Energy and shields
We now have energy and shields for the ships.
| App ID | 4923620 |
|---|---|
| App type | Unknown |
| Release date | Unknown |
| Store page | store.steampowered.com/app/4923620 |
| Last store refresh | 0 seconds ago |
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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 02:16 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
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| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| 38810634 | 1 | 7 hours ago | no key changes captured |
We now have energy and shields for the ships.
GAMEPLAYLaser turrets work - they hold a beam on whatever you are aiming at instead of firing bullets. A laser damages what it is touching five times a second, so it is steady damage rather than big hits. Damage numbers pop up where a laser is burning, and everyone in the session sees the same number. The beam stops at the first thing it meets, so an ally or a piece of cover in the way blocks it. Laser turrets no longer shoot through your own hull, and can be buried inside a ship without jamming. Homing turrets fire now too - they shoot straight for the moment, but they are no longer decoratio
# SMALL FEATURE UPDATE## GAMEPLAYAdded buld mode direction reference so you know what direction is forward with your ship.## MODDINGTurrets can have multiple barrels now. "projectile" takes an array of {relative_pos_x, relative_pos_y, projectile} instead of just a name, so each barrel has its own position on the gun and its own bullet. Offsets are in grid units and rotate with the turret.Added "alternate_projectiles" - fires one barrel per shot in turn, wrapping at the end, instead of all at once.Added "volley_delay" - fires all the barrels in order with a delay in seconds between each. Ignore
Update notesTurrets: multiple barrelsTurrets can now fire from **more than one point**, each with its own position on the gun and its ownprojectile. `projectile` still takes a plain name, or now an array:"alternate_projectiles": true,"projectile_count": 2,"projectile": \ { "relative_pos_x": 32, "relative_pos_y": 16, "projectile": "beamshotgunround" }, { "relative_pos_x": 32, "relative_pos_y": -16, "projectile": "beamshotgunround" }]Offsets are in grid units and **rotate with the turret**, so a barrel stays on the barrel wherever the gun happens to be aiming."alternate_projectiles: false" (the
Full appinfo as delivered by Steam PICS, changenumber 38810634. Also at /api/app/4923620/raw.
{
"appid": "4923620",
"public_only": "1"
}