Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-12 03:51 UTC.
| Change | Old | New |
| Branch public timebuildupdated |
1789157472 |
1789183118 |
| Build time on branch public |
2026-09-11 20:12 UTC |
2026-09-12 03:19 UTC |
| Build on branch public |
25261479 |
25266533 |
| Depot 4542211 download (public) |
1,896,146,272 B |
1,896,148,112 B |
| Depot 4542211 size (public) |
2,248,847,855 B |
2,248,851,927 B |
| Depot 4542211 manifest (public) |
6056248502828148089 |
6127578779602727791 |
2026-09-07 23:53 UTC · Community Announcements · Lado B Studios
\ ● Any unit can now have a continuously spinning part — helicopter rotors, drone propellers, radar dishes, windmills, or anything else that should spin nonstop during the simulation. ● Found right next to Bind / Unbind / Docking: a new "Rotor Spin" toggle, with a speed slider (0° to 1800° per second) to control how fast the part spins. ● Build your helicopter or drone from two pieces (body + rotor/propeller), use "Bind" to attach the spinning part to the body, then select the rotor and activate Rotor Spin. The rotor keeps spinning while the body flies its own route. ● Optional "Gradual Start"
2026-08-29 04:37 UTC · Community Announcements · Lado B Studios
\ ● Units can now rotate on their own to face the nearest enemy, independently of their movement direction — works on tank turrets, ship cannons, and standalone troops alike. A soldier walking one way can now keep aiming at a threat in a completely different direction while still moving. ● Found in the Ranged Combat panel: a new "Auto-Aim" toggle button, with a speed slider right below it to control how fast the unit turns (10° to 360° per second). ● For tanks: build the tank from two pieces (base + turret), use "Bind" to attach the turret to the base, then select the turret and activate Auto-
2026-08-16 03:54 UTC · Community Announcements · Lado B Studios
\ ● Real Waves, Real Movement: the ocean is now generated procedurally in real time, with sharp, living wave crests and multiple overlapping wave fronts — no more static "wallpaper" water. The effect fully tracks camera panning, zoom, and rotation, so the sea stays anchored to the map no matter how you look at it. ● Full Control: seven new sliders — Wave Height, Choppiness, Speed, Brightness, Camera Height, Frequency, and Wind (Randomness) — let you tune the ocean from a calm, glassy sea to a rough, choppy storm. Wind specifically breaks up the repeating "tile" look that appears at far zoom le
2026-08-07 06:05 UTC · Community Announcements · Lado B Studios
\ ● From Unit to Structure: any unit can now be converted into a static, destructible structure — ideal for gates, walls, and fortifications. It stops breathing, bleeding, routing, and being pushed, while still remaining a valid target for enemy fire, manual attack orders, and friendly supply repairs. ● Gated Fortress Design: draw blocking barriers around a perimeter, leaving gaps exactly where your building units stand — the structure itself blocks enemy passage there until destroyed, opening the breach once it falls. ● Fog-Proof Landmarks: enable "Ignore Fog" on a building so it stays visibl
2026-08-02 05:31 UTC · Community Announcements · Lado B Studios
\ ● Waypoint Timing: each joint between route segments can now hold a configurable wait time. Click any pulsing waypoint while a single unit is selected to set how many seconds it should hold before advancing to the next leg. ● Synchronized Maneuvers: stage coordinated pushes, decoy delays, and ambushes by timing when each unit moves. Hold a flanking force behind cover until the perfect moment, or make scattered columns converge on the same objective at the exact same second. ● Tactical Scope: built for Simulation Mode, where scripted, predictable movement brings your battle plans to life. Bat
2026-07-30 04:24 UTC · Community Announcements · Lado B Studios
\ ● Shock Impact: enabling Charge allows units to deliver a devastating first strike upon contact. This deals significant bonus damage and inflicts a heavier morale penalty on the targeted battalion. ● Battering Ram Physics: beyond damage, the charging unit now physically shoves nearby enemies out of its path during the initial clash, capable of breaking enemy formations and punching holes through the line. ● Condition & Endurance: the Charge effect is dynamically linked to fatigue. It only triggers while unit energy is above 50%. Once exhausted, troops will engage in standard melee combat wit
2026-07-28 18:59 UTC · Community Announcements · Lado B Studios
\ ● Rain & Snow Fatigue Drain: activating rain or snow from the Weather Control panel now increases fatigue consumption for marching troops, scaling with the intensity slider — heavier weather drains stamina faster. This does not affect movement speed, only endurance over time. ● Supply Offset: keep troops within range of an active supply chain with fatigue recovery enabled to counteract the extra drain and sustain long marches through harsh conditions. ● Performance Optimization: rain density was rebalanced for a much lighter CPU footprint, and its cost now automatically caps when zooming out
2026-07-27 06:00 UTC · Community Announcements · Lado B Studios
\ ● Independent Sizing: added a "Projectile Size" slider (0% to 500%) to resize arrows or shells independently from the unit's scale. Fully supported by cloning, copy/paste, and save/load systems. ● Napoleonic Impact Fix: line-fire (type 4) shots now dissipate immediately upon hitting a target, preventing projectiles from "ghosting" through the victim. Missed shots still traverse the full range. ● Smoke Override: fixed rendering order for Napoleonic muzzle smoke; explosions and smoke now always appear above troop layers for better visual clarity. \ ● Custom Resistance: added an editable "Armor
2026-07-25 05:33 UTC · Community Announcements · Lado B Studios
\ ● What It Is: the Supply Options Window is a small panel that opens (F7 key) on a unit within range of an active supply chain, letting you toggle on/off whether that specific unit accepts healing, fatigue recovery, and ammo resupply from the chain. ● Free-Space Search: the window no longer always opens at a fixed offset from the unit. It now scans in a circle around the selected unit, at growing radii, looking for a spot that does not overlap the unit itself or any nearby troop/object. ● Concealment-Aware: locked/concealed objects (used by the Unit Concealed system) are ignored by the positi
2026-07-24 01:50 UTC · Community Announcements · Lado B Studios
\ ● Depot / Relay Roles: supply units can now be set as a Depot (the original source, with its own stockpile) or a Relay (a forward point with no stockpile of its own, fed through the chain). ● Sequential Relay Numbering: relays are automatically numbered in activation order, visible only while paused, and stay gap-free even after deletions. ● Real Line-of-Supply Logic: each relay must be in range of — and have a clear, unblocked path to — the previous link in the chain. Cutting any link cascades down the entire line behind it. ● Multi-Depot Support: a relay whose preceding link is unreachable
2026-07-23 08:03 UTC · Community Announcements · Lado B Studios
\ ● Positional Damage Multipliers: strikes from the flank now deal 50% bonus damage, while a clean rear assault doubles it — but only when the attacker is fresher (higher energy or HP) than the target, and only with the Fatigue System active on both units. ● Aggressor Immunity: a unit that actively initiated an engagement can no longer be flagged as ambushed by the very target it chose to attack. ● Team-Colored Tactical Alerts: "ENEMY IS FLANKING!" and "REAR ASSAULT DANGER!" warnings now render in the victim's own team color, in two tones — light for flanking, strong for rear assault. ● 5-Seco
2026-07-21 05:16 UTC · Community Announcements · Lado B Studios
\ ● Open Sound Architecture: the engine now supports full user-defined audio ingestion. Commanders can assign custom MP3, WAV, or OGG files for melee, ranged, and ambient tracks. ● Proximity-Dynamic Volume: melee and ranged sfx now react independently to screen-center proximity and camera zoom, so nearby combat naturally stands out over distant engagements. ● Acoustic Clarity Protocol: integrated a 120ms silence window with organic randomization to eliminate metallic echoes and ensure a natural combat rhythm. ● Quad-State Operation Toggle: new master control to cycle between 'Total Off', 'Simu
2026-07-20 05:20 UTC · Community Announcements · Lado B Studios
\ ● Physical Line Disruption: hostile units now act as active interceptors. Any enemy troop positioned over a logistics trajectory will automatically sever the connection. ● Visual Depletion Status: intercepted supply lines immediately shift to a 'Depleted Gray' aesthetic, extinguishing all energy pulses and flow animations to signal a logistics blackout. ● Logistics Transfer Suspension: while a line is severed, the target battalion ceases to receive HP regeneration, fatigue recovery, or ammunition resupply. ● Real-Time Disruption Alerts: units currently suffering from a 'Supply Line Cut' will
2026-07-18 23:14 UTC · Community Announcements · Lado B Studios
\ ● Integrated Army Overview: a dual-column inspection screen accessible via sidebar or auto-open, providing a real-time status of all active battalions for both Team Blue and Team Red. ● Manpower vs. Pieces: the report now differentiates between the number of units (pieces on the map) and total men (calculated from aggregate HP), ensuring data consistency with the Troop Counter. ● Global Logistics Tracking: new team-wide metrics summarizing total ammunition and supply reserves, giving commanders an immediate grasp of their army's endurance. ● Tactical Class Breakdown: automatic sorting and co
2026-07-18 06:14 UTC · Community Announcements · Lado B Studios
\ ● Full Battle Summary: a dedicated report now appears after every victory or surrender, split side-by-side between Team Blue and Team Red, styled to match each interface skin. ● Detailed Casualty Breakdown: tracks survivors, total losses sustained, starting force, and final morale for each side. ● Combat Performance Metrics: new total shots fired and real-time accuracy stats, calculated from actual hits landed during the battle, not just configured values. ● Victory Verdict System: battles are now judged and labeled based on casualty ratios, ranging from Total Domination and Heroic Victory t
Full appinfo as delivered by Steam PICS, changenumber 38811798. Also at /api/app/4542210/raw.
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