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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2025-12-26 17:36 UTC · Community Announcements · Jman
I've been playing this a lot lately and got annoyed at all the ancient bugs and balance issues. Since I've got a few weeks off work for the holidays I jumped back into the code and made some massive changes.This game started my professional career as a game dev so coming back five years later to apply what I've learned has been really fun.ChangelogGeneralAdded more robot flavor text.Autocastable Active Items now activate when an enemy enters their Tower's Attack Range.Fast-forward speed in Singleplayer increased from 3 -> 3.5x.Kills by towers on Hard and Serious difficulty now provide experien
2025-10-03 12:24 UTC · Community Announcements · Jman
Got an email saying all Unity games built with versions 2017 or later were affected by an exploit so I put out a quick patch to fix it.If you're curious about the exploit you can learn more here.
2022-05-03 00:16 UTC · Community Announcements · Jman
I came back from the dead to make the least used specialties viable and do a bit of extra balancing. Early Bird starting gold bonus from 500 -> 550. Enraged attack speed bonus from 65 -> 85. Hunter bonus damage to bosses from 100% -> 125% Hunter damage to mobs penalty from 25% -> 15%. Demolisher now provides a bonus 3% crit chance across all towers. Thinner damage to bosses penalty from -20% -> -12% Timewinder attack range penalty from -100 -> -40. Timewinder buff duration penalty from -50% -> -40%. Shifter Earth Hammer damage from 325+100/lvl ->325+120/lvl. Whirlwind Bombardment damage from 2
2020-12-22 17:08 UTC · Community Announcements · Jman
As a bit of a holiday update I've put together some gameplay modifiers to change how the game plays. These can be used in either single or multiplayer modes but not the main campaign. I hope everyone enjoys this new update! Patch Notes:Added Gameplay Mutators! You can mix and match different mutators to modify the game's core rules for fun or an added challenge. No Wave Delay:Removes all the time between waves so that players have to deal with a constant stream of enemies. Cannot Buy Items:Ever wonder if you could win a match with just towers? Adds one extra starting faction point. One Health
2020-11-25 15:44 UTC · Community Announcements · Jman
Patch Notes:Time Machine Fast Forward buff cooldown reduction from 2.5+0.25s/Lvl to 2.0+0.2s/Lvl Vacuum Turbocharge passive mana spent to supercharge conversion rate from 1.4% to 0.35% Fixed moving Towers being broken in certain non-mazing levels.
2020-11-20 16:19 UTC · Community Announcements · Jman
Hoo boy it's been a while hasn't it. With all the craziness of this year only now am I finishing up the work I started so many months ago. I want to say thank you to everyone who gave me input over this past year on how to improve on the game, it has been incredible to see the different strategies people came up with and all the different ways someone has used their creativity to completely blow the game wide open. Patch Notes:Added mazing gameplay! Added Reroute, Piecewise, & Lanelock levels with mazing enabled! On levels with mazing enabled enemies will use the shortest path they can find to
2020-08-05 01:55 UTC · Community Announcements · Jman
The new mazing gamemode is complete and getting tested, but in the meantime I have a bit of balance and a few bugs to fix. Patch Notes: Added a failsafe to the Tower targeting loop to prevent it from breaking in certain circumstances. Tunneler: Mole Beartraps now expire after 120s or if a player builds or moves a Tower on top of them. Tunneler: Mole Patrol can now be cast on any part of the level that is not currently blocked by a Tower. Hybrid Artillery: Mines now explode after 180s if no enemy touches them or if a player builds or moves a Tower on top of them. Hybrid Artillery: Mine placemen
2020-07-11 18:20 UTC · Community Announcements · Jman
While I work on the mazing gameplay I was made aware of a few bugs so I've decided to release a patch in the meantime. Patch Notes:Fixed all Towers failing to level if a player sells a Tower in the same frame it received XP. Presents now drop beyond wave 50 in Endless Mode (for real this time). Capacitor Aura will no longer consider abilities that cost negative mana to cast. Max Player Limit in multiplayer increased to 6. With the recent performance improvements this should be manageable for a midrange gaming PC to handle. Endless Mode delay between waves no longer the same as normal mode. The
2020-07-02 21:26 UTC · Community Announcements · Jman
To keep everyone in the loop I thought I'd make a post here to let you all know what's currently in the works. Right now I'm working on levels where players are able to build on the enemy paths allowing them to influence where enemies must go to escape. You can block off entire routes forcing the robots to go a very long way around the map depending on what your strategy is. I like how it opens up another portion of build strategy as well as providing great replayability as different configurations will lead to different enemy pathing. At the moment I've gotten the mazing gameplay working for
2020-05-23 21:24 UTC · Community Announcements · Jman
Did a couple multiplayer tests and a lot of internal testing to make sure I didn't break any important systems. Everything seems good so I'm merging the new changes to the main build! Patch Notes:Added Stockpile Specialty, Towers built with this Specialty gain an additional Item Slot! Stockpile Specialty gained from completing Singleplayer level 6, all other specialties require one less level to unlock. For anyone who has already completed level 6 they will unlock this Specialty automatically upon starting the game. Presents can now spawn beyond wave 50 for endless mode. Fixed Steam Rich Prese
2020-05-20 15:28 UTC · Community Announcements · Jman
I've been working on a few things that will require some testing so for a little bit I'll be putting all the new changes into a Steam beta. You can opt into the beta by right clicking the game in your Steam library, clicking 'Properties,' and going to the 'Betas' tab. What's in the Beta so far?:Added Stockpile Specialty, Towers built with this Specialty gain an additional Item Slot! Stockpile Specialty gained from completing Singleplayer level 6, all other specialties require one less level to unlock. For anyone who has already completed level 6 they will unlock this Specialty automatically up
2020-05-10 20:31 UTC · Community Announcements · Jman
Patch Notes: Fixed Ash of the Scholar & Scholar's Last Lecture items not providing experience to nearby towers after being moved from the tower they were purchased on. Telescope, Monocle & Sharpshooter's Spot autocast radius increased from 500->600. Fireball Concentration mana cost from 3.5+0.1/Lvl->3.5+0.15/Lvl. Time Machine Relativity max slow from 40+0.2%/Lvl->25+0.2%/Lvl. Towers that reach max level no longer show the XP required to reach it in the level tooltip, instead it will show "Max Level!" Fixed issue with selling a tower that was currently applying a long duration debuff on an enem
2020-05-04 17:48 UTC · Community Announcements · Jman
Patch Notes:Vacuum Turbocharge duration no longer increased by Buff Duration Increases. Cleaned up Capacitor Discharge Aura Tooltip. Updated Singleplayer level dialogue to include new items & changes to existing items. Invigorator Buff now has a maximum stack count of 5. Invigorator Buff can now be Supercharged. Prism Network Buff can now be Supercharged. Tower build tooltip now notes the stats different than the default values all Towers inherit. Fixed Active Items being able to autocast even after being removed. Polished level 6, added more buildable space. Added a double check to specialty
2020-04-26 19:18 UTC · Community Announcements · Jman
Over the past month the game has received a lot of little QoL changes and balancing so to even that out a bit here's some fresh content. Gonna start thinking about what to work on next but I'm really happy with how the game feels now. Plenty of optimizations for everyone, mostly to help low-end hardware as well as long Endless Mode matches. Patch Notes:Added Riverbend, Defroster, & Tracker Levels for Singleplayer & Multiplayer Co-Op! Added 5 New Achievements! Delay before spawning next wave coming from a challenge wave increased from 50->60s. Black Hole Insatiable Mass mana cost from 7.5-0.1/L
2020-04-20 19:53 UTC · Community Announcements · Jman
Been doing a lot of playtesting with people the past few days and made a few changes based on what we encountered. Patch Notes:Scoreboard no longer obstructed by end game stats screen. Levelups are now calculated at end of frame in one go rather than recursively levelling up one level at a time. This is a performance optimization for builds that can have mass simultaneous levelups/leveldowns occur due to certain Towers. Levelups no longer send an individual network packet for each levelup, they are now sent as a batch of all Towers that have levelled in the last tick. Fixed Raygun failing to a
Full appinfo as delivered by Steam PICS, changenumber 34837845. Also at /api/app/744650/raw.
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