New Build, Who dis?
Small name change. Laying the groundwork for maybe a few graphical updates to come!
Fly and crawl through levels on a mythical beast, killing dudes with magic (and dragon stuff).
| App ID | 500090 |
|---|---|
| App type | Game |
| Developer | Studio Asterism |
| Publisher | Studio Asterism |
| Homepage | http://www.playwyvrn.com |
| Release date | 2019-12-13 17:01 UTC |
| Original release | 2019-12-13 08:00 UTC |
| Release state | released |
| Store page | store.steampowered.com/app/500090 |
| Last store refresh | 5 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | WyVRn.exe | windows |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
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 |
|---|---|---|---|
| 2026-09-11 22:35 UTC | $7.99 | $7.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 10973404 | 2023-04-12 04:47 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 500091 | windows | 3.51 GB | 889.13 MB | 1586331599521162894 |
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 |
|---|---|---|---|
| 10973404 | public | 2023-04-12 04:47 UTC | 5 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 2026-09-11 22:35 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
Small name change. Laying the groundwork for maybe a few graphical updates to come!
{STEAM_CLAN_IMAGE}/31787017/bcc28d19f8261adc8e6c8cf91742c0a8717a3d21.png What's New? A new level for the ball. It's a pinball game with a score, three lives and currently two waves of enemies: Zombies and Golems. Your spells are replaced by the flippers. The speed is a bit disorienting, but it isn't nauseating like you'd expect. At least for me. You can also trigger the flippers with the arrow keys. {STEAM_CLAN_IMAGE}/31787017/898c52f6069e2c271b6df8518436e80d22219913.png What's Next? More waves of enemies for the pinball game. Maybe turtles.
{STEAM_CLAN_IMAGE}/31787017/7c77c06cf5b0c287123a2b504fbff6b4c961fd10.png What's New? I've added a new time trial. This one is not only friendlier to the dismounted and ball movement options, but it was also designed to be run in the hamster ball. The giant turning gear at the end would be awkward to try as the dragon, though not impossible. Fixed titlecard for tutorial video #3, which was previously showing the title for the second tutorial video. Fixed a bug where the emergency spells for the ball form would float in front of the mounted or dismounted positions, whichever was last, instead of
{STEAM_CLAN_IMAGE}/31787017/ec8a4eb598dcbea3f0df867ea74f0fbff32b812c.png What's New? Time trial mode added to the side missions list! Go through all the target points as quickly as you can. Comes with a new music track for going fast. This one's a shorter one, should take around 40 seconds to run through. What's Next? I think I'll make one or two more time trials. One that you can run while dismounted or in a hamster ball.
{STEAM_CLAN_IMAGE}/31787017/8085b86d4801a76915c0d538022e806111dc4a6e.png What's New? Pain! Things make sounds when hurt now, at least. Everything, including yourself. Not just 'living' things, but also the balloons and spawners. Hopefully this way, it should be easier to figure out if you're actually accomplishing anything, or if you're in trouble now. Phylactery Defense: Fixed a bug where the phylactery was invincible. What's Next? Tune the sound volumes, ranges and such. Maybe make them more unique between units.
{STEAM_CLAN_IMAGE}/31787017/de7833835cd2d262c6ef30728e0e6e1f0cdd0886.png What's new? The four tutorial videos have been reworked to use new footage, instead of stuff from where the old footage, where the textures were MS Paint (if they existed) and the enemies were weird Gumby-esque white clay men. {STEAM_CLAN_IMAGE}/31787017/bdf33aad23c2d44c949be9d99d2a2e35d2ea5da0.png Smaller things: I rearranged the emergency spells to be better, too. The emergency spells also tell you what the level's objective is. Brightened the level lighting for Message Delivery... again. Fixed behaviour where moving sp
Look at that trailer. Finally finished that sucker. Look how far we've come from the first trailers. From here, there's basically just replacing the tutorials, maybe working in a few extra voicelines to explain the goals of a few levels between me and my calling this game 'done'. I'm still planning on adding a few extra levels after release. They just won't be tied into the vague storyline of powerful egotists that we've got, though. Just some things to entertain you for a while after you've exhausted the main levels.
What's New? The have been improvements to the quality options! The fog now disappears for lower tiers, and the fog in general has been tuned down to be a bit easier on your cards. The max option layers the fog more interestingly in the sky levels. Level select! Bugfix: Tutorials no longer autoplay when entering level select. The tutorial buttons should also be a little more reactive. Tweaking preloading so it doesn't play audio and largely visible sound effects during level select. Message Delivery: Brightened the level... again. General: Approaching the ground for a landing should be easier,
What's New? Bringing in changes that I think were lost with my hard drive in (see two posts ago!) Touched up some lighting and textures and post-processing specifically in the message delivery level. Trying to make the buttons in the intro section a little better. Fixed George not biting down on zombies properly. Made George's firebreath bigger to avoid those awkward gaps in it. Made barriers a little more transparent. What's Next? More small changes as I play through to capture more gameplay footage. Still picking out blooper audio.
{STEAM_CLAN_IMAGE}/31787017/df4bb441f2178657f4598f507898006cd3bbf900.png What's New? There's a new side level. It's a sound test! Listen to all the voicelines. Also, as a side-effect, a bit of refactoring to make it easier for me to add and rearrange options in level select. What's Next? I think I'll pick out some bloopers I've got to put into the voicelines! Gotta collect new footage for the trailer, too.
{STEAM_CLAN_IMAGE}/31787017/2436262ab6170443cb55fc73ec3d8f4a634cc41e.png What's New? So! Been a bit since I've had an update. Life's happened a bit. Went away for a conference for work, had my computer broken into and ransomwared. But it's okay, because I had backups and remote storage! Just had to redo all the changes work after August 5th. Soapbox time! Always have backups. RAID isn't a backup. A duplicate on your drive isn't a backup. 3 separate copies, on 2 different types of storage media, with at least 1 of them stored offsite. While I was redoing stuff, I changed the Luncheon Defense le
Airship: has a new camera angle focused on the airship. Airship: Fixed the collider code so the pieces that fall away don't fall through the airship or spin weirdly. Balanced the double Air Spell to launch less dramatically high. Tweaked the stun code so that enemies who happen to be at the peak of an arc aren't counted as 'grounded' and recover midair. Audio: Fix bug where muting the audio would cause all dialogue lines to play at the same time. Level Select: Tweaked the position of George. Level Select: Gave the blackboard a wooden border. Enemies: Wizard: Tweaks for shield and the wizard ha
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31787017/02c91164f2baf31d7d19e5df53a0885e976127de.jpg Been finding a lot of quick things to fix/touch up this week it seems. My fix for the ground-tracking introduced another glitch where you would slide off the golem as it moved. I've fixed that. I've also rearranged the level select objects to look nicer. Tweaked some pathfinding. Nothing noticeable should change, hopefully.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31787017/1c2dc8ba2a83c5c6cc93f3d6dc4801bb6ce94601.png What's New? I redid some of the 'ride height' settings (the code that sticks you to the wall or lowers you onto the floor or whatever you're walking on) because after the changes in my foot IK patch, you were sinking through some stuff you were trying to climb onto, or getting bounced back by it. It should feel better, and also you aren't going to be sitting with your head straight up lower than the people that you're fighting. While I was in there, I also added a few pillar
No fancy picture for this one, sorry! What's New? I've rebalanced casting speeds across Wild, Encircled, and Cloned magic. Now, Wild and Encircled magic should be as fast as Cloned Magic can be. The Air + Iron spell is now a bit speedier. Fixed the instance of George the Wyvern in the level select room. The Ice spells shouldn't spin out as oddly now. Fixed issue where the 'boss' of the Message Delivery Level would not point his musket and shield in the correct direction. Touched up dragon breath so there aren't large, obvious gaps between colliders. Fix for the default Oculus Touch controls to
Full appinfo as delivered by Steam PICS, changenumber 34832648. Also at /api/app/500090/raw.
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