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 21:02 UTC.
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2026-09-09 07:22 UTC · Community Announcements · Tiny Foundry
Something much bigger is moving through the swarm. This update introduces Space Snakes, rare bonus cores, new bounty drones and a rebuilt player fleet, alongside more rewarding active combat and a livelier orbital hangar. Meet the Space Snakes Fourteen species. Connected armoured bodies. Very bad intentions. From Sector 6 onward, rare encounters can bring a Space Snake into your run. These creatures coil, sweep and weave across the battlefield, changing their movement as they hunt. Each species has its own appearance, proportions and voice, from monstrous growls to piercing screeches. Tougher
2026-09-07 15:11 UTC · Community Announcements · Tiny Foundry
Boss fights have a new look and a more distinct rhythm, with clearer warnings and more varied enemy arrivals. Boss overhaul: Ten redesigned boss families with detailed ships, animated weapons, distinct attack sequences and new charging sounds. Bosses also have more varied movement and feints. More varied waves: Enemy formations follow different curved flight paths and arrival speeds, with brisker timing for the slowest entrances. Cleaner spectacle: Reworked boss destruction effects and removed distracting circular effects and the faint frame around bosses. Clearer combat: More readable enemy b
2026-09-06 09:59 UTC · Community Announcements · Tiny Foundry
Nova Swarm has had a serious overhaul. I've rebuilt the fleet and the worlds you fight above, made destruction more satisfying, and worked on the opening minutes and performance. I'm proud of how far it's come, and your feedback helped get it here. Watch the new gameplay trailer on the Steam page. Give it 50 seconds and see the overhaul in motion. Ready for a closer look? Curious about what keeps a run interesting after the first few waves? I've added Nova Swarm - A Closer Look, a two-minute tour of ship choices, Tactical Draft upgrades, combat mechanics and the different game modes. You'll al
2026-08-29 21:53 UTC · Community Announcements · Tiny Foundry
Powerup clarity update The newer powerup roster has received a full visual pass. Each icon now has its own silhouette, central symbol, and mechanic-specific visual language—so you can tell what you’re grabbing at a glance, even in a crowded wave. Highlights 20 newer powerups now use finished, distinct artwork. Survival-critical pickups are easier to recognize: Extra Life keeps its unmistakable life symbol, Nano Patch reads as hull repair, Mercy Protocol signals emergency rescue plus protection, and Magnet stays clearly magnetic. Similar effects are easier to separate: Overdrive Core / Jackpot
2026-08-20 22:01 UTC · Community Announcements · Tiny Foundry
Cabinet Wonders now have a much better framed presentation and linger longer during the natural break between waves—without pausing or freezing the game. The previous wonder presentation were oversized, ugly and paused the game unintentionally. Input, projectiles, timers, and wave progression keep moving normally while a Wonder is shown. Every Wonder keeps its unique authored artwork, now with more screen presence and more time to enjoy it. Wonder artwork is fitted inside a dedicated caption-safe area, keeping the complete image visible without frame or HUD overlaps.
2026-08-16 07:07 UTC · Community Announcements · Tiny Foundry
Hi pilots, This minor update adds a permanent long-term climb and continues the work on making Nova Swarm easier to understand without lowering the pressure. Endless Career Rank Career Rank no longer stops at Rank 40. Earned XP can now keep raising it indefinitely. Rank 40 remains the final unlock, reward and combat-power milestone. Higher ranks are status-only and provide no gameplay advantage. Endless Career Rank is preserved through saves and Steam Cloud and appears across career, run-result and leaderboard displays. A clearer first flight New pilots now learn movement and firing in context
2026-08-13 06:18 UTC · Community Announcements · Tiny Foundry
Menus and onboarding Rebuilt the main menu around a large, focused START PLAYING action, with a clear first-run cue that guides new pilots straight into Mayhem Tactical. Removed the permanent Pilot Orders board from the main menu. Orders now live in the Hangar archive and appear contextually during runs when they matter. Improved typography, spacing, contrast, text-to-frame clearance, and controller focus across the main menu, Settings, How to Play, Mode Details, Hangar, Leaderboards, Threat Codex, Achievements, pause screen, and Run Report. Aligned the Music, How to Play, and Exit Game contro
2026-08-09 15:05 UTC · Community Announcements · Tiny Foundry
A small follow-up patch is now live. What Changed Boss fights now act as clean combo boundaries. Your combo ends when a boss encounter begins, boss hits no longer keep the timer alive, and combos built from support ships do not carry out of the fight. Compatible timed powerups can now run together, normally as one offense effect and one support effect. Picking up the same timed powerup now adds duration or charges, up to a two-pickup cap. A different pickup replaces only the matching offense or support slot. Fixed secondary powerup timing and charge handling so active effects do not retrigger,
2026-08-08 22:09 UTC · Community Announcements · Tiny Foundry
Combat clarity Final deaths now show the impact and fatal cause clearly, clear lingering hazards, and transition into Game Over without the red vignette seam or secondary combat messages covering the moment. Game Over, results, and leaderboard transitions now stay composed while data loads instead of dropping to a black screen. Score, combo, survival, mission status, and high-score chase information have clearer priority during dense fights. Ace identity plates, combo feedback, first-run controls, and combat notifications now avoid the permanent HUD lanes. Ordinary full-health enemy bars are q
2026-08-08 08:51 UTC · Community Announcements · Tiny Foundry
Nova Swarm has changed dramatically since its June 9 launch. The game is still built around fast restarts, learnable boss patterns, bullet-heavy combat and the pull of one cleaner run. But the current version offers much more to master: run-long Tactical builds, a pure score-attack ruleset, Overrun from Sector 51, 30 ships, 60 Cabinet Wonders and a major overhaul of combat clarity, controls and presentation. If you played at launch—or wishlisted Nova Swarm and waited—this is the version to look at. Defeat a boss. Choose what your ship becomes. Mayhem Tactical is the main ranked route. Every bo
2026-08-06 22:19 UTC · Community Announcements · Tiny Foundry
Keyboard controls Added keyboard remapping for movement, focus, shooting, dodge or phase, and pause. Shift can now be rebound directly. Custom bindings persist with your settings, while Reset Keyboard restores the defaults. Fixed overlapping controls and buttons in the Settings remapping panels. Cabinet Wonders Every Cabinet Wonder now begins with a dedicated revelation sound. A wordless angelic choir and ceremonial bell rise before the Wonder appears, giving these rare events a more mysterious and grand entrance. Ships and Tactical Draft Fixed Tactical Draft sometimes losing a held card after
2026-08-02 08:46 UTC · Community Announcements · Tiny Foundry
Nova Swarm has received a major combat-readability, ship-identity, build-quality, and presentation update. The goal is still the same: keep the swarm fast, dangerous, and spectacular—but make sure the warnings tell the truth, controls remain responsive, rewards arrive safely, and every ship feels worth mastering. A New Nova Command HUD Combat messages have been rebuilt into one coherent Nova Command presentation system. Wave Start, Wave Cleared, Sector Clear, Boss Defeated, boss warnings, reinforcements, Side Directives, Near Miss, powerups, repairs, discoveries, and other combat notices now s
2026-07-26 10:13 UTC · Community Announcements · Tiny Foundry
Sixty Cabinet Wonders The Cabinet has found fifty more things it probably should have left alone. Added 50 new Cabinet Wonders, bringing the total collection to 60. Wonders can now appear at safe transitions every third sector. Recently seen Wonders stay out of rotation, keeping repeat sightings uncommon. Every discovered Wonder is permanently archived in a new Threat Codex category and carried through Steam Cloud. Each Wonder has its own artwork, signal classification, field note, and original history—fragments of vanished expeditions, impossible machines, lost civilizations, and things the C
2026-07-25 13:28 UTC · Community Announcements · Tiny Foundry
Nova Swarm has more ways to fly now, so the command deck has been rebuilt to make those choices easier to understand before launch. Overrun Overrun is a new late-game mode for pilots who want to start where a normal run is already getting unreasonable. Reach Sector 30 in Mayhem to unlock Overrun. Overrun begins at Sector 51 with zero score and no skipped-sector rewards. Choose between Pure and Tactical loadouts. Tactical starts with Damage Up, Rapid Fire, Blink Drive, Focus Lens, and Double Shot, then regular boss Drafts continue shaping the run. New late-run encounter escalation keeps the pre
2026-07-22 20:44 UTC · Community Announcements · Tiny Foundry
This update is a major clarity and visual-polish pass for Nova Swarm. Tactical choices are easier to read, combat effects are richer and important HUD information gets room to breathe. Tactical Draft rebuilt Tactical Draft cards now put the important decision first: the augment name, its category, a plain-language explanation, and a clear Choose action. When a value can be calculated honestly, the card shows the current value and the result after choosing it. Context-dependent effects explain what they do instead of inventing a misleading number. Stacks, Permanent This Run, doctrine synergy, F
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