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 21:36 UTC.
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2026-09-01 19:51 UTC · Community Announcements · LordYabo
Players submitted an excellent list of deficiencies in the beta of the new update called The Threat System. I’ve been working through them but it is taking a while.See, there are two problems with this game.A) It isn’t finished. B) Parts of it aren’t right.Every time I try to address A. Unfinished by adding a feature, I have to spend time on B. Not Right to correct stuff that isn’t right, or at least not inline with the revised vision of the game.An excellent concrete example of this just happened while I was typing this:I previously added some new entertainment, comfort, and social options to
2026-08-03 15:36 UTC · Community Announcements · LordYabo
The Threat System went out in public beta on Jun 22. The following days saw bug fixes.I then asked the most involved and vocal players on discord this question:“What needs to change for this to be released to everyone?Each person gave me their list of what they felt was missing or needed attention.The good news: No bugs or stability issues! The game runs well. All of the problems are Game Design issues, which is exactly what I need help seeing.I then collated each person’s list into this master list:CombatReduce the starting difficulty of undead encounters.Clearly explain that running away cau
2026-06-05 22:24 UTC · Community Announcements · LordYabo
I haven’t written in a while because I want to share what is already built, not what I intend.For almost six months, I’ve been working on one major feature. But to support it I had to touch almost every aspect of the game.Now that it’s in testing, I look back and am proud how it forced me to shape the game more into what I’ve always envisioned.Here’s the journey, and what changed.The Big Feature: Systems Based Threats & VillainsSimilar to other RPGs we all enjoy, I could script a multi-step quest line: NPCs tell the player about a monster’s activities, put in some set piece battles, a story tu
2026-03-07 23:58 UTC · Community Announcements · LordYabo
In the previous update I wrote my goal to introduce systemic global threats to challenge the player. To achieve this, I need to carve up the map into regions and have a better more detailed map.Jan was laying the tech foundation.Feb was expanding on it to make a more full medieval world…. in which monsters will crush, pillage, and destroy. (Being a GM, I have a soft spot for the monsters!)1. Map Now Has Geographic LandmarksScenery is now detected and named. This will feed the new directional system for NPCs telling you where to go.2. Towns Span Multiple HexesIt was driving me nutz the current
2026-02-08 19:06 UTC · Community Announcements · LordYabo
Before I get into today’s topic of what I’ve been working on, I want to address the issue of bugs and patch releases.Some 20 common and serious bugs have been reported since the influx of new players last month. I’m not ignoring you! Bugs matter to me and I will address them.Right now I’m focused and building momentum on making major structural improvements to the core game that are hard to do but long overdue. It’s challenging and thorny work and a few days away from it at this critical time will set it back. This is the stage where the cement is still wet, and stepping away now risks letting
2026-01-17 16:28 UTC · Community Announcements · LordYabo
Good writing has one central focused topic. But, a lot has happened in the last 2 weeks, so this is a triple-topic blog post.These past two weeks mark my first stretch back working full-time on Archmage Rises in quite a while. First, I put out a significant bug fix patch with a lot more fixes than that short list conveys.Then I focused on the most foundational work the game needs.Turning Down Contract WorkOver the Christmas holidays, a studio reached out to hire me as a consultant. At first I said yes. Certain income is nice! But the more I thought about it, the parameters of the deal just did
2026-01-13 19:04 UTC · Community Announcements · LordYabo
Hi everyone! I fixed the two most reported bugs over Christmas/New Years. There were a lot of code changes, likely fixing other bugs too, but I'm releasing it on the Beta branch first so we can see how well it performs.FixedKnowledge Picker crashing - Fixed the Subject/Knowledge Picker when talking with NPCs. It was blowing up if there was a quest giver without a Job. I also got rid of the dummy text "hyrule castle" and "ninroot" so it is more clear it blew up, it now just says "error".NPCs giving bad directions to Monsters - it now spawns a tracks Event on the map from which you can find mons
2026-01-09 23:00 UTC · Community Announcements · LordYabo
Hi everyone! I fixed the two most reported bugs over Christmas/New Years. There were a lot of code changes, likely fixing other bugs too, but I'm releasing it on the Beta branch first so we can see how well it performs.FixedKnowledge Picker crashing - Fixed the Subject/Knowledge Picker when talking with NPCs. It was blowing up if there was a quest giver without a Job. I also got rid of the dummy text "hyrule castle" and "ninroot" so it is more clear it blew up, it now just says "error".NPCs giving bad directions to Monsters - it now spawns a tracks Event on the map from which you can find mons
2025-12-31 21:31 UTC · Community Announcements · LordYabo
Jan 1: Some players are reporting save game incompatibility between Dec 6 build and this Dec 31 build.For now, I have made the Beta Branch the Dec 6 Build so you can load your saves.I carved out some time today to look into a few recently reported bugs.Fixed Glassmaker not selling any glass. What was she doing with her time?! ːlaughing_yetiː Well I got them back to work!Fixed casting Haste on plants makes the plant yield on the FIRST day of the season instead of some date within the season.Expanded the text display area for Random EventsAdded Console command: HexEvents.Reload to allow Events w
2025-12-30 00:56 UTC · Community Announcements · LordYabo
As a final post this year, here is the documentation page on how to use the Events system to create your own Events (User Generated Content). https://www.archmagerises.com/news/2025/12/29/how-to-write-random-events-ugcThank you for your interesting in the game this year, looking forward to a very bright and exciting 2026!Before you ask: I don't know how to get it to work with SteamWorkshop if you want to share events. It took me a long while to write all that documentation. It's accurate as of today!
2025-12-15 18:40 UTC · Community Announcements · LordYabo
This is my second last post of 2025. As the year winds down, I’ve been reflecting on 2025 and making some plans for 2026 which may be of interest to players.I’ll cut to the most exciting news: I’ll be working on Archmage Rises full time January and February. I had a small bit of good fortune wrapping up a client project end of the year and it should see me through the next two months.Unity From the StartWhen I first started the project I came from building my own game engine in C++ and releasing two titles to the app store. I needed to decide to continue building out my game engine or switch t
2025-12-06 23:51 UTC · Community Announcements · LordYabo
I'm happy to release a significant new feature update to Archmage Rises.This Build IS NOT BACKWARDS COMPATIBLE - Saves and Worlds have to be created again.For many of us, it's been a while since the last update. If you just started playing, I'm sorry to wreck your game, but it was necessary.This Update contains two significant new Feature updates: Hex Events and ResourcesMap Event FeaturesWhile traveling the world, you’ll now encounter dynamic narrative Events. These are unexpected situations that offer choices, skill tests, opportunities to roleplay, rewards, and consequences.You’ll see event
2025-11-25 03:33 UTC · Community Announcements · LordYabo
I’m happy to report I really focused the last 10 days and built the new Resources feature. Hopefully this will fix the experience people had with the Hex Events feature.I want to thank everyone on the "real time dev blog" Discord channel who helped with responses, advice, and general encouragement as I built the feature.The build is available for play on the BETA steam branch.This Build IS NOT BACKWARDS COMPATIBLE - Saves and Worlds have to be created again.What it includes:Resources are now available from Sources on the map. They are either Organic or Mineral.Sources have a level, starting at
2025-11-16 00:02 UTC · Community Announcements · LordYabo
I’m working on the new resource interaction, so I can fix it, so the quests will be completable again, so I can get the Events update out. I took out the “Hex view” in doing the Events update but that kinda broke the game, and now I need to put in the replacement sooner than i expected.The solution is to create interaction ‘tiles’ for stuff you can do in a map location.I’m not trying to solve it for everything, but I do need a solution that scales for all the game interactions, not just resources.Trouble is, I don’t have a team anymore, so I don’t have anyone to talk to in the middle of the da
2025-11-01 22:19 UTC · Community Announcements · LordYabo
Quick Dev UpdateI’m working on location resource sources. I got it so a location can have multiple resource sources. When the player moves into the hex a new UI pops up asking how to interact with it. This new contextual UI is part of the new way of interacting with map locations - a replacement for the old context switch “hex view” screen. This is when I needed to spend time thinking through the UI.I use a tool called Balsamiq to do quick mockups to figure out placement and size of things relative to each other. I’m sharing this Work in Progress (WIP) because it is where I left off before nee
Full appinfo as delivered by Steam PICS, changenumber 37435436. Also at /api/app/506480/raw.
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