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 22:19 UTC.
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2018-05-31 19:28 UTC · Community Announcements · kideternal
Just a small update to address a few reported issues: Changed Vive teleport to appear on Touchpad press instead of touch, to address issues some users are experiencing. Fixed missing collider on whipstaff base, made coin-pile a teleport target. Increased scale of mermaid, sword, rings, and pistols. Fixed the "Maverick" Achievement not saving on Steam. Upgraded to Unity 2017.4.2f2, which fixes an issue with tree transparencies during lighting transitions.
2018-02-22 04:15 UTC · Community Announcements · kideternal
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10620775/eeac888f661e4e89dadb72b022712d99db55d01e.jpg I'm excited to release this massive update with a lot of improvements! Most notably: cloth sails and Oculus Touch support. (Finally!) I overhauled almost everything, fixed all known issues, made things "holdable/throwable", flying as a Seagull is now even more fun, and so much more. Here's the full list of changes: - Added Oculus Touch support. - Added cloth sails and ship wake while in open seas. - Improved buoyancy physics. - Fixed camera positioning while flying as Seagul
2018-02-22 04:15 UTC · Community Announcements · kideternal
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10620775/1c4c07bac63dfb62b1a9f81a5b1d16018a061539.jpg I'm excited to release this massive update with a lot of improvements! Most notably: cloth sails and Oculus Touch support. (Finally!) I overhauled almost everything, fixed all known issues, made things "holdable/throwable", flying as a Seagull is now even more fun, and so much more. Here's the full list of changes: - Added Oculus Touch support. - Added cloth sails and ship wake while in open seas. - Improved buoyancy physics. - Fixed camera positioning while flying as Seagul
2018-01-06 20:16 UTC · Community Announcements · kideternal
I'm hard at work adding Oculus Touch support, plus fixing a few bugs and adding some nice improvements, like one of the most requested: sails! Yes, I've finally found a way to get cloth sails performing fast enough to maintain VR framerates, which means the ship will soon be moving forward while at sea! (Sailing near land is unfortunately still too heavy on system resources.) This also means improving buoyancy physics, and handling new issues like falling-overboard. I hope to have the release out in the next few days once I've squashed the few remaining bugs and performance issues on my list.
2018-01-06 20:16 UTC · Community Announcements · kideternal
I'm hard at work adding Oculus Touch support, plus fixing a few bugs and adding some nice improvements, like one of the most requested: sails! Yes, I've finally found a way to get cloth sails performing fast enough to maintain VR framerates, which means the ship will soon be moving forward while at sea! (Sailing near land is unfortunately still too heavy on system resources.) This also means improving buoyancy physics, and handling new issues like falling-overboard. I hope to have the release out in the next few days once I've squashed the few remaining bugs and performance issues on my list.
2016-09-06 16:54 UTC · Community Announcements · kideternal
Please post a review when you have a chance! Most of them are from 6+ months ago, when this was a very different experience. I just posted an updated trailer; see above! Also, I checked-in a very small update for a couple of niggles: v1.01: - Ocean caustics on Rift are now animated. - Fixed a scaling issue when using a ladder. - Smoke is no longer drawn on top of everything else.
2016-09-06 16:54 UTC · Community Announcements · kideternal
Please post a review when you have a chance! Most of them are from 6+ months ago, when this was a very different experience. I just posted an updated trailer; see above! Also, I checked-in a very small update for a couple of niggles: v1.01: - Ocean caustics on Rift are now animated. - Fixed a scaling issue when using a ladder. - Smoke is no longer drawn on top of everything else.
2016-09-01 11:45 UTC · Community Announcements · kideternal
VROOM: Galleon now fully supports the HTC Vive! It took longer than expected, due primarily to both the vastly different input methods and rendering performance between the Rift and Vive, but here it is! I also added several new features, including a fun flintlock-shooting mini-game where you blast items thrown by monkeys before they can hit you in the head! It was built primarily for Vive controllers, so kindly excuse the poor play-ability if you're using a standard Xbox controller. (I'll have to update it for Touch once I get my hands on a pair.) Also, now that faster graphics cards are beco
2016-09-01 11:45 UTC · Community Announcements · kideternal
VROOM: Galleon now fully supports the HTC Vive! It took longer than expected, due primarily to both the vastly different input methods and rendering performance between the Rift and Vive, but here it is! I also added several new features, including a fun flintlock-shooting mini-game where you blast items thrown by monkeys before they can hit you in the head! It was built primarily for Vive controllers, so kindly excuse the poor play-ability if you're using a standard Xbox controller. (I'll have to update it for Touch once I get my hands on a pair.) Also, now that faster graphics cards are beco
2016-06-18 13:36 UTC · Community Announcements · kideternal
I'm busy adding Vive support but ran into some performance and rendering issues with the ocean so it's taking longer than expected. I hope to have them resolved within the next couple of weeks.
2016-06-18 13:36 UTC · Community Announcements · kideternal
I'm busy adding Vive support but ran into some performance and rendering issues with the ocean so it's taking longer than expected. I hope to have them resolved within the next couple of weeks.
2016-04-05 21:30 UTC · Community Announcements · kideternal
I'm excited to announce that VROOM: Galleon is now compatible with the consumer version of the Oculus Rift! It was a fair amount of work getting such a complex and graphically-intense experience running at 90fps and higher resolution, but I think you'll be pleased with the results. I do still plan to add HTC Vive support but am awaiting my order delivery. v0.96 changes: - Updated for use with the consumer version of the Oculus Rift and runtime v1.3 - Upgraded to a newer version of Unity (v5.4.0) that has fixed ocean reflections during camera rotation and improved interior lighting. - Improved
2016-04-05 21:30 UTC · Community Announcements · kideternal
I'm excited to announce that VROOM: Galleon is now compatible with the consumer version of the Oculus Rift! It was a fair amount of work getting such a complex and graphically-intense experience running at 90fps and higher resolution, but I think you'll be pleased with the results. I do still plan to add HTC Vive support but am awaiting my order delivery. v0.96 changes: - Updated for use with the consumer version of the Oculus Rift and runtime v1.3 - Upgraded to a newer version of Unity (v5.4.0) that has fixed ocean reflections during camera rotation and improved interior lighting. - Improved
2015-11-25 03:36 UTC · Community Announcements · kideternal
Here's something fun I wanted to include in yesterday's big update: Steam Achievements! Who will be first to collect them all?
2015-11-24 04:49 UTC · Community Announcements · kideternal
With thanks to your feedback, I am pleased to announce several fixes and improvements: - New introduction screen now displays keyboard controls. - Player-moving transitions now default to a fade-in/out teleport. (You may toggle back to movement animations via the F1 key.) - Buoyant objects (including the ship) no longer sway/rotate with waves by default, but do bob up and down. This was done to reduce nausea for some users, and can be toggled off/on via the F2 key. - By popular demand, rotating your head now also rotates your body by default. This can also be reverted back to "decoupled" mode
Full appinfo as delivered by Steam PICS, changenumber 37434570. Also at /api/app/411690/raw.
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