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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2026-07-08 15:00 UTC · Community Announcements · Aquila_Jenny
Hello, Pioneers, and welcome to the first Harwell: Mars Industries dev diary. If you're new here, hello! I’m Caleb Houlding, solo developer of Harwell: Mars Industries, along with publisher Aquila Interactive. It's great to have you here!Today we’re looking at the building blocks of Harwell: Mars Industries, and we'll be showcasing the implementation of various buildings, along with their resources and the code that makes them run. You can find today’s dev diary in video form right here:Before we go on, the following are still a work-in-progress and could change before the final release. The F
2026-04-28 14:55 UTC · Community Announcements · Aquila_Jenny
Mars is open for business! Developer Caleb Houlding is partnering with publisher Aquila Interactive to announce Harwell: Mars Industries, a sci-fi economic strategy game set on Mars, coming 2027.This is the start of an exciting journey, and we'd love for you to head to the Store page, wishlist and come along with us for the ride in our Discord. What is Harwell: Mars IndustriesEach corporation begins on an equal footing in Harwell, a singleplayer and multiplayer economic strategy game set on the Mars. Build your company, control production, and trade in a dynamic economy where shifting supply a
2026-04-13 11:24 UTC · Community Announcements · cob
New FeaturesFriends system with Steam and Nakama integration — add friends, see their status (online, in-game, in-lobby), and invite them directly to games.Beautiful Shadows toggle in Graphics settings for the new lighting pipeline.Game end screen redesign with full-screen overlay, financial graphs (revenue, expenses, company value, profit, debt), per-resource production tables, and complete player leaderboard ranked by company value.Spectate mode for eliminated players — watch the rest of the game without access to building, demolishing, or sabotage menus.Expanded lobby hosting and connection
2026-04-06 21:20 UTC · Community Announcements · cob
New FeaturesCosmetic delivery ships now fly between your HQ and distant buildings with smooth arcs, steering, and dynamic shadows.You'll now get a daily notification when you don't have enough workers to keep up with demand. ImprovementsThere's now a loading overlay while the lobby loads so it doesn't just feel like nothing's happening.The sync overlay got a full redesign with a cleaner layout and a per-player indicator showing who's ready.The Start button now waits until all players are fully synced before letting you begin.The reconnect prompt looks nicer now with a vertical button layout an
2026-04-05 20:57 UTC · Community Announcements · cob
New FeaturesThere's a brand new sabotage system with 17 cards across five categories: destruction, disruption, finance, intelligence, and labour.The black market menu lets you browse, buy, and manage sabotage cards to build your hand.You can now control game speed with five settings (x1 through x16), and if your system can't keep up it'll automatically step down — in multiplayer, everyone has to agree on speed changes.You can now demolish your own buildings, complete with particle effects and animated destruction.Buildings are now clickable with an outline shader that highlights them when you
2026-03-09 13:16 UTC · Community Announcements · cob
Hello! Just a post about a relatively small feature that I think will make a large impact to gameplay: construction time.Building instantly is no fun, so Harwell now has a fancy new construction shader which dynamically builds the building in sync with its construction time - Ooooo!This should add more strategy to when to place buildings - you have to be patient for your profits! Currently, all buildings will take 10 sols to build, but this may change after testing.In the future, I may improve this to add small cranes to construction sites or show some sort of under-construction texture. Maybe
2026-03-03 13:30 UTC · Community Announcements · cob
TL;DR Players should now see HUGE performance improvements, up to +150% on low-end devices, and there's MOAR graphs. New FeaturesMarket multi-threading for improved performanceCentralized ProfitCalculator class for consistent profit calculationsPlayer profit tracking with actual purchase costs and sales revenueFinancial graphs added to the financial tabCustom monitoring statistics in the engine for AI and market informationModdable colony namesImprovementsThread manager now auto-detects number of CPU cores and sets threads accordinglyOptimized AI timers to dynamically start/stop based on activ
2026-02-27 13:21 UTC · Community Announcements · cob
TL;DR The visuals won't be quite as glitchy, tooltips will consider inventory goods, and multiplayer will work a bit better.New FeaturesDisabled tooltip for HQ building previewDisabled physics interpolation for building previewImprovementsThe construction tooltip now takes inventory goods into consideration when calculating total costBalance changesMultiplayer fixesBug FixesFixed an issue with the colour overlay not applying properlyFixed an issue where player inventory goods wouldn't be used for constructionFixed an issue where players could unpause each other
2026-02-23 03:15 UTC · Community Announcements · cob
TL;DR The AI is a bit more competent, and there should be a bit more polish.New FeaturesAdded housing and labour iconsAdded auction scenes and UI (for upcoming updates)Added sparks particle effectImprovementsAI behaviour improvements for better early game selling and industry building prioritizationAI companies now invest into different industries rather than duplicating effortsBalance changes to resources and buildingsOptimizations to various utility scripts (DataChecksum, FileCopyUtility)Compressed particle texturesUpdated color definitionsBug FixesFixed game staying paused when started (exc
2026-02-06 13:33 UTC · Community Announcements · cob
Greetings! I'm Caleb, developer of Harwell. As part of update 0.18 Harwell got a huge update - actual, functional multiplayer, and it involved an ever so slight complete rework of the multiplayer system in the game. Here's what it entailed!Main MenuThe main change in the main menu is this new panel on the left side which displays your Steam and Nakama IDs and lets you update your display name:You'll also get a little setup screen when starting the game which asks if you want to link Steam to your Nakama account, if you click no it will just use Nakama and store a device ID which is anonymous b
2026-02-06 13:16 UTC · Community Announcements · cob
New FeaturesAdded icon graphics for uranium.ImprovementsTidied up the market entries.Re-organised the UI controls panel and labelled it.Balance changes for Power resource.Updated the clock & day counter to use Sols instead.Updated the debug menu to work with the new Sols.AI Improvements, including better building selection and performance improvements.Updated to Godot 4.7.Updated Start Game button theme.Bug FixesFixed an issue where players would not get the profit from dividends.
2026-02-02 22:55 UTC · Community Announcements · cob
New FeaturesAdded Sulfur and Uranium map textures ready for implementationAdded Sulfur, Concrete, Explosives, and Soil icon graphicsRedesigned admin menu/pause menu and moved them from the bottom right (now bound to Escape key)Redesigned lobby screen with rearranged game settingsReplaced static parallax background stars with dynamic twinkling shaderRestructured AI behaviour system to be fully moddableAdded new particle effects (currently unused)Added buttons to debug menu for changing player namesAI names are now moddable via /data/names_ai.jsonAdded AI name category selection to lobby setting
2026-01-15 19:18 UTC · Community Announcements · cob
New FeaturesImplemented a new system to dynamically adjust building performance based on terrain and proximity.Added for real-time evaluation of placement conditions.Modifiers are now fully integrated into production logic and financial previews.Added a modifier preview tooltip during building placement to show active bonuses or penalties before you build.Added efficiency modifiers for Wind Turbines based on nearby mountains and building interference.Introduced penalties for buildings disconnected from the HQ based on their distance.Integrated GodotSteam and Spotlight add-ins for enhanced mult
2026-01-12 13:54 UTC · Community Announcements · cob
Hello! It's Caleb, developer of Harwell. I decided to write a part two to my last development showcase, Building Modifiers. I've made some improvements and added some polish so this one is going to be much less technical and much more screenshot-ey.Tooltips!I've reworked and improved how modifiers are displayed in-game. As well as polishing the tooltip when placing buildings, the modifiers now show in the tooltips for construction buttons automatically, and also show in the building tooltips when you hover over a building (showing both the modifier, a description, and its effect).In terms of m
2025-12-28 16:34 UTC · Community Announcements · cob
Development Showcase: ModifiersHello, it's Caleb, developer of Harwell. It's been a little while so I thought I'd write a festive write-up of what's been going on, and the most recent implementation in the game - building modifiers. Modifiers have taken some work to implement - having to build in JSON files, adjusting the building system, building them into the inventory system, and more. They're almost complete so I wanted to write a dev diary about the progress so far. I hope everyone has had a lovely Christmas this year!Updates to AISince the last update, I've been balancing the AI and conf
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