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 21:14 UTC.
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2025-10-23 07:25 UTC · Community Announcements · Allogonist
Floaty damage numbersBecause armor, shields, and hull can take such different amounts of damage, and because increased bullet damage is a stat that you can collect, I wanted to be able to see how effective my shots were during combat, so I made a proper system for floating combat text. It adds up all the changes to pixel values from a bullet instance, color codes the number based on what you hit so there are different color numbers for hull, armor, shield, and critical hits, it also tells you when a dodge occurs. The numbers are even sticky and animated to look nice.You can of course toggle th
2025-08-18 21:33 UTC · Community Announcements · Allogonist
I got really distracted by a series of projects and didn't make a blog post about new upcoming features. I plan more of those in the future because I'm not done talking about new things that are already in the engine. However, the projects that have kept me very distracted for the last few weeks are worthy of their own discussion so here's a breakdown of everything I've been doing recently. It all started with......So I got an art asset for the hangar bay.Remapped every stationIt's nice and big and looks like where you would land your ship in order to have it packed into an item so that you mi
2025-07-19 00:36 UTC · Community Announcements · Allogonist
In the previous update that came out a long time ago at this point I added affixes to turrets and allowed them to drop as loot. The idea was to increase the amount of cool stuff that could drop as loot, while also broadening the surface for ship customizations. I also added module components and introduced some new tuning kits, all to accomplish the same.Well I've been playing around with crafting for a while, and with the creation of world engine I realized I could do some pretty cool stuff with it. I wanted a system with a lot of depth where maxxing out a trade skill was really worthwhile, a
2025-07-11 21:01 UTC · Community Announcements · Allogonist
When I released the last update, I got some direct feedback which was honestly the feedback I was already expecting because I have known this was a problem with the game for a long time and wasn't sure how I wanted to resolve it. The game world was designed from the beginning to lean pretty heavily on procedural generation because I always knew we would have a small team, however I had not initially anticipated it would just be me working on this alone, and the game world doesn't feel sufficiently alive.I want the world to have that "alive and busy" feeling of a space full of neat stuff that i
2024-08-24 00:38 UTC · Community Announcements · Allogonist
fixed a bug with abandoning quests from the map screen that wasn't fully removing the quest fixed a bug where the gauntlet could recover from lost data by recreating the gauntlet but it wouldn't re-add all of its locations so it would be inaccessible the gauntlet will now generate a crash log if it fails to load correctly so I can hunt down the source of data corruption making gauntlets recover themselves world saving was made more robust with each individual stage being capable of logging exceptions and attempting to move on to the next stage, hopefully allowing me to catch sources of save ga
2024-08-16 22:47 UTC · Community Announcements · Allogonist
fixed a bug when loading quests that could cause a crash when loading the game fixed a bug with the crew team that would allow any crew member to join the team widget and accept orders from the player friendly crew will no longer attempt to join the player's team if they are passengers passengers added by the manifest are added with the isPassive flag set to true so they behave like passengers and not crew upgraded procedural quests to include a "pick up" stage as the first stage so if you depart the source station with insufficient cargo/beds you can still return to the station later and comp
2024-08-11 00:04 UTC · Community Announcements · Allogonist
fixed many instances of the word yield being misspelled fixed a bug where picking up the item most recently placed into the trash slot would duplicate the item sped up world generation by skipping many noise samples in black empty space fixed rotation groups for tier 3 hallways tier 3 hallways are now structure adding modules. They add more structure than the default tile replaced when you place them, so they make your ship stronger when added removed duplicate entries for shield emitters in the design screen added a tier 3 shield emitter fixed turret offsets for T3 energy turrets fixed an ext
2024-08-10 21:49 UTC · Community Announcements · Allogonist
Single Player is receiving a huge overhaul. Big design overhaul The intent was always to make a sandbox game where you could collect cool ships and customize them with deep and interesting ship design features. To that end, we built a dynamic economy with shops and shipyards and venders and trade etc, however we seriously missed the mark because the game's story didn't encourage you to interact with that aspect of the world, and the ship design elements made your interactions with it shallow and in many cases unnecessary. Furthermore, the loop of unlocking hulls and modules so that you could d
2023-08-16 16:51 UTC · Community Announcements · Allogonist
fixed a couple of screens that were responding to mouse wheel scrolling that had happened on other screens increased the number of system slots on many bridge modules so you can activate more things refactored a context variable in all ship active abilities to make it easier to debug in the future and so that I can make new stuff more easily fixed a bug with calculating the cursor position on the universe map where the outcome of the calculation depended on which quadrant of the map you were in fixed a possible crash related to the chat widget opening fixed a possible crash related to hitting
2023-08-01 23:45 UTC · Community Announcements · Allogonist
Working on some big things behind the scenes. Hopefully announcement soon. In the meantime here is a bugfix patch that includes a lot of small changes accumulated over a long period. your crew will no longer follow you on the in-station fast transport network if they are set to hold position fixed a bug where logistics rooms would not rotate their animation to match the module animation you can no longer collide with asteroids while in travel drive. Realism be damned, I've never seen a new player pick up the game without immediately killing themselves in travel drive somehow. you can now use t
2022-12-27 02:50 UTC · Community Announcements · Allogonist
Sorry for the rapid series of bug filled updates. Here's what happened: I for the life of me could not figure out why the monsters would sometimes go invisible. So I wrote code that would try really hard to render them even if their animation was in a corrupted state. The new code immediately produced crashes without crash logs in version 0.9.3.01 and so in 0.9.3.02 I updated the code to catch those crashes with a proper crash log and also improved my rendering without art code....which immediately crashed again. Turns out I was looking in the wrong place because the issue wasn't with the artw
2022-12-27 01:54 UTC · Community Announcements · Allogonist
had a few rendering based crashes, so i've fixed the crashes that came up and also added crash logging for those exceptions so it will be easier to find them in the future
2022-12-26 05:58 UTC · Community Announcements · Allogonist
turrets now remember how much ammo was in them when they are saved and loaded from a save or stored in a packed ship fixed the tooltip for ammo boxes which nobody even uses so who cares? Well they are fixed now, so that's nice. made mod loading more durable so as to prevent the client crashing when attempting to load a mod that is missing files on loading a save game, missing factions which failed to save due to a crash will attempt to re-add themselves to the world identified and fixed a threading issue that could allow the database thread to try and access faction info (for saving) while tha
2022-10-30 00:10 UTC · Community Announcements · Allogonist
Added a new feature as well as some bug fixes with this one. Module components are an item that you can find and with the new tool you can use them to upgrade existing modules inside of a ship to have better performance. fixed a bug with some new modules in the design screen where their tooltip would display resource costs multiple times. The resource cost was correct only the tooltips were broken fixed a bug where anti-missile lightning charges from tuning kits in the gauntlet would target your own repair drones because repair drones are technically missiles which target your ship while repai
2022-08-26 23:04 UTC · Community Announcements · Allogonist
fixed the resource cost of some new modules that were added assigned a default resource cost to modules that we have overlooked so that every module at least costs something to construct updated the ship design screen to support the new module types in the power connection overlay station interiors no longer build air maps. the maps are not needed because stations don't update air and the map takes a long time to build fixed magnetic ramscoop not being flagged as active. the module worked but you couldn't open storage to access its contents fixed an issue with some of the new quests not saving
Full appinfo as delivered by Steam PICS, changenumber 37769959. Also at /api/app/392080/raw.
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