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 22:02 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2019-05-05 20:39 UTC · Community Announcements · Dave
In this update : - Abilities (previously named "Spells") have their description texts updated to be more descriptive, precise and I corrected the inaccuracies and missing parts. - Random encounters, that I've decided to remove because they were very buggy, have been put back, corrected and improved a lot. These will make the game a bit less difficult and you will be able to grind if you ever fall behind on levels or money. Random encounters pay less than normal ones, though. - I've put back xp adjustment for difficulty of encounters because of the previous point. When you fight very hard enemi
2019-04-23 19:12 UTC · Community Announcements · Dave
A small update that corrects these things : - Improve the interface displaying party characters at the start of the game and in party creation. Cleaner, better looking, more complete. - Lightning Strike now more powerful and stuns enemies. - More intense lighting when outside. - Changed the name from "Spells" to "Abilities" in the whole game. Makes more sense for special attacks and things like that. - Some other minor improvements.
2019-04-16 21:22 UTC · Community Announcements · Dave
In this update : - Dead party members gain XP for combats even if they are dead. Changed this because you could lose a lot of xp if you played at high difficulty levels, where losing party members in combat is frequent, which means lower levels at the end of the game, making it even harder. - Solved the bug where terrain textures here scaled wrong when the player exits caves. - Interior maps are less dark. - You can now choose the combat rank (front, middle, rear) of your characters in party creation. - Repaired the bug with skill "Powerful shots" where it was extremely powerful... - The bug t
2019-01-14 15:58 UTC · Community Announcements · Dave
The game is coming very, very close to the end. The next one could very well be the final update. The game could be published in this state, but there are still things that would benefit from some work. So, here is what's new in this update : - Much improved dungeon styles, and created much better particle effects for traps. What was there before was mostly placeholder, now it's the real thing. - Improved the interface style. - Spell's EP costs and reset timer for hits and shots are now adjusted by weapon attack time. Hitting with a dagger costs 3 EP less but 2 more with a battleaxe. Same adju
2018-10-29 13:43 UTC · Community Announcements · Dave
Hi everyone, In this update, I've corrected some problems that were there with the new spell system. I've made a lot of testing and tested most spells thoroughly. I've remade the last part of the game to remove unnecessary/less fun parts, and concentrated the fun and special parts. I've changed the XP curve to reduce the levels of characters a bit at the end of the game. I've remade the environments textures and now everything outside looks and feels better than before. And a lot of random small things. I'm very happy with these recent changes and I want to finish the game as fast as I can. Th
2018-09-27 20:48 UTC · Community Announcements · Dave
In this update, I've finished what I told I was working on in the previous update. - In combat, you can now see HP bars (which also show injuries) over the head of characters and enemies, but only when you press Alt. I've tried letting these bars all the time but it was annoying and getting in the way of mostly all other combat information. These bars also appear and stay over the head of party characters that have 3 injuries or under 60% HP, so it's easy to see when you need to heal them. - There is also an arrow that shows you which is the target of every character/enemy. These are hidden at
2018-09-16 23:33 UTC · Community Announcements · Dave
Hi everyone, I've taken some much needed vacations this summer and I'm back to working on the game. In this new update, here's what I've done : - 15 new weapon and armor special/magical powers. - The icon of all weapons, armors and rings now have a small number indicating its level, or shows the number of items in each stack of that item (like potions). This makes it a lot easier to browse a merchant's inventory or yours. - A button to reorganize the inventory. This regroups items and potions in stacks at the top of inventory, and then place equipment in order of value. It also automatically o
2018-07-08 02:52 UTC · Community Announcements · Dave
The base game is finished! And I've beat the game in 23 hours. Every part of the game is complete, and it's playable from the beginning to the end, almost bug free. I will still improve things until I feel the game is completely to my taste. Here is what has been improved in this update : - A lot of spell bugs were corrected, and spell and effects were balanced. Some spells were removed because they were too complicated to balance, and didn't add anything really good to the game (all spells affecting luck). I must admit, the spell update made a mess of the game and I published the update too f
2018-06-27 02:48 UTC · Community Announcements · Dave
Hi everyone, The few very recent updates are solving problems that appeared with the new spells update (spells that didn't work correctly, particles that didn't show, etc.) and bugs that came from a conflict with the tutorial when creating a new party and starting a new game. It also solve a bug that I seriously don't understand how the H*** it got there and it ruins the game if you played since the last big update. When you got in the first village after the first map traveling in the wild, instead of entering the village, you were sent into a cavern at the end of the game. I've placed a shor
2018-06-14 04:42 UTC · Community Announcements · Dave
In this update, I improved the spell and effects system, and added 38 new spells which mostly use 21 spell effects. Here is the list of new spells by category: Warrior : Battlecry, Break Armor, Dispel Burst, Guard, Provoking Shout, Raidant Aura. Fighter : Battle Vigor, Defensive Stance, Draining Aura, Draining Hits, Ignore Pain, Offensive Stance, Rage. Rogue : Assassinate, Black Curse, Bleeding Strike, Charm, Confusion Powder, Deadly Aim, Luck, Run, Smoke Cloud, Sneak. Archer : Alertness, Bleeding Shot, Breaking Shot, Slow. White Mage : Dispel, Energize Group, Group Power, Mass Dispel, Resist
2018-04-23 23:50 UTC · Community Announcements · Dave
So here is the update that took a while to make. I could not update sooner because the game was a mess, due to the deep changes I made in the base program. This update is a little hasty, because I said I would publish it within the week, but very close to complete. There are things that are still a bit buggy that I will correct very soon. So here's what's been improved : - Enemies now act as part of groups, instead of acting as individuals. They take decisions based on their group, and will join fights that their group take part of. They also revive their fallen allies after combat if the whol
2017-12-17 20:35 UTC · Community Announcements · Dave767
The world map is finished, with all environments and enemies placed. The story is complete, everything is decided for the whole game. What remains is integrating some of these it in the game, mostly dungeons and caverns. And cleaning the mess I do when I work on the game. I post this to give news on the game, but it is not ready to play, unfortunately. I really cannot publish an update right now, because the game is kind of a mess. And after these, I need to make balance tests. One of the biggest problems with this game is that it is so long to make tests... every run of the game takes 15-20 h
2017-12-17 20:35 UTC · Community Announcements · Dave
The world map is finished, with all environments and enemies placed. The story is complete, everything is decided for the whole game. What remains is integrating some of these it in the game, mostly dungeons and caverns. And cleaning the mess I do when I work on the game. I post this to give news on the game, but it is not ready to play, unfortunately. I really cannot publish an update right now, because the game is kind of a mess. And after these, I need to make balance tests. One of the biggest problems with this game is that it is so long to make tests... every run of the game takes 15-20 h
2017-10-06 05:04 UTC · Community Announcements · Dave767
Hi everyone, The next things that will most probably get in the game are things that will improve the contents, gameplay and fun in the first 14 hours of the game. All of these will be inserted to replace parts of the beginning of the game. It might mean that players already into the game would be better off restarting... but the new contents will make it worthwhile. I played the whole game like... 30 times, probably more? And I'm not even tired... ok maybe a little. :P But it's highly replayable, in my opinion. Just try a new group... 1) I will add a bit of fun and diversity to combats by pla
2017-10-06 05:04 UTC · Community Announcements · Dave
Hi everyone, The next things that will most probably get in the game are things that will improve the contents, gameplay and fun in the first 14 hours of the game. All of these will be inserted to replace parts of the beginning of the game. It might mean that players already into the game would be better off restarting... but the new contents will make it worthwhile. I played the whole game like... 30 times, probably more? And I'm not even tired... ok maybe a little. :P But it's highly replayable, in my opinion. Just try a new group... 1) I will add a bit of fun and diversity to combats by pla
Full appinfo as delivered by Steam PICS, changenumber 34351876. Also at /api/app/436510/raw.
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