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 21:48 UTC.
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2026-08-23 07:18 UTC · Community Announcements · Aggroblakh
Hi all,Managed to carve out some time this past week to address a couple of issues.Bugfixes/Changes:Tweaked tolerances of contested tiles during offensives.Units will no longer act on their own during offensives unless the Operations officer is active or the unit has been flagged as automated.Fixed potential crash when moving to new sector.Fixed potential crash when recalling units when no dugouts are available.Thanks for playing!
2026-04-05 23:55 UTC · Community Announcements · Aggroblakh
Hi all,Fixed a few minor bugs that were affecting field supply dumps.Bugfixes/Changes:Fixed issue in which manually-issued field supply dump resupply orders were not properly causing units to return to the supply dump.Fixed issue in which supply dumps were getting stuck at 0.3%.Fixed issue in which emptied field supply dumps were not properly refreshing the ground tile information popup, causing the supply dump to still display supplies at the dugout even if it was empty.Thanks for playing!
2025-12-13 01:27 UTC · Community Announcements · Aggroblakh
Hi all,Got around to fixing the Pilot experience issue that a few of you have reported in the forums. It wasn't really broken, it was just unbalanced. Namely, things like shooting down enemy pilots or evading them were not providing as much experience as they should have been given how rare they are compared to recon actions. So I've rebalanced things a bit. Shooting down opposing pilots especially has been given a boost to experience gain.I also noticed a few bugs in the Aerodrome while tweaking this issue, so I've gone ahead and fixed those too.Bugfixes/Changes:Rebalanced pilot experience ga
2025-10-06 07:06 UTC · Community Announcements · Aggroblakh
Hi all,Fixed a few more bugs that had been reported in the discussion forums.Bugfixes/Changes:Fixed issue in which animated sprites would not appear in-game until the game timer was started and units started performing assigned actions.Increased audio channels to reduce audio tearing when attacking with many units.Fixed issue in which units would retain their "Seen by Enemy" status even when withdrawn to the rear.Fixed bug in which units were not regaining Readiness when rotated to the rear.Thanks for playing!
2025-08-27 06:10 UTC · Community Announcements · Aggroblakh
Hi all,A much needed hotfix, as this patch fixes a crash bug that is relatively easy to recreate under the right circumstances. I also relaxed the restrictions on tiles for Watch Duty orders, since artillery can be set to Watch Duty now.Bugfixes/Changes:Fixed crash that can happen when units are scheduled to multiple simultaneous scheduled orders.Reduced restrictions on tiles that can be used for Watch Duty, as Watch Duty never used to be an option for artillery units.Thanks for playing!
2025-08-16 23:34 UTC · Community Announcements · Aggroblakh
Hi all,Thank you all for the interest and support over the past week. I've received some valuable feedback, so I've gone and fixed a few bugs and added some quality-of-life updates. I really appreciate everyone who gave the game a try, or maybe returned to it after supporting it in Early Access.Bugfixes/Changes:Fixed buttons being overlapped when viewing the detailed Units list instead of the Unit tree in the Order of Battle screen.Fixed bug with Deselect Type functionality in Scheduled Order screen. Some units would not be deselected even if their unit type matched the selected type.Added uni
2025-08-08 02:29 UTC · Community Announcements · Aggroblakh
Hi all,Nothing new this week, since there were no critical or game-breaking bugs in the previous build. Since I've more or less added everything I had planned to add in to the game at the start of this project - and then some - this means that the July 27 build will now serve as the official 1.0 release. For the next two weeks, On The Western Front will be at an all-time high release discount of 35%.This does not mean I will no longer support this game. Balancing, bug-fixing, and small quality-of-life updates are still on the table, so if anything bothers you feel free to point it out in the d
2025-07-27 07:22 UTC · Community Announcements · Aggroblakh
Hi all,Fairly small update this time, just spent this update tweaking some AI and adjusting balance a bit. Also managed to address some issues that were brought up in the discussion forums, thank you all for the continued feedback!This will hopefully be the last update before 1.0 release, unless there's some kind of critical issue. But barring unforeseen circumstances, the tentative August 8 release date still stands.Bugfixes/Changes:Units no longer chase targets into the open or into enemy trenches when engaging in melee combat.Added the ability to toggle V-Sync on or off.Added dragging over
2025-06-23 07:04 UTC · Community Announcements · Aggroblakh
Hi all,Fairly small update this time, just spent this update tweaking some AI and adjusting balance a bit.Bugfixes/Changes:Fixed bug in which wire tiles weren't transferring ownership after a successful offensive.Fixed bug in which communication trenches marked for construction after successful offensives weren't being resumed by the AI.Machine gun units are more proactive about placing themselves in blockhouses or casemates if any are available.Cavalry have been slightly slowed down.Thanks for playing!
2025-05-25 07:06 UTC · Community Announcements · Aggroblakh
Hi all, An update focused entirely on bugfixes and quality of life updates. The main one is turning Add Supplies orders to AOE orders by default, instead of only when the current tile is fully supplied. Having supply and medical units run back and forth is an idea that sounds good on paper, but doesn't translate too well in practice. I'm hoping that this helps manage logistics a bit better even if it's technically less realistic. That being said, the last few updates over recent months have been mostly focused on AI changes, bugfixes, and quality of life updates. I've added all the major featu
2025-04-24 06:43 UTC · Community Announcements · Aggroblakh
Hi all, This update is mostly focused on quality of life issues brought on by recent additions. Namely, I've added the ability to select multiple scheduled orders at a time in the Scheduled Order subscreen so as to make it easier to add orders to groups. {STEAM_CLAN_IMAGE}/32805249/63c6df83762b6bb704fa14888a9bac77f92337d1.png I've also added the ability to limit certain delegated orders to certain areas of interest, in case you want more control over where your staff officers schedule orders. {STEAM_CLAN_IMAGE}/32805249/66431d0fecfe1f95494e170fbccb13fe41c13486.png It is important to note that
2025-03-18 07:14 UTC · Community Announcements · Aggroblakh
Hi all, Some fairly large changes in this update, mostly revolving around Scheduled Orders. {STEAM_CLAN_IMAGE}/32805249/cbc64010b29edd6ad480b057cc94eea955806394.png The Scheduled Orders subscreen has been reworked to allow for several new features. First of all is the ability to group scheduled orders together. This allows you to view groups of orders at a time instead of having to constantly scroll through the entire list of orders. {STEAM_CLAN_IMAGE}/32805249/67a63a61f57b2340668dd96a987a88fe86aa23b7.png You can now also view scheduled orders by order type and unit type/size. Once an order ty
2025-02-15 07:22 UTC · Community Announcements · Aggroblakh
Hi all, A fairly small update, addressing some important issues. I've also reworked the Attack Area orders (and their corresponding scheduled orders). When issuing Attack/Suppress Area orders, you can now hold and drag the right-click button to create an area to suppress. The units selected will select random tiles within the area to attack each tick, although they will not move to attack tiles out of range. This behaviour extends to scheduled orders over an area of interest. {STEAM_CLAN_IMAGE}/32805249/296ad2d6afea165fd6586fa34ceb6cfa555f49b9.gif Previously, units would select a random tile i
2025-01-31 07:46 UTC · Community Announcements · Aggroblakh
Hi all, Did some further work addressing some feedback in the forums, as well as tracking down and fixing some bugs I ran into myself when playtesting. Most notably, I've exposed some of the underlying base numbers of each unit for those of you who are interested in how the game is balanced. One notable omission, however, is in defensive numbers. The reason is due to the fact that defensive numbers are determined by things that are variable, like the attack type the defending unit is subjected to, as well as any environmental and attribute (morale, readiness, etc) based modifiers. So there's n
2025-01-13 07:00 UTC · Community Announcements · Aggroblakh
Hi all, Got some good playtesting in over the holidays, so this update focuses primarily on bugfixes. I focused quite a bit on cleaning up some of the logic around offensives and tile ownership, as the previous system was wildly inconsistent at times. Feel free to ask anything in the discussion forums for clarity, it all helps me out a ton. Bugfixes/Changes: Fixed bug in which some units were not relocating when proceeding to a different sector. Idle units only reposition themselves if the Operations officer delegation is turned on. Increased brightness of animated sprites to make them more vi
Full appinfo as delivered by Steam PICS, changenumber 38256731. Also at /api/app/866400/raw.
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