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 21:11 UTC.
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2016-09-26 17:00 UTC · Announcement · Valve
Today's Deal: Save 40% on Savage Resurrection!* Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are! *Offer ends Monday at 10AM Pacific Time
2016-09-22 14:37 UTC · Community Announcements · WhiteDwarf
General: Added a new map, Crossroads. This large classic map features numerous paths converging on a single crunch point in the center. Balance: Fire ward and land mine slow is now countered by splash damage immunity, and has slightly reduced duration. Fixes: Fixed some issues with repeater and blaze sounds. Fix for corpses standing up sometimes. Fix for occasional mesh falling through ground after being knocked back. Fixed an instance that could lead to an alive player being in ragdoll.
2016-09-12 20:16 UTC · Community Announcements · Bangerz
Balance: Fire ward and land mines: Damage reduced 500->200. Added a 3s slow to anyone damaged. Hitboxes (when you shoot at them) increased. General: Added Lair and Stronghold death effects. Added Predator and Shaman cosmetics. Optimizations: Visibility and stealth calculations optimized. Building and weapon tick optimizations. Character death optimizations. Aura application optimizations. Skeletal mesh optimizations for buildings and dome effects. Pickup collision optimizations. Fixes: Fixed self weapon sounds being occluded incorrectly sometimes. Fixed sacrifice incorrectly having splash prot
2016-08-30 15:07 UTC · Community Announcements · Bangerz
Balance: Spawn flags now take 2.5x as long to capture. You'll need to be sneakier or bring friends to ninja capture a flag now. General: Made the building under attack alerts a bit smarter, improved their throttling. Added a Melee trace helper to the practice mode F10/Esc menu. This is only available in solo practice as it requires you to be the server. Added more UI options, such as the ability to disable score popups. Fixes: NPC corpses are cleaned up a bit faster now. Optimized FPS minimap a little. Fixed Repeater and Blaze sound effects. Fixed Revive and Resurrect sound effects. Fixed some
2016-08-25 18:04 UTC · Community Announcements · Bangerz
Howdy, Savages! We finished a few little extras and decided to squeeze them in before the epic Savage weekend! General: Important gameplay event alerts have moved from the kill log to a more prominent top center location, and have been improved. Buildings under attack will now display their health, and losing buildings will display what technology was lost (if any) to help communicate the importance of their defense. AI Commander can now issue micromanagement orders, e.g. attack a particular unit (siege or shield tower), repair a particular building. Spawn flags get a special minimap icon. Bal
2016-08-24 21:59 UTC · Community Announcements · Bangerz
Happy Wednesday, Savages! Today we have a fine selection of balance adjustments and bug fixes for your gaming pleasure. Balance: With this patch we aimed to slightly increase the anti-building damage potential of both teams. Behemoth health increased moderately. This guy wasn't tough enough. K.O.N.G. health increased slightly, firing range increased slightly, but AoE radius moderately reduced - should be more effective against buildings but less effective against players. Increased the anti-building effectiveness of anti-building weapons slightly (Ember, Fireball, Rocket Launcher, Grenade Laun
2016-08-23 16:45 UTC · Community Announcements · Bangerz
Greetings, Savages! We're hard at work fixing and improving things based on the feedback collected over the release weekend. Here's the first of that: Balance: Respawn times are now a flat 15s. Once a game has been going for longer than 30 minutes these will slowly increase for both teams. This should help end defensive stalemates by allowing the team with the advantage to score more building damage. We'll be keeping a close eye on this and tweaking as needed! Replaced the existing overtime (> 60 minutes) mechanic. Overtime now critically damages all structures. We think this will be a bit mor
2016-08-22 14:51 UTC · Rock, Paper, Shotgun · contact@rockpapershotgun.com (Alice O'Connor)
Old people might remember Savage: The Battle for Newerth, a combination of FPS and RTS released in 2003 by S2 Games. The studio have focused on MOBAs in recent years, releasing Heroes of Newerth and Strife, but they’re back genremashing now. After a stretch on Steam Early Access, they’ve properly released Savage Resurrection . Based on the first Savage game, Resurrection offers 16v16 men vs. monsters multiplayer where one player on each side is a commander and the rest are their troops to direct around. Build bases, lead attacks, smash the enemy’s stuff up… it’s a
2016-08-21 18:48 UTC · Community Announcements · Bangerz
Greetings Savages! There's never been a better time to get your Savage on, because we've just temporarily increased the cosmetic loot drop rate by 1000% :O When will the madness end? We're not telling! Edit: Loot is working again.
2016-08-19 18:20 UTC · Community Announcements · Bangerz
Greetings, Savages! Here's our first post-release patch, hope you're enjoying the game so far. Balance: Healers revive range increased from 500 -> 1000, mana cost removed (still has a 10s cooldown). Respawn times have been increased slightly. General: Optimized many character animations. Improved UI for healers revive range and cooldown. Added "Can't Fire" feedback click. Allow VO lines on the end game screen via V menu. Added scrolling message feedback when your relocator doesn't work. Beast worker build sound updated. Commander role assignments UI updated. Increased classic order arrow deadz
2016-08-18 19:03 UTC · Community Announcements · Bangerz
Today marks the official launch of Savage Resurrection, as we leave Steam Early Access. We see this as the next natural step in the evolution of the game we love, and plan to continue developing the game in concert with our existing community, along with the influx of new blood we hope to see. Over the last 3 months of Early Access our community has provided excellent feedback which we have used to significantly improve our game, and we feel it is now ready to take on a larger audience. So what’s next? In the immediate term we’ll be monitoring performance and balance over release, and will be
2016-08-18 18:11 UTC · Community Announcements · Bangerz
Today marks the official launch of Savage Resurrection, as we leave Steam Early Access. We see this as the next natural step in the evolution of the game we love, and plan to continue developing the game in concert with our existing community, along with the influx of new blood we hope to see. Over the last 3 months of Early Access our community has provided excellent feedback which we have used to significantly improve our game, and we feel it is now ready to take on a larger audience. So what’s next? In the immediate term we’ll be monitoring performance and balance over release, and will be
2016-08-16 21:23 UTC · Community Announcements · Bangerz
General: Worker and NPC physics optimizations. Improved and optimized KONG explosions. Revised block + melee sound effects. Added tooltips to many options. Main menu play section UI updated. Roles + Orders UI elements updated. Commander chat messages (B) can spot. Very slightly increased respawn times. Added links to the new overview video. Fixes: Fixed some commander keybinding bugs. Fix mines/wards not immediately vanishing when exploding. Fix some quick message + spotting bugs. Fixes for standard mode commander getting stuck trying to build a building that cannot be placed. Fixed standard m
2016-08-15 21:17 UTC · Community Announcements · Bangerz
General: Trying out some physics optimizations. Tweaked simulated proxy interpolation values. Demo pack + grenade launcher explosion optimizations. Unified all tower/spire effect/attack radius to 3250 (buff for healing/wind/shock). Also only show the one range indicator. Show range indicator when a tower/spire is selected. Fixes: Fixed official servers not becoming official again after playing an unofficial game. Fixed sacrifice death info. Fixed mesh physics settings not being restored correctly after being revived. Fixed grenade launcher fuse impact effect. During advanced mode AI com takeov
2016-08-12 17:22 UTC · Community Announcements · Bangerz
General: Commander: added "to everyone" alt ping. Commander: Doubled the radius of the "to everyone nearby" ctrl ping. AI Commander: Improved worker use choices. Improved low redstone expansion logic. Improved danger sense. Adjusted tower upgrade times. Optimized rocket launcher effects. Added shared melee damage sfx. Added sound fx when your ranged attack is blocked. Fixes: Fixed standard mode commander giving defend objectives with an invalid target. Bots will try jumping if they get stuck on a rock. Fixed some order display bugs. Fixed human ranged weapon hidden in inventory on 0 ammo. Fix
Full appinfo as delivered by Steam PICS, changenumber 34351876. Also at /api/app/366440/raw.
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