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 21:55 UTC.
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2025-01-29 05:55 UTC · Community Announcements · SP
Hello everyone, it's been a while! It has been a while since I made any updates. I apologize for that. Today, I have some news to share. Initially, I was making regular updates for this game, but as time went on, other things in life came up. I had to prepare for some exams, deal with my professional life, and I also had other game ideas I wanted to explore, so I ended up putting development of this game on hold. I have been meaning to get back to it, but days turned into weeks, weeks into months, and then into years. And here we are. I always felt that if I could make this game all over again
2019-05-14 01:56 UTC · Community Announcements · SP
Hello everyone! Time for another update. In this update I am adding mines and a few turret types. They cost "block currency," the same currency you use for blocks and structures. They also work the same way that blocks do, so if you don't have any units left, just the mines and/or turrets, you will lose the battle. I may change that later on, I will see. Mines work on a proximity basis, when enemy units get near them, the mines explodes dealing AOE damage. I originally was planning to make the mines invisible, and maybe make it so that nearby officer can reveal mines. I may modify how mines wo
2019-04-14 04:43 UTC · Community Announcements · SP
Hello everyone! It's been a while since the last update. I've been busy with some personal things plus I had some difficulties with some of the added features, but here is another update. First, I'm introducing block materials. Instead of only wooden blocks, there are now rubber and reinforced wood blocks for all types. There are 3 buttons at the top of the block UI that allow you to select the material. Reinforced wooden blocks are the strongest, and also most expensive. Rubber blocks are slightly cheaper and weaker than reinforced blocks, but they bounce back cannon balls. Wooden blocks are
2019-01-12 03:05 UTC · Community Announcements · SP
Hello Everyone! Hope you are all having a good start to the new year. A new update for Wooden Battles is here! The Winter Mode is now removed from the game, but there have been some major changes to Conquest Mode. Conquest Mode now has 2 new factions, Purple, and Teal. The map has been expanded to make room for the new factions. A tech tree has been added to the game. You will notice that all of your units are now locked, except for the rifleman. You have to unlock them in the tech tree. Each unit also has several upgrade options, and after unlocking all the upgrades, you can unlock weapons fo
2018-12-14 03:05 UTC · Community Announcements · SP
Hello everyone! Merry Christmas and Happy Holidays! To celebrate the festive season I have prepared a Winter Mode update for the game. There are 6 missions, and upon beating them all, you will unlock a new weapon for the Rifleman. This weapon is temporary and will only last for the duration of the event. The Winter Mode will expire on January 11. The Horseman unit is still not added to Conquest mode. I've realized that adding this unit will make the old saves obsolete, and since I'm planning a few other changes to conquest mode, I will just release everything in one big update. That update wil
2018-11-28 01:50 UTC · Community Announcements · SP
Hello everyone! In this update I am adding the Horseman unit. It is a mounted swordsman who charges towards enemies on his horse, mowing them down. At close range, he uses his sword to perform a melee attack. This is the first attempt at a cavalry unit, so some tweaks will be needed. The Horseman is currently not available in Conquest mode. I will be adding him to Conquest mode within a week or two, once I tweak him a bit more. I've have been working on a Christmas themed update, and hope to have that released in about 2-3 weeks. After that, I will be going back to working on Conquest mode. I
2018-11-10 07:23 UTC · Community Announcements · SP
Hello everyone! The Halloween mode has been removed from the game about a week ago. I think it was a pretty successful mode, and people seem to have enjoyed it. I will probably be bringing it back periodically for special occasions. A few users have created a Discord. Feel free to join it. On to the Conquest Mode updates. The first change is that the main forts have been slightly upgraded. These are the initial forts that everyone starts out with. They are now slightly stronger than the neutral forts. Damaged forts will now stay damaged for a while until they are fully repaired. In order for a
2018-10-27 05:00 UTC · Community Announcements · SP
Hello everyone and Happy Halloween! To celebrate the event, I've created a little Halloween Mode in this update. You can find it in the main menu when you launch the game. This mode is a temporary mode only, and will be available until and including Sunday November 4th. I hope you all enjoy it and have a great Halloween. Thanks!
2018-10-19 00:23 UTC · Community Announcements · SP
Hello everyone! In this update I am adding the Musketeer and Swordsman challenges and weapons. The Musketeer gets a rifle grenade attachment instead of a bayonet. The grenade explodes on impact and deals AoE damage. Currently, the grenade is a one time use only. I might make it re-usable later on. The Swordsman gets a two handed sword that deals AoE damage, and is more effective against blocks. The challenges may seem a little hard, but if the challenge gives you money to place blocks, you should. Blocks can be used to delay or distract enemy troops. You can also creatively use blocks to get e
2018-09-23 04:17 UTC · Community Announcements · SP
Hello Everyone! In this update I am releasing Conquest Mode. I've been working on this mode for quite some time now, and it is still very much a work in progress. But I think that it is ready for some testing! I will be fixing bugs and adding more to it as we go, but now you have a chance to try it out for yourselves! The main purpose of Conquest Mode is to add some context to the battles. Now, instead of just defeating an enemy, these battles have an impact on a greater war, which I think makes it more interesting. Conquest Mode has a lot that need to be explained. If you click on the Tutoria
2018-09-02 00:59 UTC · Community Announcements · SP
Hello Everyone! A new unit is here, the Swordsman. It is a heavily armored melee unit, with a strong close range attack. It doesn't have any ranged weapons, but it can soak up a lot of damage. The units tab was getting crowded, so I split it into two "pages." You have to click on the arrow buttons to scroll through it. I also increased the cooldown on the Musketeer's melee attack, to make it a little more balanced. Some people have been having issues with the Grenadiers not throwing grenades. I was not able to consistently replicate this on my computer, but I did notice a few issues with the w
2018-07-28 20:29 UTC · Community Announcements · SP
Hello everyone! It has been a while since the last update, but here is a new unit, The Musketeer. Comes with a musket equipped with a bayonet. If enemy units get close enough, he will charge towards them with his bayonet. This is my first attempt at implementing a melee unit, so there are still some things that need to be improved. I am open to any suggestions you may have regarding this unit, or anything else. I have also fixed a few bugs, but there are still some that need fixing. There is a new section in the forum for bug reports, you can use that to report any bugs you encounter. I have b
2018-06-22 00:23 UTC · Community Announcements · SP
Hello everyone! In this update I am introducing a new unit, the Rocket Artillery! It fires 5 rockets at a target, followed by a long reload. It has low accuracy, and low health, but deals lots of damage, and a high cost. I've added difficulty levels to the Turf Wars game mode. It starts off fairly easy, and and should build up in difficulty. I might need to balance it a little bit. I've also added 3 new missions to utilize all the new units. I've made several bug fixes in this update as well. In the next update I will try to tackle a bug that was in the game from the very beginning. It is when
2018-05-26 18:18 UTC · Community Announcements · SP
Hello Everyone! In this update I'm introducing Steam Workshop support. You can now share your custom battles on the Steam Workshop. In order to use the Steam Workshop, you need to have the Steam Client running, and you need to own the game on Steam. To Upload to the workshop, go to Sandbox mode, create whatever battle you want to create, then click on the Save button at the top. Below the 9 save slots, you will see a "Save To Workshop" button. Clicking that button will bring up a new window in which you can enter the Title and Description of your game. It also automatically generates a Thumbna
2018-05-05 05:26 UTC · Community Announcements · SP
Hello everyone! In this update I am adding the Mortar Unit, which is a long range unit that deals AOE damage. It only has enough ammo for 5 shots, after using up all its ammo, it will die. I've also added the option to save and load your custom battles in sandbox mode. There are currently 9 slots available for you to use. I will expand on this a little more in the future. Some people have suggested that I add the option to share custom battles on Steam Workshop. I think this is a great idea, and I am currently in the process of implementing it. It will take quite a while to set everything up,
Full appinfo as delivered by Steam PICS, changenumber 36082143. Also at /api/app/703510/raw.
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