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 21:08 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2026-04-19 15:08 UTC · Community Announcements · Rudy (Snowy Ash Games)
GoatsA new addition is the Goat livestock animal: Goats are now used for leather (hide) production instead of pigs: Butcher now accepts both pigs and goats, but produces only the relevant item from each.Previously, leatherworking would allow butcher to also produce leather from pigs. Internally, this meant there were 2 production chains - one before and one after the leather tech unlock. I initially thought this would be a cool mechanic that "tech unlocks extra processing". However, in hindsight I really don't like how butcher does this automatically and what this means for balancing and predi
2025-05-12 12:09 UTC · Community Announcements · Rudy (Snowy Ash Games)
In this miscellaneous summary update I've added a bunch of small features and fixed some random bugs. Visuals I worked on various small visual changes to polish up some of the areas of the game that were lacking. At least more lacking than others. World effects One new effect "type" that I hadn't implemented yet was global world effects, which are not tied to a particular object, but rather occur randomly somewhere in the world. Technically, these would occur within the player's viewport with some probability. Since the trees don't have animations (and it would take a LOT of work to add those)
2024-02-28 11:35 UTC · Community Announcements · Rudy (Snowy Ash Games)
This smaller-scoped update brings a bunch of smaller additions, changes and fixes. Mostly, I've added or changed various things based on player feedback. The intent for the update was to do tasks that don't take more than a day or so (a rule I promptly broke). The sort of unrelated changes that are too small for their own update, but bloat feature-centric updates. I originally had the plan to do patches like these between larger updates (while taking a break from the sort of wide-scoped updates that the level generator rewrite was), but I ended just making larger updates even larger by bunchin
2023-10-24 12:36 UTC · Community Announcements · Rudy (Snowy Ash Games)
This the third/last of three update posts about the new level generator. The introduction is at Post #1 and the second partis at Post #2. At this point we have something resembling a map: {STEAM_CLAN_IMAGE}/35266199/ac2214ac2a70a65015be04ab98e88fc6d9e91ec1.png It's probably fair to say that the generation logic so far is already complex. But this is only perhaps third of the way to the final map implementation-wise. As more passes work with the data, they make smaller and more specialized changes. There aren't too many steps left, but they are generally an order of magnitude more complex in im
2023-10-24 12:35 UTC · Community Announcements · Rudy (Snowy Ash Games)
This the second of three update posts about the new level generator. The introduction is at Post #1 and the third/last part is at Post #3. I will now go into step-by-step process of the generation passes. For clarity, I will try to explain things in the way that makes most sense rather than sticking to exact technical pass layout. I'll try to group sections by generation "topic", although there is a lot of overlap. Clusters Previously, the generated terrain was based purely on a noise map (Perlin noise). This created decent-looking gradual layouts, but this did not let me actually change anyth
2023-10-24 12:35 UTC · Community Announcements · Rudy (Snowy Ash Games)
This update replaces the game's island map generator with a new more robust and expandable version. {STEAM_CLAN_IMAGE}/35266199/ddfa094cd6affd54e6c6dcb1d70588f74b232d34.png I had two primary goals for the new level generator. Firstly, to bring it up to at least the same level as the old generator - but do this with a modular, extendable and configurable approach. And secondly, to fix the biggest problems with the old one - excessive unusable land, poor scaling with world sizes, bad coastal shapes and many minor issues. There is a lot to talk about designing a complex system like this. I won't
2023-07-09 12:55 UTC · Community Announcements · Rudy (Snowy Ash Games)
This follow-up update adds Technology Tiers to the game, requiring Tier-specific research point production. This is a smaller update content-wise, but it does drastically change the mid- to late-game gameplay by requiring all later technologies to produce second and later third tier research items, which have their extended production lines. Technology Tiers So some mid-game techs are now tier 2 and require T1 and T2 points: {STEAM_CLAN_IMAGE}/35266199/c143dca5752a66de7c01613c339af251c00c5686.png And late-game techs are now tier 3 and need T1, T2 and T3 points: {STEAM_CLAN_IMAGE}/35266199/92ae
2023-06-12 18:32 UTC · Community Announcements · Rudy (Snowy Ash Games)
This smaller update (but part or a larger direction) adds Leather item to the game and the production chains leading up to it; plus various changes. Leather I decided to make Leather production fairly involved with multiple production chains using all the different production mechanics - growing, harvesting, animals, crafting buildings, mining. Essentially, Leather is a high value item used for high value purposes and I wanted to represent that by having diverse and significant production requirements. (There aren't any final products yet except Codices (which are not balanced yet), but this s
2022-12-20 13:45 UTC · Community Announcements · Rudy (Snowy Ash Games)
This smaller update tweaks resource mining by adding early-game mineable deposits and adjusts late-game quarrying. The update also adds more depth to food items. Quarrying The major change in this update is the addition of free-standing deposits around (a newly-generated) map: {STEAM_CLAN_IMAGE}/35266199/a65d0650bd9a4434c20927902b0370c1670430c0.png The start of the game now has a Stonecutter building instead of a Quarry: {STEAM_CLAN_IMAGE}/35266199/b1b3d544ff0bacf31e7a2fe3b4858895342b2845.png These operate basically like Lumberjacks - the workers go out and harvest the nearby deposits: {STEAM_
2022-11-27 14:38 UTC · Community Announcements · Rudy (Snowy Ash Games)
In this small update, I'm adding a Pickles food item and a bunch of various small changes and fixes. Most of these are fixes and adjustments since the previous update post. Pickles The main addition is the new Pickles food item: {STEAM_CLAN_IMAGE}/35266199/ee095dc5ab56ff28297fa27f57ff45b4706d3f00.png First off, I've added a new produce food item - Cucumber: {STEAM_CLAN_IMAGE}/35266199/19cc1afd63f9dcca45fb9fc508487056499b1e96.png {STEAM_CLAN_IMAGE}/35266199/fa63d254ecdbaa755e515875bf7d3875b272b65a.png These are basically identical to carrots and tomatoes, but introduce some more variety. Now, I
2022-06-28 19:49 UTC · Community Announcements · Rudy (Snowy Ash Games)
In this smaller update, I'm adding a bunch of wood-related changes, additions and tweaks. Timber The major change is that I "split" Planks item into Timber and Planks items, both produced at the Sawmill: {STEAM_CLAN_IMAGE}/35266199/57157211585af4deda821cb738655bb9e60c1864.png Timbers are now exclusively a construction material: {STEAM_CLAN_IMAGE}/35266199/3dd9f280dc2c4f5213941a7e9fcdc7c211359e33.png While Planks are exclusively a production input (currently, only Carpenter): {STEAM_CLAN_IMAGE}/35266199/9486f711548da81cd763842aa1556f5a1d9780b3.png The reason for this is basically design simplic
2022-06-05 17:18 UTC · Community Announcements · Rudy (Snowy Ash Games)
In this update villager needs and residence reserves have been fundamentally reworked. Although most of the changes are internal and organizational, this still results in a fundamental gameplay presentation change. I say "presentation" because the actual gameplay doesn't really change if you consider the main player actions - supply houses with goods. It is however presented (and hopefully perceived) differently, more in line with the way I originally intended. Ex-happiness I removed happiness from the game. The main reason is that it was a big simplification of how villagers "feel". It was th
2022-02-14 16:37 UTC · Community Announcements · Rudy (Snowy Ash Games)
In this update, I am adding weather to the game, specifically weather effects for rain and snow. This isn't something that affects gameplay (yet), so it's purely a visual update to make the game look nicer and have some visual variety. And weather is great for this type of goal. Weather effects I'll start with the end result of the two effects I implemented, because it's simpler to discuss the steps that way. The two effects are rain: {STEAM_CLAN_IMAGE}/35266199/2cf9d2c3d900fa8d35580c0c5d8fb1d076ea600b.gif and snow: {STEAM_CLAN_IMAGE}/35266199/9fd8c06f635ac42464cc9b34ca4d5a2314b6c2c3.gif This
2021-12-13 17:56 UTC · Community Announcements · Rudy (Snowy Ash Games)
This update replaces Markets with Shops and adds significant rendering optimizations. And I might as well call this "Rendering Update", because I spent most of the time working on optimizing sprite drawing. Shops Shops are new buildings that are set to replace Markets and Market Stalls. {STEAM_CLAN_IMAGE}/35266199/3e244c04b993a59f68e0673ee51db598779a5341.png They essentially do the same thing that Stalls do, except each shop can store and distribute several item types. For example, a Produce shop would sell Tomatoes, Carrots and Potatoes at the same time: {STEAM_CLAN_IMAGE}/35266199/e7f2b8100f
2021-10-18 17:34 UTC · Community Announcements · Rudy (Snowy Ash Games)
This smaller update adds fish animals and fishing to the game. Fishing Firstly, fish will now spawn in their own water-based habitats: {STEAM_CLAN_IMAGE}/35266199/227fd64348aebb443a73863bf83184cd5c8947e7.png These work very similarly to land-based habitats, except for the requirement to be in shallow water. There are three types of fish/habitats: Striper, Salmon and Marlin. After unlocking the Fishing technology, a Fisherman's Hut can be built. The workers will go to the nearest coast with fish and cast a rod and wait for a fish to hook: {STEAM_CLAN_IMAGE}/35266199/c24c358fffa95b15e13f1844ede5
Full appinfo as delivered by Steam PICS, changenumber 35322645. Also at /api/app/931270/raw.
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