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 11 September 2026 21:49 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
1 June 2017 06:47 UTC · Community Announcements · =GRG=Icefog
This update reworks how the Japanese characters are displayed ingame. This change allows us a lot more flexibility in how we display the characters, opens up the door for adding in new fonts quickly and easily, and will reduce the size of future updates which introduce a lot of new cards. 0.60 also adds in an options menu; with the option to select whether to include the Furigana with the Kanji when displaying them on a card. We had intended to also rework how we display text, at least on the cards, to allow the readings to be displayed as Hiragana and Katakana instead of Romanji, but we lost
1 June 2017 06:47 UTC · Community Announcements · Icefog
This update reworks how the Japanese characters are displayed ingame. This change allows us a lot more flexibility in how we display the characters, opens up the door for adding in new fonts quickly and easily, and will reduce the size of future updates which introduce a lot of new cards. 0.60 also adds in an options menu; with the option to select whether to include the Furigana with the Kanji when displaying them on a card. We had intended to also rework how we display text, at least on the cards, to allow the readings to be displayed as Hiragana and Katakana instead of Romanji, but we lost
6 May 2017 19:40 UTC · Community Announcements · =GRG=Icefog
We've just uploaded a new build to our testing branch. This build adds in the new skill tree, which allows Pan to use the points obtained from mastering cards to become stronger. New players (or players using the revert saves option) will start with at least 2 mastery points so they can obtain the Kung Punch move. Training with Sensei will allow you to obtain mastery points using the Hiragana character set. Upcoming features include: Display settings for vocabulary during combat. Swtich between Romanji (english) and Hiragana/Katakana readings, and enable or disable furigana (the characters abo
6 May 2017 19:40 UTC · Community Announcements · Icefog
We've just uploaded a new build to our testing branch. This build adds in the new skill tree, which allows Pan to use the points obtained from mastering cards to become stronger. New players (or players using the revert saves option) will start with at least 2 mastery points so they can obtain the Kung Punch move. Training with Sensei will allow you to obtain mastery points using the Hiragana character set. Upcoming features include: Display settings for vocabulary during combat. Swtich between Romanji (english) and Hiragana/Katakana readings, and enable or disable furigana (the characters abo
31 March 2017 21:43 UTC · Community Announcements · =GRG=Icefog
After a couple days of testing on the latest branch, we're moving 0.058 onto the default branch. The testing yielded one interesting bug: Pan could not die unless he was in combat. This has been fixed, so Pan is no longer immortal if he isn't fighting. Here's the full changelog: New features: 11 new items- Enemies and chests now have their own unique loot Enemy attack damage is now randomized from a range of values Currency will now be displayed in the top left side of the screen while in exploration mode Inventory can now be accessed while out of combat in exploration mode by using the attack
31 March 2017 21:43 UTC · Community Announcements · Icefog
After a couple days of testing on the latest branch, we're moving 0.058 onto the default branch. The testing yielded one interesting bug: Pan could not die unless he was in combat. This has been fixed, so Pan is no longer immortal if he isn't fighting. Here's the full changelog: New features: 11 new items- Enemies and chests now have their own unique loot Enemy attack damage is now randomized from a range of values Currency will now be displayed in the top left side of the screen while in exploration mode Inventory can now be accessed while out of combat in exploration mode by using the attack
30 March 2017 02:37 UTC · Community Announcements · =GRG=Icefog
Another couple of weeks has gone by, and we have a new build uploaded for the last round of testing. Here's the changelog: New features: 11 new items- Enemies and chests now have their own unique loot Enemy attack damage is now randomized from a range of values Currency will now be displayed in the top left side of the screen while in exploration mode Inventory can now be accessed while out of combat in exploration mode by using the attack/defense key (default q/e) Pan's health bar will stay up while in exploration mode Bug Fixes: Fixed the PO Katakana card, it was displaying the イ character i
30 March 2017 02:37 UTC · Community Announcements · Icefog
Another couple of weeks has gone by, and we have a new build uploaded for the last round of testing. Here's the changelog: New features: 11 new items- Enemies and chests now have their own unique loot Enemy attack damage is now randomized from a range of values Currency will now be displayed in the top left side of the screen while in exploration mode Inventory can now be accessed while out of combat in exploration mode by using the attack/defense key (default q/e) Pan's health bar will stay up while in exploration mode Bug Fixes: Fixed the PO Katakana card, it was displaying the イ character i
13 March 2017 14:14 UTC · Community Announcements · =GRG=Icefog
It's been a couple of days and we haven't found anything significant issues with version 0.057, so we've set it active on the default branch. The full details are in the previous announcement .
13 March 2017 14:14 UTC · Community Announcements · Icefog
It's been a couple of days and we haven't found anything significant issues with version 0.057, so we've set it active on the default branch. The full details are in the previous announcement .
11 March 2017 19:03 UTC · Community Announcements · =GRG=Icefog
We've got build 0.057 uploaded to the Latest branch for testing. It'll be making its way to the default branch in a couple of days. Here's the changelog so far: Major fixes and new features: Added a new foe. He can be found randomly throughout exploration mode. Added Katakana cards, as well as the 7 Hiragana we were missing. They can be found in the move menu, the Katakana should be at the bottom of the list, while the Hiragana are at the top. Added a chance to find an unowned card in each chest you loot. Redid the character sprites of the currently existing Hiragana cards. Reworked the power
11 March 2017 19:03 UTC · Community Announcements · Icefog
We've got build 0.057 uploaded to the Latest branch for testing. It'll be making its way to the default branch in a couple of days. Here's the changelog so far: Major fixes and new features: Added a new foe. He can be found randomly throughout exploration mode. Added Katakana cards, as well as the 7 Hiragana we were missing. They can be found in the move menu, the Katakana should be at the bottom of the list, while the Hiragana are at the top. Added a chance to find an unowned card in each chest you loot. Redid the character sprites of the currently existing Hiragana cards. Reworked the power
27 February 2017 15:25 UTC · Community Announcements · Etienne Zizka
Hello guys, I revamped the older skill tree which was awkward and not to my liking: https://rpgmaker.net/media/content/games/7757/screenshots/Progress_Tree_Redone_5.gif For one thing, it was too complicated with stars and locks and everything. Needlessly complicated that is. It's like I was trying to integrate too many ideas at the same time and the whole process became bogged down in the details. One level up system which I really enjoyed was how Final Fantasy X and Final Fantasy XII. In my opinion, it is the epitome of character progression. I also love board games so I decided to work on th
27 February 2017 15:25 UTC · Community Announcements · Etienne Zizka
Hello guys, I revamped the older skill tree which was awkward and not to my liking: https://rpgmaker.net/media/content/games/7757/screenshots/Progress_Tree_Redone_5.gif For one thing, it was too complicated with stars and locks and everything. Needlessly complicated that is. It's like I was trying to integrate too many ideas at the same time and the whole process became bogged down in the details. One level up system which I really enjoyed was how Final Fantasy X and Final Fantasy XII. In my opinion, it is the epitome of character progression. I also love board games so I decided to work on th
23 February 2017 11:55 UTC · Community Announcements · Etienne Zizka
Hello guys, Some users have voiced (valid) concerns about the lack of clarity about the game. I think we've been working on the game for so long that the mechanics have become second nature to us. We've discussed this issues together and decided on an accessible and pragmatic way to make the game easier to understand. Basically, we'll use a room-by-room basis. Every room will teach a different concept about the game until has been covered. That should make things a lot clearer. Just wanted to announce it's being worked on.
Full appinfo as delivered by Steam PICS, changenumber 34351876. Also at /api/app/530080/raw.
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