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 20:59 UTC.
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2026-09-11 10:18 UTC · Community Announcements · JBlivionDev
Memories when praying at temples When you finish praying at the temples of chapters 1 to 5, a memory from your previous life opens They unlock in order: if you are already in chapter 2, 3, 4 or 5, none will appear until you Rebirth and pray at the chapter 1 temple. From then on, each temple opens its own Each memory only shows the first time. After that you can watch them again whenever you like from Advanced options, in the Memories section, one by one or all in a row The Skip the memory button takes you back to the game at any moment If you pray at a temple that opens a memory during Time tr
2026-09-08 09:51 UTC · Community Announcements · JBlivionDev
Major rebalance of Life growth Maximum Life no longer grows from the Life you lose. It grows only from the regeneration that consumables give you Every Rebirth adds 2% of all the Life that food and potions gave back to you during that life Potions have gained a lot of value: in chapter 1 they heal twice what they used to, and in chapters 2 to 5 they heal four times as much. They are also easier to save for the boss fight now, so doing optional quests to buy potions pays off a great deal more Taking hits no longer fattens your Life cap on its own: if you do not heal, it does not grow Temple Hea
2026-09-05 14:25 UTC · Community Announcements · JBlivionDev
The road is no longer walked in silence The first five chapters now have a complete travel log: over a hundred and forty entries spread across the Isle of Rebirth, the Port of Mistmoor, the Elven Forest, the Marchlands and Blackmoor Every time you move from one area to the next, the log tells you what you find on arrival Forks get their own line for each branch, so the route you pick shows in the text and not only on the clock Every step of a quest leaves its own line Until now only the end of the chain spoke up, and the steps in between passed in silence. That is over: every action that unloc
2026-09-05 02:57 UTC · Community Announcements · JBlivionDev
Combat hits During fights, floating boxes now show the name of the blow you are landing. You start with three and a new one opens every 20 Innate levels of your class's combat stat, up to ten. Soldier, ranger and mage each have their own, from the slash and the shove to the arcane salvo or the volley They do not change the damage. Combat is resolved exactly as before, and this only puts a name to what was already happening in the bar You can turn them off or change their style in Settings, Advanced options It is the groundwork for what is coming: with the hits on screen we can later show how t
2026-09-03 17:27 UTC · Community Announcements · JBlivionDev
Keys that speed up actions 16 actions across Chapters 2 to 5 now accept a key. Carry it and that action runs at double speed and gives exactly the same experience, because experience is charged for the work done and not for how long you take to complete the action Three kinds of thing already in the game count as a key: key items (Sapper's Crowbar, Vaulting Pole, Spyglass, Felt Slippers, Runic Lexicon, Exorcism Salt, Reed-Snorkel Mask, Fireproof ointment), skills (Climbing, Eagle Eye, Stonecraft, Acrobatic Leap) and spells (Splinter, Levitate) In 11 of those actions the key only speeds things
2026-09-01 12:56 UTC · Community Announcements · JBlivionDev
Connections Internet calls are now made by Necromancer Idle itself instead of a system dependency, so your firewall shows them under the game's name and you can allow or block them on their own The number of calls has been limited: the news is checked when the game opens and once an hour, and the wiki only when you click its button, at most once every 30 minutes Interface Heal at temples and asking the god for help in boss rooms now show how much Life per second they give, both in the action and in the health bar
2026-08-31 15:00 UTC · Community Announcements · JBlivionDev
Wiki New Wiki button on the top bar, with sections for Basic mechanics, Academies, Unique bosses and Strategies Anything that spoils itself comes covered: there is a spoiler switch and a notice when the section you are reading is hiding something The box can be made wider or narrower and the text larger or smaller The content is downloaded, so the first time you need a connection. After that it stays saved This is not a final version. It is unfinished and it will keep growing and changing over time, with no need for a patch to come out Reincarnation upgrades Now, for each level of reincarnatio
2026-08-28 19:21 UTC · Community Announcements · JBlivionDev
Reincarnation Reincarnating now has a new button that brings the unique bosses you already slew back to life. They stand where they stood and can be killed again, but their rewards reset with them: whatever they gave you the first time has to be earned all over again Interface The Current action window has two buttons in its header to make it bigger and smaller. It never grows wider than the room panel, so it will not cover the panels beside it: when it grows, all it does is hang further down The Event log panel has two buttons to raise and lower the text size
2026-08-27 11:55 UTC · Community Announcements · JBlivionDev
I've got something big for you, something I've been working on for a while now, along with a bunch of other fixes: there's an Android version of Necromancer Idle on the way, and I need people to test it before it reaches Google Play. I'm looking for around 20 of you What you'll be testing The Android app, not the Steam game. It's the full game, the same chapters you already know, running on a phone with the interface adapted to a vertical screen. What I want to find out is whether it runs smoothly, whether it makes sense, whether anything breaks, and whether there's anything that feels awkward
2026-08-27 09:02 UTC · Community Announcements · JBlivionDev
Consumables Healing that does not fit is no longer wasted. When your life is full, whatever a consumable has left waits there and goes in as soon as you take damage again. Before, two foods that heal the same amount opened at once and half of it was thrown away against the cap The Consumables panel now shows the life per second of each food and of the whole pantry, with a bar per food showing how much is left in the unit that is regenerating. The row stays while the last unit is still delivering its life, even when you have no units of that food left Interface The Current action window now fol
2026-08-26 19:58 UTC · Community Announcements · JBlivionDev
Consumables: healing now comes in gradually Consumables no longer heal all at once. Each one spreads its healing over five seconds, so when you start eating matters now, not just how much you are carrying While one is regenerating, no second unit of that same type is eaten. When it runs out, if you still need it, the next one goes in on its own Nothing is wasted, same as before: a consumable is not touched unless its full healing fits in the health you are missing Current action window New button on the room panel. It opens a window with what the character is doing right now: how far along it
2026-08-24 16:28 UTC · Community Announcements · JBlivionDev
New feature: Time travelYou can now spend your offline time reserve all at once. The character lives through those hours at full speed and only the time actually lived is deducted: if it runs out of actions, the trip stops there and the rest stays in the reserveThe trip tells you why it stopped: no actions left, an obstacle your class cannot get past, or a duel waiting on your decision. You can also stop it by handWhen the trip ends you get the summary: time lived, rebirths, Life before and after, and how much each skill went upInterfaceThe tooltip of each stat now updates live while you train
2026-08-22 09:19 UTC · Community Announcements · JBlivionDev
Native Linux and Steam Deck support, still unverified: the game and the demo now have a native Linux version, no Proton needed. Steam Deck support is unverified because it has only been tested on desktop Linux. Try the demo first and report any issue with the "Report bug" buttonFixed a "Farm and leave" bug that let you leave a room without having farmed every consumable to the maximumFixed the Life increase tooltip: it incorrectly stated that damage taken in combat did not count toward the calculation. It does count
2026-08-20 20:05 UTC · Community Announcements · JBlivionDev
This post is not only about what is coming. We also want to clear up a mechanic that has been confusing for a lot of you. At least 20 chapters The game will have at least 20 chapters, and many unique bosses will show up along the way. So far only one of them has crossed your path: The Lesser Kraken. A unique boss dies only once Each unique boss can be killed only once per character. Once it falls, its room is left empty or closed off. A rebirth does not bring it back. Getting to them In many cases, reaching a unique boss means clearing an obstacle first, and that will require a specific key it
2026-08-20 15:37 UTC · Community Announcements · JBlivionDev
Two new languages: Polish and Simplified ChineseNew "Import from another character" button in the Automation panel: it copies the presets of another of your characters and translates every plan to the routes you pick, chapter by chapter. The difficulty colours are those of the class receiving the presets, not of the one that built them, and you decide whether it stops at each route's academy. When it finishes you get a summary of what was carried across, what was queued on top and what was left out because it does not exist on the new routePresets arrive all together or not at all: if there ar
Full appinfo as delivered by Steam PICS, changenumber 38802717. Also at /api/app/4936120/raw.
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