Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since at least 11 September 2026 22:31 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
24 September 2025 20:00 UTC · Community Announcements · ueli
Hello everyone,We've read your comments and your frustration regarding the long silence. You're right. Active development on "Of Ships & Scoundrels" stalled a long time ago, as we were never able to secure the funding needed to finish the game. Making this official only now was a mistake. We are sorry for that.We are now facing a simple choice: shut down the multiplayer servers immediately, or find a way to keep them running for the existing community for as long as possible.We have chosen the latter. That's why we will be running a final "End of Life Sale" and reducing the price to a minimum.
22 September 2025 09:54 UTC · Community Announcements · ueli
Hello everyone,We have some sad but necessary news for you today. We have made the decision to remove ‘Of Ships & Scoundrels’ from the Steam Store shortly.For those who own the game: don't worry, it will remain in your library. You can still download and play it at any time in the future.The reason for this step is that we unfortunately have to discontinue further development of the game. Due to a lack of funding, we are no longer able to continue and complete the project to the extent that it deserves and that we all wanted.We are truly sorry, especially to those of you who supported us in Ea
26 May 2020 14:51 UTC · Community Announcements · ueli
Important This update is in a Beta-Branch on Steam. To get it, simply choose the branch beta-realtime-skirmish through the game's properties. You don't have to enter a code to get this beta version. {STEAM_CLAN_IMAGE}/34099057/5b119615e51637180f6650f82ff6af44907defb6.jpg {STEAM_CLAN_IMAGE}/34099057/517b4d8dd1c96d6c7326b7a2affc12196e2595f7.jpg Ahoy, everyone! After a longer while, we are back with a new update: As many of you know, the question "Realitme vs Turn-based" has been with us from the start. Many players have argued, in reviews and elsewhere, that the game would be far more suited to
13 March 2020 17:36 UTC · Community Announcements · ueli
Evening all! We have just released a new version, that contains several fixes for the realtime campaign: Improvements improved and tweaked some cutscenes & timings added new sounds for some cutscenes Active Quests are now focused automatically when another quest is finished Bugfixes fixed an issue where you could get stuck in Mission 3 fixed an issue where several ships could be spammed in hotseat mode fixed an issue where the ocean would be rendered completely turquoise small bugfixes We are still working on making the whole game realtime, which is progressing quite nicely, so stay tuned for
28 February 2020 18:18 UTC · Community Announcements · ueli
Ahoy Scoundrels! We know that many of you have asked for a realtime update, abandoning the old "End Turn" mechanic, for a faster, more action-based gameplay. Well, we did some reflecting and decided that we should actually try and realise this, as this was the no. 1 feature request from you guys. So the first thing we did, which is now in the newest version, is to make the campaign realtime. This is most heavily reflected in missions 3 & 4, where the Marauders now move in realtime and you can chase and hunt them down for gold. {STEAM_CLAN_IMAGE}/34099057/f592a3dac33926a4d5b32681cb027aa402bb514
7 February 2020 16:13 UTC · Community Announcements · ueli
Hello again, it's been a while, but we have been busy and now present you a full bucket of changes, new features and fixes: Actually, we have made a little video, highlighting the major changes: Changes: 1. We replaced auto defence by a new auto attack mechanic: Idling units now fire at enemies when they are in range 2. We (temporarily) disbanded the AP system: Every player can command one ship during their turn. This allows for faster rounds, and if you find this new mechanic favourable to the AP system, we will leave it in 3. If your Action range is empty, the game will now prompt you to end
13 December 2019 22:26 UTC · Community Announcements · ueli
Evenin' All! We have just released another little patch, that fixes some smaller issues with the AI, as well as other bugs. Changes fixed multiple bugs which caused the AI to be stuck forever changed monster behaviors ('Hechtor' no longer attacks the same target multiple times in a row. 'Beastle' attacks more naturally) fixed a bug where a whirlpool effect was following the camera when no suitable maelstrom position could be found fixed a bug where sinking ships could still block AI agents multiple improvements for AI players; they should also be more aggressive now fixed a bug where unit stat
5 December 2019 16:09 UTC · Community Announcements · ueli
Hello Scoundrels! We are back with a new update, and this time, it's a big one! Our first milestone from the EA roadmap, the Skirmish Mode, is now available! You can now fight singleplayer matches against the AI. At the same time, we have expanded our map settings and fixed a lot of bigger and smaller stuff. {STEAM_CLAN_IMAGE}/34099057/176503b8ad4101726b367da0368bdb981eef55ab.jpg Patchnotes for 1.5.2: Gameplay New Skirmish mode added Added additional match configuration options Adjusted probabilty for storms occuring Added tiny map size Adjusted map generation to support tighter spacings The A
22 November 2019 22:58 UTC · Community Announcements · ueli
It's patch day my dudes! We hope you had an amazing week! We had a lot of fun watching you guys play OSS and having all sorts of helpful stuff coming from you. Of course we then went deep into the game again and put quite some work into it, fixing and tweaking stuff that you requested. So, here is the changelog: Features - you can no longer skip AI turns - audio clips don’t overlap any longer when you skip them - added tooltips - increased camera zoom distance - added control hints to scout bird Fixes - hopefully, the AI should no longer get stuck during their turns - fixed some glitches in sh
15 November 2019 12:46 UTC · Community Announcements · Assemble | Takuya.inc
Roadmap It is finally there! Of Ships & Scoundrels launched in Early Access yesterday and now there's more to come! To show you guys, what you can expect from future updates in Of Ships & Scoundrels, we worked out a roadmap for you. This map contains several milestones we want to achieve in the Early Access phase to make the game even more awesome. {STEAM_CLAN_IMAGE}/34099057/ffeca6eb572d6c7c091e2ca18a8dba60e4f51a63.png Content New Game Mode: Skirmish Multiplayer Quests New Win Conditions The Questlords Story: Act II New Monster Story: Act III New Game Mode: Endless Game To get to know more ab
15 November 2019 10:24 UTC · Community Announcements · ueli
Hello Scoundrels! First of all, sorry for the belated introduction - we are your crew for this ride, and we look forward to the coming weeks of the Early Access phase. {STEAM_CLAN_IMAGE}/34099057/44ff00544b0be5ebf3f8082f8d7ab62d2a025427.jpg Now that that's out of the way, we already have uploaded a small patch that fixes some UI issues: fixed missing cursor after Campaign Mission 4 fixed overlapping of ingame menu and other screens when using ESC to close a window, leading to input blocks fixed some issues when restarting a mission other small fixes Cheers, your KORION Crew
Full appinfo as delivered by Steam PICS, changenumber 35946306. Also at /api/app/933830/raw.
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