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 22:22 UTC.
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2019-10-31 15:16 UTC · Community Announcements · Soaphog
{STEAM_CLAN_IMAGE}/33543832/4a39c04bd846285f644965f3281091c99c758acb.png This is a minor bugfix update to iron out some quirks in the game. Improvements: Increased Spring Trap activation radius. Attackers are more likely to trigger the trap when moving through corner of the tile. Fixes: Fixed an issue with attackers rarely getting stuck in the level and preventing level from being completed. Fixed an issue with Spring Trap range not properly updating after upgrading it. Fixed several issues with attackers not being properly reset after they are defeated. Fixed an issue which would allow to to
2019-10-03 14:43 UTC · Community Announcements · Soaphog
First post-release update is out! Thanks for the feedback to players who reported their suggestions and issues. Fixes, improvements and balance changes below. Improvements: Ballista, Catapult and Heliofocus now start targeting attackers before they enter attack radius. This improves tower effectiveness on average. Before: https://i.imgur.com/4fGxOuQ.gif After: https://i.imgur.com/mGqpSlv.gif Attackers thrown by Spring Trap now receive damage upon landing instead of being thrown, as it was previously. This improves look and feel of the trap. Before: https://i.imgur.com/ocMtIZj.gif After: https:
2019-09-20 15:45 UTC · Community Announcements · Soaphog
We are pleased to announce that after 277 days Seacurity Breach is out of Early Access ocean! We have more features (and creatures!) and fewer bugs than ever before. We want to thank everyone who was with us and provided their feedback. You made the game better! Please check our previous news for more details on what has changed during Early Access! You can do several things to support Aerians in their valiant defense: Share the news with your friends on social media. Write a review of Seacurity Breach on Steam. Create and share new levels for the game on Steam Workshop. Enjoy the release disc
2019-09-16 11:34 UTC · Community Announcements · Soaphog
Main changes: Added the last, 5th chapter featuring 5 new maps and a boss level. Intro in-engine scenario replaced with pre-rendered video. Other changes: Added sound effect for crystals and gold coins being dropped by defeated attackers. Improved crawl point navigation logic. Enemies will now properly fall to the ground after spring trap use near props. Prop destruction UI can no longer be improperly accessed from various screens. Vine decoration updated, no longer blocks tower placement on the walls. Fixed assassin ragdoll issue when killed while crawling over arrow trap on the wall. Fixed a
2019-09-13 10:53 UTC · Community Announcements · jurgeens
We are happy to announce September 20th as a release date for our own take on the tower defense genre, Seacurity Breach, today. This is our second game and it has been cooking in the oven (Early access) for a while now. And we think it’s almost ready! In Seacurity Breach, players will help defending the Solarimere archipelago against the vicious Aquators waves of various ocean based enemies. During the campaign, players will be able to follow the games main story trough 5 different chapters and progress through more challenging defensive scenarios. Unlock multiple towers and upgrades for them,
2019-09-03 15:48 UTC · Community Announcements · jurgeens
Modern video games are extremely varied, unique and interesting, yet each genre has something that every plater expects and wants to see. Let’s take the most popular genre right now - Battle Royal. The core of the game is always the same, you drop down on a limited map, without any equipment. As a player, you have to scavenge and fight for better weapons, armour etc. while at the same time the map size is constantly shrinking. In that way, all Battle Royal games are the same, but if you said that to someone that loves that genre, you would look like a fool. Some goes to the Tower Defense genre
2019-07-23 10:08 UTC · Community Announcements · jurgeens
Hey everyone! We wanted to announce that a quick little hotfix for Seacurity Breach is live. It's nothing major but both issues were easy and quick to fix. Most importantly, when you can improve the player experience, you have to do it! Change log: Fixed first loading menu inaccessibility issue that some users have experienced Fixed priest, assassin attack animation. Until next time! ːsteamhappyː
2019-07-03 12:07 UTC · Community Announcements · jurgeens
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33543832/d0ff8e6656730022d39e390c5c0ee65591e24a12.png Well, it’s been a while, full of adventures, obstacles and puns by our Mother of Puns, but the next update and chapter of Seacurity Breach is here! The game has been improved in every way we could imagine. Starting with new levels, more story, enemies and ending with a completely reworked upgrade system, boss encounters and improved UI for Level Editor. Every level in games has been touched up and improved with new enemy wave setup, various quality of life improvements and b
2019-05-27 13:28 UTC · Community Announcements · jurgeens
Hey guys! We want to share something amazing. Last week Seacurity Breach was a part of Nordic Games 2019. It’s a video game conference that focuses more on the business side of the gaming industry. Nordic Games is about making new connections between studios, publishers, developers and everyone else that works in the industry. While those 3 days were tiring and in a way stressful, it was all worth it. We had a chance to meet great people, create new friendships and contacts that could help us make Seacurity Breach as great as it could be. And the general response about SB was amazing, people l
2019-04-15 12:56 UTC · Community Announcements · jurgeens
Hey everyone, I hope our little period of silence hasn't been too long. While the next update isn't just ready yet here is a glimpse of the more mechanical changes/fixes we have already done and are still working on. Done Updated jumping enemy pathing Updated wall crawling enemy pathing Various collider fixes Various tower have upgraded models/animations Water tile (not ocean around islands) improvements/fixes Fixed various tower placement bugs Changed how moving the camera up and down works in the level editor Reduced delay after the end of wave and beginning of the next wave Pause menu no lo
2019-03-11 13:52 UTC · Community Announcements · jurgeens
Okay! Another update/blog and still no update 0.6.0? The thing is, game development is complicated :D But on a more serious note, we simply want to add a lot of changes, features to the game. And because we are awesome here is a look at all the upcoming changes. Some stuff might have been mentioned before but we think that having a decent overview is worth it. So let’s start with an image dump! More precisely, how all the different defense structures and traps will change when you upgrade them in-game. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33543832/4aab2c4343bb7414
2019-02-15 13:54 UTC · Community Announcements · jurgeens
Hello again! Well, what can we say besides that we are still working on that mysterious big update? Nothing really BUT we also know that keeping people/players informed is essential. Because of that, we want to show you something! As everyone who has played or is playing the game currently knows, you don't see any changes in defences when you upgrade them in-game. The stats are increasing, they are more powerful and you are destroying enemies so much more efficiently. Yet you don't see it being represented visually. Well, that will change! And you don’t have to just take our word for it! Here
2019-02-08 12:10 UTC · Community Announcements · Soaphog
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33543832/94d760e9b5ad7a7c286c5faeab7a46911f8353f1.png Updates: Level panning is now possible via "WASD" keys It's possible to see tower ranges in build mode by holding "Alt" key Light columns were added to destroyable object scenario props Status icons for the attackers were added Chapter 1 difficulty rebalance Navmesh updates: units will less likely get stuck in a prop or near stairs Upgrade reset now refunds 100% of crystals back Dialogue editor now has mouse wheel scrolling option New upgrade button Building select screen sh
2019-02-04 06:42 UTC · Community Announcements · jurgeens
Hey, defenders of Solarimere, So we stated that we are aiming to release the next update with the new Levels, enemies, story elements and other exciting stuff on last Friday. And as you can see, that didn't happen. It just wasn't ready. We needed to work a little bit more on balancing, bug fixing and other general improvements. But don't worry. It's still happening and we are aiming for this Friday. See you then!
2019-01-25 12:31 UTC · Community Announcements · jurgeens
Hey! Time to give you an update on what we have been doing. In short, A LOT of exciting stuff. Currently (as in today) the plan is to release a BIG update for our game next week. The new update will include 5 new levels with a story, new enemy units, a new trap, balance changes and bugs! Wait, bugs? No no no, bugfixes. The new stuff! You have already seen the new slowing trap in the previous blog but for those who missed it here is the concept sketch that we love! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33543832/500f5f7da6dfc0b07e4b2539613a4999f56025b7.png Now that's
Full appinfo as delivered by Steam PICS, changenumber 36628299. Also at /api/app/906660/raw.
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