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 21:25 UTC.
| Change | Old | New |
| Branch public timebuildupdated |
1789157841 |
1789161786 |
| Build time on branch public |
2026-09-11 20:25 UTC |
2026-09-11 21:24 UTC |
| Build on branch public |
25261582 |
25262533 |
| Depot 4871263 download (public) |
42,585,008 B |
42,585,024 B |
| Depot 4871263 size (public) |
94,813,304 B |
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| Depot 4871263 manifest (public) |
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| Depot 4871262 download (public) |
73,676,448 B |
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| Depot 4871262 size (public) |
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| Depot 4871262 manifest (public) |
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| Depot 4871261 download (public) |
41,395,232 B |
41,395,152 B |
| Depot 4871261 size (public) |
116,805,136 B |
116,805,104 B |
| Depot 4871261 manifest (public) |
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2026-09-11 20:31 UTC · Community Announcements · Exla
New Features Tetrédex gains two new sections: Heroes and Status Effects. Heroes start blacked out until unlocked, then show a full mechanic writeup and their three Boss Upgrade options with the real numbers. Status Effects work the same way, revealing an icon and description the first time you're hit by or enter that effect in battle. New "Test Controls" button on Options → Gameplay opens a small practice board so you can feel out DAS, ARR, soft-drop speed, the rotation system, and lock delay without starting a real battle. Changes Gold Gem reworked: its in-combat payout is now a fixed amount
2026-09-09 22:48 UTC · Community Announcements · Exla
New Features Rich Presence on Steam and Discord: your friends can now see what you are doing in Tetrogue straight from their friends list or your Discord profile, whether you are in a menu, choosing a path on the map, in a battle or boss fight, in an Endless run, or in a Versus match. Fully translated into all five languages. On Discord it also shows a session timer, the Tetrogue logo, a hero icon during battles, and buttons to open the store page or join the Discord server, and both Steam and Discord group the two players of a Versus match together. New Game Over sequence: instead of an insta
2026-09-08 14:29 UTC · Community Announcements · Exla
Accessibility New Grid Visibility slider (Options → Accessibility) lets you brighten or fade the board's grid lines, from fully invisible up to twice as bright as before. New Thick Grid Lines toggle doubles the grid line width, for players who still find it hard to see even at maximum Grid Visibility. New Ghost Piece Opacity slider lets you adjust how visible the falling piece's landing preview is, from fully invisible to fully opaque. New Ghost Outline toggle adds a bordered outline around the ghost piece for extra contrast. A live preview on the Accessibility tab shows the effect of all of t
2026-09-06 22:28 UTC · Community Announcements · Exla
New Features Each multiplayer player can now set their own personal difficulty the first time they play as Attacker, applied whenever they're later the Defender, so two players of different skill levels can each get the challenge that's right for them instead of sharing one difficulty for the whole run. The Attacker can now spend their upgrade budget directly on the Stage 1, 2, or 3 boss itself, not just on regular minions. The Attacker can now re-pick their full ability loadout at every stage advance, instead of it being locked in for the whole run. Each ability on the Attacker's ability-sele
2026-09-03 10:20 UTC · Community Announcements · Exla
Quality of Life Every focusable button, card, and selector now gets a clear "corner brackets" highlight when you move to it with a controller or keyboard, or hover it with the mouse — replacing the old, easy-to-miss pulsing scale effect. Rolled out across every menu, overlay, and screen in the game. Fixes Fixed a controller's Rotate input being read as a tutorial card's confirm/skip button, which could accidentally skip a tutorial message while you were just trying to rotate your piece. Fixed the Options screen's tab headers (Sound, Accessibility, Gameplay, Display, Controls) and the Map scree
2026-08-31 22:51 UTC · Community Announcements · Exla
Fixes Steam Cloud now keeps your progress in sync across more than one device, including moving a save between a PC and a Steam Deck. Before this fix a second device could fail to pull your progress down, and in some cases replaced your cloud save with a fresh one. If your progress looks out of date, open the game once on the device that has your latest save before playing elsewhere, and it will upload correctly from there. Localization Fixed several German spelling and grammar mistakes, including the First Blood and Patience relic descriptions, the sound effects volume label in Options, and t
2026-08-28 13:06 UTC · Community Announcements · Exla
New Features Asymmetric Multiplayer has arrived. Play a full run against a second player instead of the AI. One player is the Defender: they play a completely normal single-player run, picking a hero, difficulty, and relics like always. The other is the Attacker: they never touch a real board of their own to fight, but before every battle they spend a budget upgrading the Defender's enemies, and during the fight they spend mana on abilities to make life harder. Play together on the same PC (each player gets their own keyboard/controller) or online through Steam. Not available in the free Demo.
2026-08-19 12:33 UTC · Community Announcements · Exla
Quality of Life Starting a run with unlocked but unequipped Starting Relic slots now shows a warning before you begin, mirroring the existing gem-loadout warning: "Start!" / "Open Loadout" / "Don't show again". The Difficulty-select screen's Start button can now be navigated away from with Left/Right on keyboard or controller, jumping to the hero column. Previously it was a dead end. Fixes Reworded the "Your Health" battle tutorial card: it now leads with the fact that the heart isn't a separate health stat, since players were missing that HP just is empty rows remaining. Fixed the Tetrédex no
2026-08-17 16:16 UTC · Community Announcements · Exla
Tetrogue just crossed 200 downloads. Doubling up feels like it should be less exciting than the first 100, but somehow it isn't, so thank you, genuinely, to everyone who gave it a shot. It's been about a month since that first thank-you post, and looking back, the game has evolved a lot. Since 100 downloads, Tetrogue has picked up: 7 playable Heroes, each with a real ability and their own unlock chain (the whole reason this graphic isn't slimes anymore) Endless Mode, for when three stages and a final boss just isn't enough punishment A full Rotation System selector, so the SRS purists and the
2026-08-16 10:19 UTC · Community Announcements · Exla
Quality of Life The in-battle Controls tutorial now ends with a Sonic Drop / Hard Drop choice instead of a plain acknowledgement — pick which one your drop key uses right there, with a reminder that it's changeable anytime in Options → Controls. Fixes Fixed the Game Over and Victory screens accepting Restart/Share/Exit/Back/Endless input for the first 0.3 seconds after appearing, letting a player still mashing keys at the moment of death or victory dismiss the screen before seeing their run stats. Fixed a falling piece's spawn row (the row just above the visible board) getting sliced by the da
2026-08-14 12:41 UTC · Community Announcements · Exla
New Features Heroes are here. Pick a hero on the Difficulty-select screen via a new browsable carousel — 7 heroes (Ivy, Olaf, Jonas, Link, Turner, Zoro, Sabrina), each with a unique animated avatar and a real, gameplay-changing passive ability. Only Ivy starts unlocked; winning a run with your currently-highest-unlocked hero unlocks the next one in the chain — but any hero can be freely browsed and previewed even while locked. Ivy: whenever your board has a real Tetris well open, your next piece is guaranteed to be a long piece, and Quad clears deal +50% bonus damage. Olaf: fusing 4 pieces int
2026-08-08 18:01 UTC · Community Announcements · Exla
New Features Added a fully animated Tetrogue logo by the talented D.R. Ink to the title screen, replacing the old static "TETROGUE" text: letters fall into place left-to-right (each landing pushes the colored bar beneath it), then the tetromino pieces sitting on the wordmark drop into place in random order, with the I-piece saved for last for a special bounce into the U's cup. Default piece colors were also retuned to match their corresponding enemy sprites' hues while keeping each piece's traditional color family recognizable. Added a "Heroes — Coming Soon" preview to the Difficulty-select sc
2026-08-02 11:54 UTC · Community Announcements · Exla
Visuals Pieces now render as one continuous beveled shape (light from the top-right) instead of a grid of separate bricks, with a subtle low-contrast seam kept between individual tiles so pieces still read as built from units. Applies everywhere a piece appears: the board, the falling piece, NEXT/Hold previews, the start-screen background, the level-transition wipe, weapon/attack shapes, and garbage debris. Fused gold/silver Perfect-Square blocks now render as one flat-center jewel instead of 16 separate bricks. Locked pieces on the board now gradually mute darker (blended toward the board's o
2026-08-01 19:52 UTC · Community Announcements · Exla
New Features Added a new Accessibility option, "Readable Font" (Options > Accessibility, below 4-Line Flash): when enabled, swaps small/body text (name labels, descriptions, tooltips, HUD numbers) to a plain cross-platform sans font, while headers, titles, and large display numbers keep the game's pixel font. Off by default. Balance 20G challenge's lock delay doubled (0.5s to 1.0s) to compensate for the removed falling-reaction window. The Chrono gem (halves fall/attack speed) now also doubles the lock-delay window while active, matching its "everything about this piece slows down" theme. Stac
2026-07-30 22:05 UTC · Community Announcements · Exla
New Features Added a Starting Loadout system: choose a specific relic to always start each run with, from the Difficulty-select screen (replaces the old random-offer-of-3 "Fortune's Eye" node). A second always-start slot unlocks via a new "Twin Fortunes" Meta-progression node. Only relics you've already discovered in a prior run are selectable. Added a post-run shareable card: a "Share" button on the Victory screen and Game Over overlay renders a PNG summarizing the run (score, difficulty, time, stats, seed, every enemy defeated as overlapping portrait art, relics and gems), saves it to your P
Full appinfo as delivered by Steam PICS, changenumber 38806163. Also at /api/app/4871260/raw.
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