcements · thargor6
This update introduces procedural textures for primitives (colormaps, bumpmaps, material maps and emission map) and comes with some new shapes, both as primitives and as DEcombinate formulas. Also, a few bugs have been fixed. Happy rendering! Complete changelog: VERSION 3.6.2316 (12.04.2026): - mandelbro3d: - created Turbulence-procedural-texture (SWAN-1111) - created Voronoi-procedural-texture (SWAN-1112) - created Wood-procedural-texture (SWAN-1113) - also allow to use image maps as texture (SWAN-1114) - implemented material-textures for primitives (SWAN-1117) - implemented emission-textures
2026-04-09 14:15 UTC · Community Announcements · thargor6
JWildfireSwan 1.0: Flame Editor Initially, JWildfireSwan was intended solely as an editor for flame fractals. Admittedly with high ambitions, but only for this type of fractal art. Then came the extension to AI-assisted fractal art (“ai img2img”) based on flame fractals (I know that the use of AI in art is a subject of controversy in some quarters, and I share some of the concerns. Nevertheless, I believe it is a very useful extension that can certainly achieve breathtaking results. In JWildfireSwan, this feature is disabled by default and not even visible, so that artists who reject the use o
2026-04-09 01:13 UTC · Community Announcements · thargor6
I have made some fundamental changes to the ray-marcher, which should improve the render quality on small objects with many details substantly. But it may be the case that some existing scenes of you need adjustments to give the right results. If you encounter "incomplete objects", try the following (in this order): - set "Max Distance" to 60.0 - increase "Work Budget" to 20000 - set "DE Factor" to 0.5 - increase the number of iterations at formula level - slightly decrease Epsilon (e.g. from 0.0002 to 0.0001, but not 0.000001) Complete changelog: VERSION 3.2.2279 (09.04.2026): - mandelbro3d:
Full appinfo as delivered by Steam PICS, changenumber 38658520. Also at /api/app/3529700/raw.
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