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 21:04 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.
7 September 2026 10:59 UTC · Community Announcements · Baggers
Last week, we went on a little bug-fixing run so for this release we have: fixed the fire ambiance audiofixed multiple instabilities in the vision limit system.fixed the stripy background on synonym suggestions not scaling with pill sizeadd a counter to the filter menu button indicating how many filters are activefixed a case where server issues could result in the regions list showing places with a zero millisecond ping.Big thanks as ever to the folks who reported these issues and helped us track them down. Have fun!
25 August 2026 11:59 UTC · Community Announcements · Baggers
We've fixed the physics bugs that were reported after the last release attempt, so we are back to give this another go! Please let us know if things act funky, but otherwise, enjoy!
14 August 2026 11:52 UTC · Community Announcements · bouncyrock_luis
Hello all!We've investigated the reports you've sent us since the physics release yesterday and are reverting the physics changes while we work on fixing the underlying issue.We're very sorry for the inconvenience and thank you all for the reports!
14 August 2026 06:12 UTC · Community Announcements · Baggers
Alas, a couple of bugs made it through both our testing and the public beta week. This patch fixes a crash related to dice use (most visibly, switching boards with lots of dice in play) We'll be back with another patch for a non-crash issue with morphs soon.
13 August 2026 11:04 UTC · Community Announcements · Baggers
Heya folks! Today, the Physics and Batching improvements leave Beta, delivering some performance improvements and paving the way for many more. More visibly however, we have three fixes and a new tool! The fixes are: A fix that makes search keyboard shortcuts work again \o/ The fix for the bug stopping recently-made TitanCraft minis from loading A fix for a small memory leak on startup. And the tool, while rather niche, will be handy for some of you: TaleWeaverCmd This is a command-line tool for creating TaleSpire minis. When pointed at a folder containing an .obj file, the requisite PNG textu
5 August 2026 11:39 UTC · Community Announcements · bouncyrock_luis
Today we release an update for TaleWeaverLite (our custom creature creation tool) to support emissive on creatures.This utilizes the until now unused Blue channel of the Metallic/Ambient Occlusion/Smoothness texture to make your minis really pop!Without emissive (left) vs with emissive (right), mini by VelrockThis update only touches our modding tools as all required support in TaleSpire has already shipped so there's no update required for players - just wait until creators start utilizing the new tools at their disposal, delivered right to your client in the community content browser!Alongsi
3 August 2026 07:36 UTC · Community Announcements · Baggers
This is another beta improving things behind the scenes. The technical details are that this beta improves how we build batches of stuff for the GPU to draw, and also how we run the physics.It has the potential to significantly speed up the time physics takes to run (I saw a 40% reduction in some tests). Still, it's likely you will not see an FPS improvement yet:The improvements are situation-dependent. Size of board, number of creatures, number of dice, and the relative gpu/cpu specs can change the timing in ways that are not easily inferred from FPS.Rendering time still dominates. Imagine yo
29 July 2026 10:09 UTC · Community Announcements · Baggers
Iiiit's patch time again. Today we have:Fixed a case where custom tags could clash with synonyms, degrading search.Fixed the slab-uploader so that, by default, slabs can be added to collections again.If you are on Windows or Linux, it is a BIG download as we tweaked some asset build settings for behind-the-scenes reasons. The assets should look and behave the same otherwise.Onward!
26 July 2026 11:09 UTC · Community Announcements · Baggers
We received reports that, more recently, TaleSpire had been taking ages to start. We tracked it down to a case where, on Windows, having mapped network drives triggered daft behavior in a library we rely on. We have worked around that and are happy to get this to you. Of course, if startup is still slow, please let us know at http://feedback.talespire.com as we want to fix that for you. More things are on their way. See you in the next release.
25 July 2026 21:49 UTC · Community Announcements · Baggers
This release is just preparation for more tooling.This might not normally be worth mentioning, but as we are here, I can tell you about the next fix.If you have mapped network drives, TaleSpire can randomly take a really long time to start. We have a fix for this coming as soon as it gets through testing. Thanks to those who reported it, and sorry it took a bit to sus out.Anyhoo, I'm back off to the coding mines. See you in the next patch.
24 July 2026 09:12 UTC · Community Announcements · Baggers
This is a tiny patch to fix the fact that tags from community assets were not being loaded into the tag database. This meant that those creatures were not searchable by tag. Back soon with more!
20 July 2026 11:17 UTC · Community Announcements · bouncyrock_luis
Following the Creature Tag Overhaul for our official miniatures, we now have a release supporting tags for community creatures!This release comes in two parts:First, an update to TaleSpire which enables:Searching with tags through mod.io community creatures.Activating "strict" filter mode which hides all results that have no filter flags set. This will hide more unwanted content at the cost of also hiding more potentially wanted.Note: Both of these will only start working once community content creators start uploading new minis/updating existing ones with the new toolingThe second part is an
13 July 2026 18:05 UTC · Community Announcements · Baggers
In this patch, we fix a bug in the vision-limit system where a GM connecting to a board won't see anything if they are not the first person in the board.Thanks to those who reported this one; it evaded us for quite a while.
12 July 2026 20:58 UTC · Community Announcements · Ree
Status Effects are now leaving Beta and entering Production! Keep track of various ailments and buffs through stacking visual effects and base icons. In addition to our previous and only Status Effect: Knockdown, we've added:PoisonedFrozenElectrocutedBurningArmor SkinDrowningBloodiedHolyCorruptedTangledConfusedGhostSleepThis update has been a long time coming, having been featured on multiple bi-monthly banters, but hopefully the additional scope of the release will give a decent coverage for the effects needed.Feel free to suggest future effects at: feedback.talespire.comThanks for all your c
1 July 2026 22:04 UTC · Community Announcements · Ree
We're running another Beta as this touches a lot of places in the code base. Status Effects also have a lot of moving parts, so some vigorous testing is in order! If you'd like to check it out, find instructions here: https://talespire.com/welcome-to-the-status-effect-betaWhat are Status Effects?These have been requested by the community since we went into Early Access. They're ways to keep track of different conditions on a creature such as these: They can be toggled on and off by anyone who can control said creature. Hopefully these will now give some visual queues of what might be the matte
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