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 21:49 UTC.
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2022-05-28 13:08 UTC · Community Announcements · ForceKin
Hello, again everyone! It's been a while since the last time we posted here, but that time has been spent toiling away, learning more game development tricks and skills and developing something everyone can enjoy. Announcing Bocce Time! our next title, releasing June 17th on both Steam and App Lab! Bocce Time! is a crossplay multiplayer bocce game supporting PCVR and all Quest 1 and 2 devices through App Lab. Not familiar with bocce? It's an ancient and simple game where players throw out a small ball and then two teams take turns throwing out their team balls in a contest to see who can get t
2021-07-29 17:01 UTC · Community Announcements · ForceKin
The day has finally arrived! Today, after over two and a half years, we exit early access. What an accomplishment this is for us, and one we couldn't have done without all of you! Sadly, the vast majority of games never make it out of early access these days, and without all the support and feedback we've received, we might have fallen into that category, too. Your kind words, constructive feedback and passion for the game have made it very easy for us to stay committed to delivering the game we set out to, so from the bottom of our hearts we want to thank you all for keeping us going over the
2021-07-16 05:02 UTC · Community Announcements · ForceKin
Hello, everyone. Today's patch is a hot fix that corrected an issue where you could prevent Master Abardon from drawing his sword during the tutorial and have to restart the tutorial to continue. We also added/changed some books in the Serafin Castle that talk about some of the bosses and shed a little extra light on Dragore's history. No need for additional patch notes with this one. If you run into any bugs/issues in the game, feel free to reach out and let us know in our discord or you can do so in the forums here, too. Happy adventuring, everyone!
2021-07-14 04:25 UTC · Community Announcements · ForceKin
Hello, everyone. Today's patch is a small one to improve accessibility and responsiveness in regards to the inventory and other menus in the game. Changes and Improvements Changed up the menus/inventory to utilize laser pointers for more precision and ease of use. Added a note on the bag about storing items quickly in your inventory. Cleaned up some wonky textures. Improved the way destructibles break to be more realistic in places. Bug Fixes Fixed a bug where dying during the fight with Dragore's two goblins during the tutorial would cause the mine shaft by the merchant to be unlocked, allowi
2021-07-04 12:58 UTC · Community Announcements · ForceKin
Hello, everyone. Today's patch rebalances some boss fights, adds some additional polish in places and squashes some minor bugs. Changes and Improvements Reduced Dragore's HP in the first stage of his fight and made him significantly more aggressive on apprentice and master difficulties Added spawning traps and adds to the King Seraf boss fight at the end of chapter 2. Added a dragon appearance around the Serafin Castle for some foreshadowing. Made the return to checkpoint option more noticeable in the menu. Changed the writing on the paintings plaque in Serafin Castle to be more legible. Added
2021-06-30 09:22 UTC · Community Announcements · ForceKin
Hello, everyone. Today's patch fixes some minor issues with the controls and tweaks things to give the best initial experience for new users. Changes and Improvements The game now detects if you're using Index or Touch controllers the first time you launch it and will set your primary grab button to the grips if so. This can be changed back to the trigger if you prefer in the options menu. All text/audio in the game related to the primary grab button will now be updated according to the option chosen. Bat swarms in the vampire boss fight can no longer be outrun on any difficulty above novice.
2021-06-24 13:41 UTC · Community Announcements · ForceKin
The time has come for us to leave this Early Access tag behind us! We've been in development for over 3 years at this point, and in early access for the lion's share of that. With all the feedback we've received and the support of all of our players, we've managed to create a game that we're truly proud of and that we think everyone can enjoy. Now that we have all the content we planned to include in the game and there are no major bugs that we're aware of (please let us know should you find any), there's no reason for us to put off full release any longer. We'll spend the next month continuin
2021-06-23 06:19 UTC · Community Announcements · ForceKin
Hello, everyone. Today's patch is primarily a bunch of bug fixes with some other minor polish. Expect to see more of these as we get closer to exiting early access. Changes and Improvements The tutorials will now detect if you've changed your primary grab button in the options and update the text accordingly. Bombs now interact with ore and certain objects later in the game so those who manage to hold onto them can find some use for them. Improved some particle effects throughout the game. Improved the sensitivity of smooth turning on the Index controllers. Bug FixesFixed a bug where saving th
2021-06-06 13:01 UTC · Community Announcements · ForceKin
Hello, everyone. Today's patch introduces a much requested feature to the game: fast travel. With this new mechanic, you can easily return to previously visited zones to unlock secrets with new spells and hunt for achievements. Changes and Improvements Added fast travel stations around the world that allow you to revisit previously unlocked waypoints for easier backtracking. They're retroactive, so unlocking the one in the latest zone you've reached will unlock all previous waypoints, as well. Checkpoints have been changed over to work more predictably. When selecting the "Return to checkpoint
2021-05-26 10:15 UTC · Community Announcements · ForceKin
Hello, everyone. Today's patch makes some tweaks to bosses in chapters 3 and 4 and updates the tutorial section of the game a bit. Changes and Improvements Reduced the damage of the Giant Elemental boss' ring of fire attack by half on novice difficulty. Increased the detection radius of the kinetic grappling points in the Giant Elemental fight to reduce the timing precision necessary to successfully chain them. Changed the logic for the Orc boss at the end of chapter 3 to spawn fewer adds depending on the difficulty selected and to spawn them less frequently in the final stage of the fight. Up
2021-05-18 16:10 UTC · Community Announcements · ForceKin
Hello, everyone. Today's patch adds some new sound effects, improves the presentation of a few things, optimizes some areas better and fixes some bugs. Changes and ImprovementsFurther Optimized the Hidden Forest zone of chapter 4. More coming. Changed the rock men enemies to be less likely to use 2 weapons on novice difficulty. Replaced some climbing bricks in the Serafin Castle area with a growable beanstalk to make the climbing area more visible. The Firewave spells and its variants now break destructible objects. Changed the sound effect for crafting rings to something more subdued. Shorten
2021-05-12 11:29 UTC · Community Announcements · ForceKin
Hello, everyone. Today's patch improves the way certain elements of a couple boss fights and puzzles are presented to make things a bit more clear. Changes and ImprovementsChanged the coloring of the hand holds on the climbing wheels after the Spider Queen fight to make them stand out more. Added a particle effect to the hands of the golem boss at the end of chapter 1 to make them stand out more as important for progression. Added railings to the wrist and back platforms for the elemental boss in the Otherworld to make them more recognizable as platforms and added an effect when he does his be
2021-05-09 11:53 UTC · Community Announcements · ForceKin
Hello, everyone. Today's patch is a small one to improve the way some information is conveyed and squash a few bugs. Changes and ImprovementsAdded a couple of additional tutorial screens early in the game to better convey your options in the menu and advanced kinesis controls for larger objects. Moved the Save and Exit button in the options menu and changed its color to make it stand out more. Updated the video at the Kinetic Thrust altar to better demonstrate the spell's potential uses. Removed some enemies throughout the game on Novice difficulty to make some of the encounters more manageabl
2021-05-05 09:55 UTC · Community Announcements · ForceKin
Hello, everyone. Today's patch brings with it support for LIV for those of you who like to create mixed reality videos or use the enhanced FPV camera. It also corrects a pretty nasty bug and reworks checkpoints a little. Balance Changes and ImprovementsAdded LIV support for all you content creators out there. Dying will now return you to the last checkpoint you walked through (even if you have one further along in the zone). Using the return to checkpoint option in the menu will still return you to the furthest checkpoint you've unlocked in the zone. Sanctuary now shatters when exposed to powe
2021-05-01 02:05 UTC · Community Announcements · ForceKin
Hello, everyone. Today's patch is a small one to rebalance some stuff and improve the presentation of the spell casting tutorials. You can expect more like it as we move closer to full release. Balance Changes and ImprovementsAdded video demonstrations throughout the tutorial and at each spell shrine to more clearly and speedily show how to cast spells and perform certain other actions. Increased the radius of the destruction, kinesis and restoration ultimates by 100%. Increased the base damage of the destruction ultimates by 25%. Increased the base damage and lifesteal of the restoration ulti
Full appinfo as delivered by Steam PICS, changenumber 37437721. Also at /api/app/755410/raw.
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