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 23:15 UTC.
| Change | Old | New |
| Branch public timebuildupdated |
1789158127 |
1789168268 |
| Build time on branch public |
2026-09-11 20:22 UTC |
2026-09-11 23:15 UTC |
| Build on branch public |
25261665 |
25263975 |
| Depot 4633601 download (public) |
159,884,544 B |
159,884,160 B |
| Depot 4633601 size (public) |
396,430,016 B |
396,428,860 B |
| Depot 4633601 manifest (public) |
4631181272181604139 |
5008534672821376408 |
2026-09-11 19:08 UTC · Community Announcements · greenkamino522
MEGACITY: Build 26 Version 2.11.3 Existing saves remain fully compatible. - Districts now have Underworld Heat ratings, with sorting, filters, and a new Lay Low command for reducing local crime and gang influence. - Military command has deeper squad roles, deployment doctrines, captain succession, casualty tracking, and upgradeable rail corridors. - Medical care, factions, institutions, contracts, commercial licenses, and production reports provide clearer information and more persistent consequences. - Construction quotes, recovery cards, navigation, and world-map interactions are easier to r
2026-09-05 00:05 UTC · Community Announcements · greenkamino522
MEGACITY: V 2.11.2 Update - Build squads around distinct battlefield roles and filter recruitment by the role you actually need. - Preview squad composition, synergy, defense, and recovery before committing troops. - Choose **Balanced, Assault, Defensive,** or **Recon** doctrines. Doctrine now changes mission speed, power, and casualty risk instead of being a label with no bite. - Captains have relationships and succession. A captain’s death no longer automatically destroys the formation; a deputy can keep the squad operational. - Deployments, training orders, casualties, and squad leadership
2026-08-30 22:50 UTC · Community Announcements · greenkamino522
# MEGACITY V.2.11.2 — Development Update A major update is on the way with improvements across the city, economy, contracts, stories, and Steam experience. - Steel and Goods now have clear, expandable storage through Supply Chain Distribution Centers - Production, trade, contracts, events, expeditions, and offline progress now handle storage consistently - Contract deliveries show exactly what arrived, while stalled and expired awards provide clearer warnings and recovery information - Conquered megacities can rebel when neglected for too long - The map, command menu, navigation, and recovery
2026-08-28 20:28 UTC · Community Announcements · greenkamino522
Development update.Since the last version update, MEGACITY has received one of its biggest development passes yet. This update is focused on making the city easier to understand, more reactive to your decisions, and much harder to accidentally break.## A more alive city- **Faction demands** now give rival factions clearer priorities and consequences. Respond to them, negotiate, or let tensions build.- **Wars now have a stronger rhythm**, with conflicts paced across in-game days and concluded wars preserved in the diplomacy archive.- **Recurring crises explain themselves**returning problems now
2026-07-19 22:17 UTC · Community Announcements · greenkamino522
MEGACITY ROADMAP: MOVING FORWARDCommanders,MEGACITY has come a long way since launch, and most of that is down to you. With gratitude to every player who has reported bugs, suggested features, and kept their cities running through everything the wasteland throws at them.Here is where the game will be headed next.The usual caveat: This is a direction, not a schedule. Items may shift, split, or arrive in a different order, and ongoing bug fixes continue through all of it.THE WORLD MAP:I will be honest: the world map is not where I want it to be. It is getting a full overhaul:A bigger, full-scree
2026-07-13 23:54 UTC · Community Announcements · greenkamino522
MEGACITY: Update 2.11.1: Peace Means PeaceVersion: 2.11.1Build: 25Released: 2026-07-13Save compatibility: Existing saves load as-is — nothing needs resetting.Three updates shipped today, rolled into one build. Wars now end properly, prosperity comes with standards, and two new stories are waiting in the residential towers. The city remains ungrateful.---THE HEADLINE: CEASEFIRES THAT ACTUALLY HOLD.Ending a war is now a real event instead of a rumor:- When you accept or counter-propose a ceasefire, a CEASEFIRE HOLDS dispatch lands in your inbox naming the faction standing down, and the same line
2026-07-12 22:18 UTC · Community Announcements · greenkamino522
MEGACITY: Update 2.10.0: Nothing Is Instant AnymoreVersion: 2.10.0Released: 2026-07-12Save compatibility: Existing saves load as-is — nothing needs resetting.Until today, you pressed a button and a fusion reactor appeared. You pressed another and a fully armed strike team materialized in the barracks. The Bureau of Public Works has reviewed this arrangement and determined that it was, technically, magic. Magic has been discontinued.---THE HEADLINE: CONSTRUCTION AND TRAINING TAKE TIME:- Buildings now take time to construct. Order a building and a construction site opens; the structure comes onl
2026-07-09 20:56 UTC · Community Announcements · greenkamino522
MEGACITY — Patch 2.9.1: The Census Bureau Regrets the Error.Commanders,Some of you left the office at five million citizens and returned the next morning to one hundred billion. The food was gone, the water was gone, the steel was gone, rumours abound of sentient cloning vats and the Census Bureau had some explaining to do. This patch is that explanation...FIXED:*The overnight population explosion is fixed. The cause: temporary growth edicts were quietly stacking their bonus onto your city's permanent growth rate every single tick, and never giving it back when they expired. Leave the game run
2026-07-07 19:58 UTC · Community Announcements · greenkamino522
MEGACITY: Update 2.9.0: Two Ways to Run the CityVersion: 2.9.0Build: 20Released: 2026-07-07Save compatibility: Existing saves load as-is — nothing needs resetting.MEGACITY now has two game modes. Rule in real time, or take it one turn at a time. The city falls apart either way — you just get to choose the tempo.---THE HEADLINE: TWO GAME MODESWhen you found a new city, you now choose how you want to play it:- REAL-TIME — the classic mode. The city lives and breathes on its own clock. Crises land when they land, and the simulation keeps moving whether you are ready or not.- TURN-BASED — the new
2026-07-06 00:40 UTC · Community Announcements · greenkamino522
MEGACITY — Latest Update: Build 19. 2.8.0 See the Problem, Tap the Fix This build is all about making trouble easy to read and easy to solve. When something starts going wrong in your city, the game now tells you what is happening, how bad it is, how long you have, and gives you a one-tap way to fix it. Added: Problem cards that name the fix, right on the Overview — new breakdown cards for your power grid, water supply, crime, and biosphere lay out exactly what is dragging each one down. Every card comes with a one-tap fix that takes you straight to the building or edict that solves it. One-ta
2026-07-04 00:49 UTC · Community Announcements · greenkamino522
MEGACITY — The Road to Steam Update. Build v2.7.1 (build 18)A note from the developer: this is the biggest set of changes MEGACITY has had since it went into your hands. I have spent this stretch making the early game kinder, the late game fairer, and the whole thing a little more playable however you like to sit down and play. Here is everything that is new.An easier first hour:New cities are now walked through their first build, first edict, and first dispatch one step at a time, instead of dropping you into every system at once.A "do this next" objective marker on the Overview keeps your ne
2026-07-02 18:10 UTC · Community Announcements · greenkamino522
MEGACITY UpdateHere is what is new in this build:Quick access from the top bar. The screens you use most now sit right on the top bar instead of hiding in the More menu, so getting around is faster. Everything else is still one tap away under MORE.A clearer World Map. Labels stay readable, zoom behaves, spacing is tidier, and the map now centers on your territory instead of drifting to the edges.A fairer biosphere. Disease outbreaks and toxic blooms now burn out and are contained over time instead of stacking forever, and the biosphere can climb back once things settle. Warnings now tell you e
2026-07-02 03:10 UTC · Community Announcements · greenkamino522
Ecology and Nature Crisis UpdateI received reports that responding to a nature or ecology crisis would spendyour resources but the crisis would return almost immediately, sometimes overand over. Thank you for flagging it. This update fixes the root causes and makesyour investment in the environment actually stick.What was going wrong:- Resolving a crisis did not fix its cause. When you chose a response to a nature or ecology crisis, the game charged you and applied the effect, but it never rebalanced the wildlife or biome driving the crisis. The underlying imbalance remained, so the same crisi
2026-07-01 19:58 UTC · Community Announcements · greenkamino522
MEGACITY — Bug Fix.Four reported player issues were hopefully fixed:1. Character creation points came back after being spent Problem: The game kept a "highest ever" record of attribute and skill points, so spending them could silently give them back. Fix: Point balances are now tracked as the exact current amount, so once they are spent they stay spent.2. Nature crises kept coming back right after being resolved Problem: Resolving a wildlife or plant crisis only adjusted city-wide stats, not the actual animal or plant population that caused it, so the same crisis re-triggered shortly after. Fi
2026-06-30 22:53 UTC · Community Announcements · greenkamino522
MEGACITY Update 2.6.0 - Ecology Rebalance and Pause Fix.This update makes the ecology system fair and recoverable, and fixes a bug where paused games kept making progress.Ecology: fair, recoverable, and readable.- Outbreaks no longer spiral forever. Disease outbreaks and toxic blooms now burn out and are contained after a set number of turns instead of stacking endlessly. The damage they deal each turn is capped, so a bad moment can no longer snowball out of control.- Your city can recover. With no active outbreak and some investment in ecological buildings, the biosphere slowly climbs back to
Full appinfo as delivered by Steam PICS, changenumber 38808103. Also at /api/app/4633600/raw.
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