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 21:58 UTC.
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2019-09-14 14:28 UTC · Community Announcements · Arugin
Today, Hungarian localization has been added to the game, thanks to DDarkness. As always, some of UI and localization system bugs were fixed on the way. I have also updated the game to the latest LTS Unity version, which will improve stability and perfomance on some configurations. If you are interested in translating the game into your language, please welcome to our forum. Other than that I have prepared set of images for new Steam library, which will be available in beta on September 17. If you own and have ever played the game, please consider to leave a review: only 1 review needed to get
2018-12-30 20:43 UTC · Community Announcements · Arugin
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31326412/cd53214033dff364788377478af522f4226cd802.png Hello, everyone! Today I released the last update in this year. Two new locales (Belarusian and Ukrainian) have been added to the game with the help of Aliaksandr Haradzetski and Skovoroda l10n. Many thanks to them. Other than that the hint system was reworked for the first four levels. In addition to that more contrast color is now used for the captured by player nodes. It will be much easier to learn base mechanics of Spreadstorm and progress beyond level 005.00. And last
2018-11-17 17:27 UTC · Community Announcements · Arugin
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31326412/325eb52a56806648e855375b6c9635ee71cb9c5d.png After three broken keyboards, twenty cups of coffee and almost a million died nerve cells I managed to add 4k and any aspect ratio support to Spreadstorm. I had to completely rework UI scaling, positioning and some assets, but it was totally worth it. Dozens of bugs was fixed on the way and now you can not only play on any monitor, but the game is also performing stable 60 fps all the time! Also, Czech localization has been added to the game, thanks to @siSINka_CZ. We are al
2018-09-24 19:15 UTC · Community Announcements · Arugin
Today, Korean localization has been added to the game, thanks to AlexDraconian. It was great challenge from the technical side, but after ten cups of coffee I was able to deal with it. Also a lot of UI and localization system bugs were fixed on the way. Now almost any language can be added to Spreadstorm. So, if you are interested in translating the game into your language, please welcome to our forum.
2018-09-03 18:29 UTC · Community Announcements · Arugin
We have recently added three new localizations to the game: german, french and spanish, If you will find any issues or mistakes in them, please let us know on the community forum or by email to iamarugin(at)gmail.com To celebrate this we are starting weekly deal today: save 25% on Spreadstorm!* Look for the deals each day on the front page of Steam. Or follow us on twitter or subscribe to publisher page on Steam for instant notifications wherever you are! *Offer ends 10 September at 10AM Pacific Time https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31326412/e3d117df183ff89473
2018-07-12 20:20 UTC · Community Announcements · Arugin
Yet another update has arrived. It will greatly improve game quality and stability. Features: Added Continue button to main menu when game is loaded. Arrow keys and Enter work to navigate the UI in addition to WASD and Space. (Required reset controls to default). Localized controls window. Changes: Improved patrol behaviour so it is more predictable now. Decreased required energy for nuke action by 15%. Increased starting maximum energy from 150 to 175 (will work only on new save). Save stats now reset on starting new game+ so you can continue to get achievements with stronger signal. Fixes: F
2018-07-10 17:08 UTC · Community Announcements · Arugin
Some critical issues was addressed in this update. Also several levels was rebalanced to improve overall difficulty curve. Changes: Base speed of Inverter signal decreased from 36 to 32. Level 016.00 and other similar will be much easier now. Increased amount of energy received on levels 024.04, 024.05, 024.08 and 048.00 to support more different strategies. Levels 024.27 and 024.29 was adjusted to deny "cheat" strategies in them. Improved layout of level 048.00. It became more forgivable to mistakes. Fixes: Fixed an issue, when timer node continue to work after you have lost. "Depth of Field"
2018-07-03 12:51 UTC · Community Announcements · Arugin
This update addresses several core, performance and visual issues. Changes: Button "Reset" in main menu renamed to "Reset Level". Fixes: Fixed an issue when level reset sometimes stuck. Some late levels performance optimizations. Fixed an issue when some patrol levels completely broke if you stood there long enough. Fixed an issue when transfer led to nowhere from first I/O port in level 024.09. Fixed some visual bugs in 024.0x levels.
2018-06-20 20:40 UTC · Community Announcements · Arugin
Today we released Spreadstorm v1.1.0 with the ingame achievements and also Steam support. It will provide extra dimensionality to the game objectives and adds more ways to playthrough it. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31326412/e9ff3cf4493aae8d3acec4e6c1baba4206a94c59.png Also we fixed some minor bugs and improved game stability. Now it's time to rest a bit in anticipation of your feedback and think about ways of further game development. Enjoy!
2018-06-18 14:21 UTC · Community Announcements · Arugin
Features: Added Screen Mode selector instead of nonfunctional fullscreen toggle in Video Settings. Added hints to Hacking Panel, Modules window and additional hint near the Inverter on level 004.00. Modules window now displays "Current energy" and "Maximum energy" stats. Added "gamepad recommended" label in main menu. Shorter date format for game saves and custom levels. Changes: We changed internal format of playtime in save files (due to preparation to adding achievements into game). Unfortunately it will be reset to 00:00 in all save files. Fixes: Fixed wrong resizing of UI elements, when c
2018-06-13 20:14 UTC · Community Announcements · Arugin
Six months have passed since our first release in Early Access. A lot of things have changed since that day. We totaly reworked game visuals, environment, some mechanics, improved stability, added level editor and doubled the amount of levels. Even with all this in mind, it seems to me that there is still much that can be done. But today I can say with confidence, that this game now worth your time and ready for launch. Thanks to all of you for your support and feedback during the Early Access. As always, we will keep updating the game with bugfixes and small new features (like achievements th
2018-06-08 20:10 UTC · Community Announcements · Arugin
We proud to announce, that the next piece of the puzzle came to its place and Spreadstorm moved to the next stage of evolution. Since day one we've wanted to create not just a simple puzzle, but bring Spreadstorm into the world interesting enough to explore. We had an idea, what this world would to be and every single level was crafted with this idea in mind. So, we made three-dimensional map of this place and before creating the next new level, we carefully thought out its location, direction and size on this map. The result looked like this: https://steamcdn-a.akamaihd.net/steamcommunity/pub
2018-04-17 18:35 UTC · Community Announcements · Arugin
Three months of hard work have passed and now we can share the results with you. This update includes a lot of exciting changes: first version of level editor, total rework of Tracer and Patrol mechanics and levels, based on them, AI improvements, hacking mini-game extension and 9 new levels! With this update we, in fact, reached our two main Early Access goals: creating level editor and doubling the amount of levels. But we are still far from completion. Whereas in this update we concentrated on reworking of existing game mechanics and levels, it's time to implement and playtest a lot of idea
2018-02-15 19:41 UTC · Community Announcements · Arugin
It's been awhile since our last update, but we’ve been busy figuring out how to build convenient and simple level editor for our game. It was in our plans at the beggining of the development, but we underestimated the upcoming challenges a bit. So, the first question is why do we need this? Why we can't just make the game? The answer would be "Because of game nature". Every level consist of the small elements which we called "nodes". Players can move through them and interact with the large one. The smallest level in the game (which is the first one) consist from 22 nodes. And it would be ridi
2018-02-15 19:41 UTC · Community Announcements · Arugin
It's been awhile since our last update, but we’ve been busy figuring out how to build convenient and simple level editor for our game. It was in our plans at the beggining of the development, but we underestimated the upcoming challenges a bit. So, the first question is why do we need this? Why we can't just make the game? The answer would be "Because of game nature". Every level consist of the small elements which we called "nodes". Players can move through them and interact with the large one. The smallest level in the game (which is the first one) consist from 22 nodes. And it would be ridi
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