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 22:20 UTC.
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2020-10-31 20:55 UTC · Community Announcements · Starkium
I unfortunately didn't make the deadline for the Halloween sale. It's pretty unfortunate as I was really excited about finally having something to show off. Sorry guys, just been working too much to get around to this. End of Days is still alive though, I won't ever give up on this. With every project I work on, I gain more skill and knowledge that I'm excited to use for End of Days. I'd like to open up a discussion here for anyone who has any questions or would just like to chat about End of Days. Please feel free to chat with me :)
2020-09-16 03:50 UTC · Community Announcements · Starkium
Welcome to "rewrite End of Days from scratch #7". I'm your host, Starkium. Jokes aside, this is actually rewrite #7. So so so much has been going on since my last post about updating. I became a full time game developer, if I didn't mention that before, and I've mostly been busy with contract work and what not. End of Days got put on the sideline while I did that and I worked on a smaller side project called "Ryft Raiders". Ryft Raiders is now going to be the sideline project as I've basically hit a wall due an engine bug with UE4. It's been bugging me for a long time that I haven't posted an
2019-12-28 15:12 UTC · Community Announcements · Starkium
The new store front news posting tools are pretty cool. Anyway, hey all, End of Days is still not dead. I figured that it has been long enough again that I should post about the current situation. SO, what's going on currently: - TBH I've had to put off working on End of Days for a little while due to a project for my day job that had me working pretty much round the clock for a while. That project is done now so I've had more time to come back to Life Art Studio's projects. - On the subject of Life Art Studio's projects, we have a title that is coming to early access soon. Anyone in the test
2019-06-09 01:28 UTC · Community Announcements · Starkium
As always it's been a battle using some of Unreal Engine's native systems. So I've been building my own AI system for the market and using End of Days as the testing grounds. I've also updated the lighting and I'm wicked close to finishing the weapon systems. First person mode is also playable, however I am not really sure how I will approach melee combat for it since it's a child class of the VR character. Will probably end up rewriting the first person character down the road for it's own ground up stuff. Anyway here's some screenshots and as always I urge you to join our discord. It's super
2018-11-22 13:43 UTC · Community Announcements · Starkium
Hey all, letting you know that we now have several different branches of builds for End of Days. Public branch which is very outdated right now and I believe not working for most people. Public preview which is a not totally stable release of whats coming in the updates, the password for that is: AlmostStable Lastly we have the beta branch which is not public and only availble to patreon subscribers and people which I've given the key. This version is the bleeding edge with everything I'm working on and a playground for people to test all sorts of features. To opt into the branch go to the bet
2018-11-15 09:25 UTC · Community Announcements · Starkium
FINALLY solved the engine bug. Turns out an asset from the market place had some sort of map related corruption or whatever it was. Everthing compiles fine now. I'm going to have beta testers check it out and see if everything is working acceptably and then going to release the update to public. Also providing beta testers access to the open world test map so feedback on that will start flowing. I'm hoping to get open world test stuff out to the general public so we can start this dialog for what End of Days is shifting to; the actual game. ~ Starkium
2018-11-14 22:19 UTC · Community Announcements · Starkium
Hey all, wanted to inform you quickly about why there has been a delay with 0.2.0 release. I'm not sure what's happened, but I'm having a bug with Unreal Engine that prevents me from packaging the game. I'm trying to work with Epic Games and the Unreal Engine 4 community to figure out the source of the error. I'm also going to try to migrate the files and settings into a new project and see if I can get it to compile. This issue is really frsutrating because I thought it was stemming from the custom engine build so I've been trying to tweak that. The engine can take up to 8 hours to recompile
2018-10-19 07:01 UTC · Community Announcements · Starkium
I'm uploading a build for beta testers right now! A lot has changed, like A LOT. However, not all the changes are observable. Let's go over whats in this update version. - Climbing - Vehicles - Human Ally AI - Human Enemy AI - New AI system for zombies ( not the one I was showing off before ) - Intractable doors, drawers, cabinets, buttons, levers, and dials - Updated Pistol Model - Updated Turret logic - Ground work for multiplayer - New skybox ( needs work, but day night cycle is there ) - Ground work for sliceable zombies - Added Feature Testing map ( called Testers Map ) - Factions system
2018-09-07 04:52 UTC · Community Announcements · Starkium
Hey guys! Not a major status here, but wanted to let you know I had taken a break from working on EoD to build out Life Art Studios and some of our other projects ( Duality and Down Town Heroes) and I am picking this project back up now. We have a sizable beta testing group now so hopefully quick iterations (fingers crossed) Side note, we have a creators page now so you might want to check that out. It has links to our other stuff and discussions on our works in progress. https://steamcommunity.com/groups/LifeArtStudios/ Lastly, I want to say thanks for being patient with EoD. This was our ver
2018-06-16 20:48 UTC · Community Announcements · Starkium
Hey all, I've got some information for you. To start things off, the AI update is coming along well. I have added a perception system to the zombies that allows you to play with a stealth element in addition to the wave shooter. This is intended by deisgn for the finished game's style. In addition to that I hired a modeler to create new zombie models so zombies won't look so "minecrafty." I've been watching reviews for End of Days and listening to feedback and with all that considered I think I am going to drop the price until more content is added. For those of you who paid full price, you sh
2018-03-30 01:48 UTC · Community Announcements · Starkium
End of Days has been updated! It feels like it's been so long. Anyway here's a list of what changed. +Support for the Oculus Rift +Kar98k bolt action sniper riffle +M4A1 +Vertical fore grip +Silencer +Holographic sight +Retuned weapon stats +Retuned item costs +Mysterybox generates random guns with attachments +Updated art style +Low poly hands ( those were a pain to get right ) +Bullet Rain power-up (WIP, I will post about this elsewhere) +Fire Storm power-up ( done, might need damage tweak) +Increased exploding barel damage and added spawners +Added sounds for knife, katana, arrows +Added HL
2018-03-30 01:48 UTC · Community Announcements · Starkium
End of Days has been updated! It feels like it's been so long. Anyway here's a list of what changed. +Support for the Oculus Rift +Kar98k bolt action sniper riffle +M4A1 +Vertical fore grip +Silencer +Holographic sight +Retuned weapon stats +Retuned item costs +Mysterybox generates random guns with attachments +Updated art style +Low poly hands ( those were a pain to get right ) +Bullet Rain power-up (WIP, I will post about this elsewhere) +Fire Storm power-up ( done, might need damage tweak) +Increased exploding barel damage and added spawners +Added sounds for knife, katana, arrows +Added HL
2018-03-20 18:45 UTC · Community Announcements · Starkium
Hey all Starkium here, just wanted to fill you all in with whats going on. First of all, just negate everything I said earlier to expect in this update. The presented method on how to merge the two packages Weapon Master and VR Expansion plugin is not optimal. I will figure out a way at some point and that is either the next update or the one after. Now that that is out of the way, I have good news still. I've been painfully updating End of Days to the new version of Weapon Master. For the most part I have finished that and I'm doing little tweaks here and there to lighting and trying to squee
2018-03-20 18:45 UTC · Community Announcements · Starkium
Hey all Starkium here, just wanted to fill you all in with whats going on. First of all, just negate everything I said earlier to expect in this update. The presented method on how to merge the two packages Weapon Master and VR Expansion plugin is not optimal. I will figure out a way at some point and that is either the next update or the one after. Now that that is out of the way, I have good news still. I've been painfully updating End of Days to the new version of Weapon Master. For the most part I have finished that and I'm doing little tweaks here and there to lighting and trying to squee
2018-01-16 00:42 UTC · Community Announcements · Starkium
So we are getting an interesting gift of information that times pretty well with the updated release of the code package I use. That code package is getting a rough walkthrough of how to merge itself with VR Expansion Plugin by Mordentral ( great dude, look him up) and what that means for us is MORE FEATURES. I was planning to find a way to merge the code base with VRE on my own, but luckily some very intelligent individual has already found a way and is creating a walk through. VRE already has climbing, driving, multiplayer, and many other features already included ( though not optimized ) in
Full appinfo as delivered by Steam PICS, changenumber 34351876. Also at /api/app/694660/raw.
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