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 21:22 UTC.
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2021-06-27 15:24 UTC · GamingOnLinux
It's coming to the end of another week so let's all catch up in the comments about what you've been playing recently. Read the full article here: https://www.gamingonlinux.com/2021/06/talking-point-what-have-you-been-playing-recently
2020-12-25 12:03 UTC · Community Announcements · marcgfx
As Christmas is not quite as active as it usually is, I have more time on my hands for Devader. My gift to you are tons of big and small changes and improvements. If you feel like giving me a small gift, I would really love a review. Hint, hint. So what did I fix? To be honest I probably can't even remember half the stuff I've done. The first alpha was a bit of a mess, as I was mainly interested in finding out if upgrading to a new version would fix a weird game-pad input problem on Linux. I ended up just making an alpha for Windows/Linux that was way ahead of any planned schedule. Devader was
2020-12-17 12:08 UTC · Community Announcements · marcgfx
I'm not sure if this is the right thing to do or not. But I've got a devlog over on tigsource and decided to maybe start posting here too. Variation or Chaos The original release of Devader has 14 different types of minor enemies that are just spiders. There are others too, but the spiders are pretty much the filler unit to add that extra bit of chaos and support the bigger enemies. In an earlier post I mentioned adding a ton of new alternatives to the spiders with different behaviors. So instead of 14 small enemies (peons) I had over 60... A level in Devader is split into 6 waves + boss wave.
2020-04-30 14:26 UTC · Community Announcements · marcgfx
Looks like my last post (1. April) was taken seriously. To be frank there have not been many sales since (not that there were many before). I've been working on some pretty crazy stuff, but it will take some time for me to get them release-ready. https://i.imgur.com/IxCoErh.gif https://i.imgur.com/7IPqNXh.gif I started a small side-project that I hope will allow me to make more interesting bullet-pattern-designs for new enemies and bosses. {STEAM_CLAN_IMAGE}/30696328/288b766bfdcdb55b1e71f1a51f1c64db8690df62.gif {STEAM_CLAN_IMAGE}/30696328/59029d88a16642fdb90e4e1ed15d3630f222f095.gif Then I got
2020-04-01 14:59 UTC · Community Announcements · marcgfx
Devader has been out since September last year and sales have not lived up to what I was hoping for. So I've taken steps to make the best of the situation and will be converting Devader into an RTS. I have quite a few assets already made and the basic prototype works and synchronizes for a current max of 3 players. https://i.imgur.com/cmEwLiV.gif
2020-02-29 19:48 UTC · Community Announcements · marcgfx
It's not often you get to post an update on a leap day, I'm rather impressed with myself for pulling it off. I've made a few updates to Devader. Some minor bug fixes and enemy adaptations. Most noticeable could be: - the menu is less "jumpy" when using a controller, it now requires you to move the stick a bit further. - recalling turrets/switching into hedgehog mode is now game-speed independent. You can lower the recall/switching time under Gamepad->Recall Warden. (I've just made a note for myself, that this option should be under Gameplay and be called "Turret Action") - if you lower the gam
2020-02-19 18:26 UTC · Community Announcements · marcgfx
So I am going a little crazy on the updates right now... Sorry? Watching TravelDemon destroy Deity using turrets made me question a few of my balance choices again. At launch there was a sort of soft limiter to the turrets, as going down that path would remove all weapons from the Devader. Players didn't like it, but I stuck with it for quite some time. It did prevent the turrets from getting out of hand though. Without the soft limit, turrets in masses can get crazy strong and I see no reason why they could not just dominate pretty much every path I've designed. This is not what I want, as I
2020-02-18 16:57 UTC · Community Announcements · marcgfx
After talking to the new record holder TravelDemon and finding out he plays on Linux, I just had to update the Linux build today. Along with that I made a small update to the Upgrade UI, hoping this will lead some players down my intended upgrade paths. https://i.imgur.com/3r6oDv8.jpg The explosives spawned by Centipedos now slightly pulsate, I hope this will make them a bit easier to spot, without completely changing the visuals. I tried using alternate colors, but did not like the result. If you want to check out TravelDemon's deathless Deity run: https://www.youtube.com/watch?v=REDiE2ppNzk
2020-02-17 17:28 UTC · Community Announcements · marcgfx
First of all: TravelDemon totally destroyed all previous high-scores. Looks like even Deity mode was no match for the demon. I'm impressed to say the least. https://i.imgur.com/jBB8OMf.jpg I've added some engine-noise to the tank, so far it was silent. You probably wont notice it, unless you turn down the music though. Still, I felt like it was something that was missing. I fixed an issue with the final boss on the score path. The tentacles were not getting created anymore due to an optimization I made in an earlier patch. Ups. Not game-breaking, but the boss was a lot less interesting and a l
2020-02-11 16:26 UTC · Community Announcements · marcgfx
I mentioned reworking the "Tank" Devader in the last update. The tank received a new rocket launcher and is now much more viable, as you can do damage from a long distance. It's still hard to handle, but it's no longer just a gimmick. I managed to get the third highest score on Deity using the tank. Currently I hold all three Deity high scores, I hope this will change. https://i.imgur.com/qzm9Pxm.gif The rocket launcher was the second special upgrade on the "Protect" branch. Taking it was a pretty easy solution for the tank. I first felt like I could get away with just moving the remaining spe
2020-02-07 21:54 UTC · Community Announcements · marcgfx
- waves will no longer endlessly spawn foes, if key enemies are not destroyed - hp of some enemies reduced - added some more info text - bullet grazing visualized (+audio) only on bullets that can be grazed - a few additional enemies on Easy - some small visual changes to a few enemies - small fixes Currently just Windows, will be adding a Linux update soon.
2020-01-22 18:02 UTC · Community Announcements · marcgfx
I received some feedback on tigsource regarding game-feel. Additionally,I found the very well hidden information about returned products/refunds. In it there were 2 mentions of missing co-op. I guess I need to make that more obvious, or they were hoping for online multiplayer. I've not actually tried Devader with steams remote-play, my internet will probably be to bad though. There were also a few with "not fun", one of which was mentioned the starting weapon does not feel good in a short comment. This does tie into the game-feel mentioned on tigsource. I've added quite a lot of fluff to make
2020-01-12 12:34 UTC · Community Announcements · marcgfx
Happy New Year! https://i.imgur.com/oOZKVvg.gif New Year, New Hope After 4 years of working on Devader, I've vowed to invest more time into showing people what I made. Silence is pretty deadly in this industry and I hope I can be better. I love making games, but exposure is crucial. Balance Since release I've made quite a few balance changes. Most thanks to valuable player feedback. In some cases I adjusted too far and had to roll back, but overall it's been a great experience. Hearing what players think and watching streamers play is very informative and I've spent way too much time doing thi
2019-09-21 10:58 UTC · Community Announcements · marcgfx
After releasing Devader I felt a bit lost, I got a lot of support from friends but only very few streamers picked it up. I am very grateful for the ones that did! Watching the streams/videos gave me a lot of new insights about how the game is played and where people struggle. I still have a few of these issues to address. It feels like I need to add more tutorials, namely for nuke targeting (gamepad), turret handling and bullet grazing. But I hate destroying the flow with more clutter. To get out of the lost state, I just decided to dive back in and improve wherever I could. So a lot has happe
2019-09-04 10:59 UTC · Community Announcements · marcgfx
Something was wildly wrong with the Server. CPU was maxing out and I was not able to access any database related stuff in spite of root access. I unfortunately had to restore the entire system from a 5 days old backup, meaning high-scores got lost. Sorry!! I must still add some fallback method to be able to restore the Database in case of further issues. But I have removed some code that might have been responsible and am monitoring the Server more frequently. CPU is hardly doing anything as should be expected from high-scores. What currently is no longer working: Seeing friends high-scores. T
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