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 22:14 UTC.
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2019-02-06 16:46 UTC · Community Announcements · Tukki
CURSE UPDATE • Curses have been added make sure to check the wiki for information: https://notbm.fandom.com/wiki/NotBM_Wiki • Added new skill: Start Each Round with Max Ammo • Snow Foxes now pop up faster • New Knight Boss Text • Fixed Credits skipping • Wiki is up and running, though still missing enemy, and exposition • Wiki had been added into the menu • Audio on launch problem fixed • Boomerang fixed for controller • Controller now checks for inputs if the controller was plugged in after game launch • Fixed crash from poison clouds • Improved resolution fixes • Added Achievements -Get a ki
2019-01-26 23:18 UTC · Community Announcements · Tukki
A few people have sent me screens showing me how the game scales at lower resolutions. I've rolled out a fix which makes things better, and much clearer. Right now the skill tree is in development but I look to fix up its appeal in future updates. It appears some people have found the secret room faster than I expected, and that is super cool. We're almost at 1 week now and the game has changed an absolute ton. This is because of the feedback you've all submitted. Though not everything gets in I appreciate the constructive criticism many of you have sent. Have fun!
2019-01-26 11:05 UTC · Community Announcements · Tukki
• Fixed the pick-able orb hitboxes (They still wait 1s so you don't accidentally grab them) • Fixed text alignment on weapon upgrades • Removed hover over weapon text • Added first enemy into secret room • New music • Added a hidden entrance to the secret room in the first two levels • January pet added • Fixed bug with vines on destroyed instances • Added secret room #1 It is pretty hidden, but the clues are definitely noticeable. Have fun everyone :ccknight: As always if any of this added a gamebreaking bug you can rollback with the password rollbackbuild in the Night of the Blood Moon Steam
2019-01-25 06:33 UTC · Community Announcements · Tukki
UPDATE • Added a temp sound to the charging bear run • Added Orb Sfx • Added Orb Hit FX • Added Orb physics • Added new skill: +1 Ammo per Enemy Kill combine this with the blue orbs, and crossbow and that thing becomes a machine gun • Added new sprites to the skill tree room these don't look as good as I would like yet • Made sure ammo drops and skills don't appear with boomerang • Fixed Hookshot Damage not stacking with the skills and orbs • Fixed orbs showing up on main screen • Resolved possible issues with a memory leak • Fixed the cursor switching to the secondary pause one in game WHAT T
2019-01-24 13:13 UTC · Community Announcements · Tukki
PATCH NOTES • Added an invulnerable bubble to player on spawn. It is popped after 2s or by initiation an attack. • Starter health has been lowered to 6 in order to better fit the easing up on many enemies • Fixed controller in the menus • Added temp charger sound effect • Fixed medium EXP not spawning • Applied new skill system • Applied leveling orbs • Removed gaining a free Lvl. Up each round • Made the challenge curve more natural This is the first of the new skill system. I have received a ton of feedback saying the old one isn't strong, and I agree. This system breaks the game into two sk
2019-01-22 04:44 UTC · Community Announcements · Tukki
Tonight's Change-Log • Controller Fixes • Fixed bug where the controller didn't update right directional properly • Reprogrammed how it gets the input so it should be more consistent. • Slowed down the music notes • Music notes no longer spawn from boss boost if the player is with-in 75 px. • Slowed down the bush ninja's projectles • Slowed down the bush ninja run speed. • Landmines no longer let plants spawn on top of them. • Removed skills that weren't worth buying, and planning more skills to replace them. • Hookshot now does base 1 damage instead of 0. • Hookshot upgrade does 2 damage inst
2019-01-21 22:29 UTC · Community Announcements · Tukki
The Super Wolf Blood Moon has come and gone, but the relentless Nightmare will not stop Thank you everyone who helped out with bug-testing in the Early Access week. The game is in a great, and stable place, and when/if the day comes that there are more bugs please do not hesitate to message me. I'll get to them as soon as possible. LAUNCH PATCH NOTES • The +Ammo Max skill has been removed when the boomerang is in usage. • The Orb no longer shows the target over top when using the mouse • Dash into Danger: Dashing into projectiles gives chances for drops • Melee and Ranged damage now both showe
2019-01-19 23:46 UTC · Community Announcements · Tukki
UPDATES • New skills added • Non-stackable skills appear less • Dash eats projectiles gives chances to drop health • The game (should) now remember your fullscreen settings • Damage numbers are now toggle-able in the options. • Getting hit will produce red hitbox numbers, otherwise they'll be white • Controller has been re-worked • Controller bug where melee attacks didn't change direction with left analog stick should be fixed. • Experience required to level up has been pushed back to it's origional state to increase fun and flow • Eclipse Mode is now unlocked by owning all weapons. This is a
2019-01-16 07:40 UTC · Community Announcements · Tukki
PATCH NOTES • Re-Added Controller Support Press any button on the menu to use the controller. The controller reconnect during game function is0 not yet finished. • Changed how Eclipse Mode is unlcoked • Fixed a bug where The Orb locks the game indefinitely • Designed a secondary function for how The Orb works with the Controller • Fixed The Orb not returning to the player after 3s • Added a few more skills which give both positive and negative effects • Dash eats projectile skill now creates a stackable trait which can convert enemy projectiles into health • Lowered chances of non-stackable sk
2019-01-16 07:23 UTC · Community Announcements · Tukki
Hey everyone I've re-added controller support! As always keep posting your feedback and bugs. I'm working my butt off to get everything working at peak shape while also adding new content. Some feedback I've heard a good chunk of is 'I wish there were more enemies'. I totally agree, and more are coming. I have 2 planned for January, and plan to release one every month of 2019 while I start new endevours. The last thing I want to do is abandon this game after working so hard on it. As a solo dev I've managed to achieve a lot, but I entirely botch the pricing for Night of the Blood Moon in many
2019-01-10 15:08 UTC · Community Announcements · Tukki
Hey everyone Night of the Blood Moon is entering Early Access on the 14th. I've had a few people ask me why I am doing just one week of it, and what the logic is there. Well here is my simple thought. As a one man development team there is bound to be a ton of things I don't catch, and I want to do my absolute best to provide a grade a polished game. The last thing I want is for you to be killing it in a run and then have something happen that ruins your fun. Night of the Blood Moon's primary goal is to be a fun challenge. To anyone buying into the early access I would highly encourage you to
Full appinfo as delivered by Steam PICS, changenumber 37724767. Also at /api/app/894000/raw.
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