06-30 Patch Notes
• Adjusted Net Cull Dist of light BPs in Mall as well as max draw dist to alleviate the host CPU and network load. • Added footsteps to Demo, Fiend, and Thing. • Added attack sounds to Thing.
| App ID | 4675600 |
|---|---|
| App type | Beta |
| Parent app | BOBA 4675590 |
| Release date | 12 May 2026 |
| Release state | released |
| Store page | store.steampowered.com/app/4675600 |
| Last store refresh | 6 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | BOBA_.exe |
Hourly peaks, UTC. All-time peak covers SteamRaw's recorded history.
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
Loading regional prices…
| Date | Price | Regular | Discount |
|---|---|---|---|
| No price changes recorded yet. Price tracking starts the first time SteamRaw sees an app. | |||
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 25267161 | 12 September 2026 04:50 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 228989 | windows | from app 228980 · shared install | ||||
| 228990 | windows | from app 228980 · shared install | ||||
| 4675601 | windows · 64 | 20.70 GB | 9.20 GB | 975036752461605882 |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 25267161 | public | 12 September 2026 04:50 UTC | 5 hours ago |
| 25266961 | public | 12 September 2026 04:20 UTC | 6 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since at least 12 September 2026 04:20 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
| Change | Old | New |
|---|---|---|
| Branch public timebuildupdated | 1789186738 | 1789188583 |
| Build time on branch public | 12 September 2026 04:20 UTC | 12 September 2026 04:50 UTC |
| Build on branch public | 25266961 | 25267161 |
| Depot 4675601 download (public) | 9,877,320,240 B | 9,877,428,880 B |
| Depot 4675601 size (public) | 22,231,092,390 B | 22,231,099,667 B |
| Depot 4675601 manifest (public) | 6324995104353573270 | 975036752461605882 |
| Changelist | Apps | Packages | Seen | What changed | |||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 38812427 | 1 | 5 hours ago | 6 changes | ||||||||||||||||||||||
| |||||||||||||||||||||||||
| 38812107 | 1 | 6 hours ago | no key changes captured | ||||||||||||||||||||||
• Adjusted Net Cull Dist of light BPs in Mall as well as max draw dist to alleviate the host CPU and network load. • Added footsteps to Demo, Fiend, and Thing. • Added attack sounds to Thing.
• Dead NPC client memory fix. • Fixed Security Keycard not being removed from inventory after use. • Fixed COllision in End elevator that would black out player camera and not collect save information accurately. • Fixed Revive Scale issue. No longer come back slightly bigger. • Added Dead Player chat. Can no longer talk to the living.
• Fixed cafe and cleaning supplies doors from desyncing on the client. There was an issue with authority and the door was only accurate as open/closed 80% of the time. • Fixed collision issue with picking up items off empty store shelf. • Fixed heartbeat sound from getting stuck on a loop. • Fixed security pin code not working/registering correctly. • Stamina adjustments. Stamina drain slightly lowered. Stamina recovery rate slightly increased. • Removed interaction text after opening item and weapon lockers. • Removed " to pick up" when looking at another player. Sorry guys. • Added logic to
• Fixed floor save when traveling to the next. (definitely this time) • Clients can see bloodymessage. • Adjusted gunfire and reload audio. • Fixed ElevatorStart movement sound from playing continuosly. • Added Map_ElevatorShaft to fix level transitions that were stuck after updating maps. • Removed problematic component actors in mallroom_1 and endroom and replaced them with movable SMs to stop them locking to origin in start room. • Added glass phys material and sounds when walking on broken glass. • Fixed Endwalls placing in the wrong locations or not placing at all. • Adding volume levels
• Fixed clients opening weapons locker with keycard. • Fixed an issue launching the game Solo. • Removed child actors and replaced them with SMs in Cafe, removing them from being stuck at origin during generation. • Added echobox to cafe. • Reduced CPU load eliminating unnecessary overlap checks, namely echobox for play reverb that was targeting NPCs as well. • Modified Monster parent class to simplified character movement navigation using only navmesh calc for now. • Fixed MallCafe collision issue where rooms would clip through ceiling. • Fixed EndElevator and components to spawn and attach t
Core System • Moved mall generation to level streaming. • Added AI director for monster spawning. • Added scanner to stop monsters spawning near players. • Added monster caps for floors. • Moved blood and NPC spawning to GameMode. • Changed flavor spawners to server-side anchors. • Added multiplayer floor transition save/wipe system. • Optimization tweaks. • Added new Cafe room. • Added new endwalls. Objectives and Environment • Moved generator room objective and clues to the new streaming system. • Added random spawning for blood splatters and dead NPCs. • Added spawner for blood messages. •
Core architecture and Ai overhaul objectives and ambiance changes player mechanics and known bugs environmental art updates saves and wipes Full patch notes will be released pending 8.0. Stay tuned, just a couple weeks off.
Y
-removed a component and cleared its references to stop a massive infinite dependency loop from freezing the lobby. -dialed in the proximity voice chat attenuation -rewired the RepNotify logic so clients finally see the colored clue lights -fixed the teleport script so the host's audio component doesn't get left behind Hopefully ːisaacː
-Attempt to fix clue colors and voice attenuation.
Hosting Menu Fixes: -Hooked up a new UI option so you can actually lock the lobby down (like Friends Only). -Set up the logic so LAN creates a standard local game, while Online actually talks to Valve's matchmaking servers. -Grabbed the hosts Steam profile name to automatically stamp the server as "YOURNAME's Lobby". Server Browser Fixes: -Ripped out the old search method and built a clean loop to grab Steam lobbies without freezing the game. -Stopped the UI from cheerfully saying "Refreshed" when the server list is actually completely empty. -Reconnected the loading and failure UI so players
Subtle mesh location fixes.
Mic issues attempt 2!
Hey guys, Anyone who joined this playtest- it's rough. Sorry about that. I am nowhere near any sort of release and this playtest was set up to start testing things before they get too far along. So stay tuned and hopefully you can fins some fun in this game as I update the playtest to add more of the main features. This fix hopefully updates the voice chat to initialize in the lobby. There is also an issue on player death the neutral npcs become hostile.
-Modified networking options for better stability. -Fixed an error when moving to the next floor adding a Transition Map for the server travel. This cleanly handles the Steam socket handoffs between levels, preventing the engine from tripping over the port 7777 network error and dumping everyone back to the main menu. -routed the inside elevator button press through a new Server_PushElevator event on the player character, giving the Client a legal way to ask the Server to interact -separated the visual door logic from the map transition logic using a Sequence node at the end of the safety bran
Full appinfo as delivered by Steam PICS, changenumber 38812427. Also at /api/app/4675600/raw.
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"store_asset_mtime": "1782788848",
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"config": {
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