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 21:04 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2026-09-07 18:52 UTC · Community Announcements · yevhen8
The following describes features of the upcoming Alpha 6. It's not in game yet. https://clan.akamai.steamstatic.com/images//35574224/46d5457432b5f0899485525c4061d7e1762b637f.jpg Right now working on the in-game tutorial. This may not be the most exciting new feature for the existing players, but it is important for the game to be more accessible to the new players, which we will welcome in our community once Alpha 6 releases. So, I'd like to ask for your feedback on which parts of the game were challenging to grasp when you started out. Please write in the comments what wasn't clear enough (or
2026-08-13 08:30 UTC · Community Announcements · yevhen8
Some people didn't like the game's slow start, so Alpha 6 will have an option to start with already built small settlement. This should let players jump a bit closer to "action". The camp start is still the default though. https://clan.akamai.steamstatic.com/images//35574224/f35f7aead4fe88eb552dc1de0c9b0b8881098b53.jpg Another feature I have been teasing for many years now and it is finally taking shape: https://clan.akamai.steamstatic.com/images//35574224/e785b8cc2d3f6e1a3d608dad25d55726ae71a7fd.jpg Before starting construction, you will be able to customize the building's appearance. Meanwhi
2026-07-13 07:43 UTC · Community Announcements · yevhen8
Most of the time was spent on Alpha 6 this time, so this update is not a big one. A couple more buildings have crept into the list of upcoming buildings. Religion is going to be a bit more than just a way to cross a population threshold. Finally you will be a real Ukrainian mayor who can't help but build lots of churches. https://clan.akamai.steamstatic.com/images//35574224/951b36b03ea73a37283e0babe34ad3776b1bb4eb.jpg As of now there's 24 new buildings confirmed for Alpha 6 and 4 more being considered. Also 42 new resources planned so far. For comparison, Alpha 2 had 48 resource types overall.
2026-06-04 07:27 UTC · Community Announcements · yevhen8
This update introduces a new little building which may become useful in later game. Let me know what you think about this kind of specialized market stalls when you try it. Added/changed: Minor UI improvements New building: Firewood stall https://clan.akamai.steamstatic.com/images//35574224/cb1cbdb825d26b643e3b9909e0c4247c3e9a9d9f.jpg Added a few more personal log entry types Local market info overlay now excludes reserved resources (more informative this way) Fixed: Some textures were missing in the last update Barber's kids could still secretly work there after marrying a widow/er Could demo
2026-05-14 15:02 UTC · Community Announcements · yevhen8
Fixed: "Looking for job" numbers were inconsistent Rare crash related to fulling mill Visual artifacts on fences with multisampling disabled A few cases of wrongfully blocked path in coastal buildings Sub-optimal pigs slaughtering in some cases Wrong apartment numbering in wealth overlay A crash related to cancelled demolishing buildings with chimneys Wrong nutrient amounts on some new fields
2026-05-12 07:13 UTC · Community Announcements · yevhen8
Fixed: Pavement around buildings disapeared in the last update
2026-05-11 18:44 UTC · Community Announcements · yevhen8
Here I'm gonna touch a subject of an explosion of complexity in case of adding another kind of freedom for a player. In the previous post I mentioned a new feature for some of the free-form buildings which will have this freedom. In Alpha 5 some buildings could be given any form as long as it has 4 sides and stays convex. Getting rid of that limitation sounds as simple as just adding more points, but in reality a lot of optimizations and code simplifications relied on that. Convex shapes math is much more simple than concave. Take pavement for example, as it's the simplest case. Graphically it
2026-04-17 16:14 UTC · Community Announcements · yevhen8
This last couple of weeks was mostly spent on Alpha 6 stuff, so the current update is not huge. The plan is to support much more freedom in shapes for farm fields, orchards, hopyards, pavement areas and village house yards. https://clan.akamai.steamstatic.com/images//35574224/a3e70a0957d3873584a4a03e54edf933314893e1.jpg Since the current system only supports convex shapes with 4 corners, some substantial refactorings were required so as the new functionality wouldn't have negative impact on performance. A route for ploughing fields, for example, was much simpler until now. The new system will
2026-03-31 10:45 UTC · Community Announcements · yevhen8
Added/changed: Added visuals for a field which has been plowed, but was already used after that https://clan.akamai.steamstatic.com/images//35574224/0358df9b6db5e5066ecd2371b26150e02b430f94.jpg Farm storage capacity increased from 10000 to 15000 Added "Go to blocked" button to see which entrance the building blocks Added an option to show start game tips Some minor optimizations for big towns Added statistics of salaries for workers/managers/laborers additionally to total salaries https://clan.akamai.steamstatic.com/images//35574224/dd425b20144f9eca8f3b430ae0d4f150c7d523ad.jpg Fixed: Barley th
2026-03-16 15:48 UTC · Community Announcements · yevhen8
Added/changed: Water supply will now happen even if both "by hand" options are disabled Barbers will now wear a nice little accessory when they visit patients https://clan.akamai.steamstatic.com/images//35574224/c7df8cfde8ed1944057a6d10c4c268aead15a866.jpg Fixed: Minor UI corrections Crash on placing fences in some cases Crash on start in some cases Crash related to trade transport animals Crash on autosave in some cases
2026-03-10 16:58 UTC · Community Announcements · yevhen8
Added/changed: Added a notification if a tavern serves no alcohol Added "Reached a yearly supply limit on water" notification on livestock buildings Warnings on livestock feed supply problems now heed yearly limits Some more minor optimizations The game can now open save files from your file manager (if you use "open with") Updated wagon shed help page Added resource stats categories description in help Added some text formatting in help pages https://clan.akamai.steamstatic.com/images//35574224/37f9965f9de1af96d7f3ec745901bcbe133658ee.jpg Now constructed building's properties highlight builde
2026-03-01 21:23 UTC · Community Announcements · yevhen8
Fixed: Wrong text color in migration status Orchard trees were not chopped when needed
2026-03-01 09:16 UTC · Community Announcements · yevhen8
Added/changed: Optimized info overlays rendering Added status "Resources are on the way" for construction Fixed: Workers overlay didn't show teachers Minor UI corrections Crash on load in some cases Mysterious symbols on number inputs Construction workers were a bit too chaotic Fallow field could be still plown from last year in spring Cartwrights could steal horses from saltworks
2026-02-25 12:41 UTC · Community Announcements · yevhen8
Added/changed: Minor performance optimizations Fixed: Unexpected March in winter when loading a save (could lead to dead livestock)
2026-02-24 13:53 UTC · Community Announcements · yevhen8
This update introduces resource categories in the statistics window. It will get more precise once Alpha 6 will bring the new unit system, but even now it should help identify supply and demand trends and make some prudent decisions. Added/changed: Some minor optimizations Added text flow around image in help pages Can now use command line argument like "ostriv.exe -map level01" to start on specific map (mostly for dev purposes, but who knows) Added help page for stone mining camp Added a few more resource carry models Improved construction workers logic (don't go with a gang of 20 to build a
Full appinfo as delivered by Steam PICS, changenumber 38675201. Also at /api/app/773790/raw.
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