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 21:52 UTC.
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2020-08-28 16:30 UTC · Community Announcements · Inside the Gamer Brasil
Hello mortals, here we are again with an update on the development of Dungeon Crowley, these months have been tough with COVID-19 pandemic hitting hard in Brazil, but luckily we are all safe and the project is progressing towards the upcoming Early Access update. We are all really excited to show you everything we have been working on! 3 New armor sets In Dungeon Crowley you are free to choose which class to focus on during the character's evolution. We added 3 new armor sets: The Warrior, The Samurai and The Archer. Each uses the player's attributes differently. Props to our artist Douglas L.
2020-06-05 16:05 UTC · Community Announcements · Chisas
Hello dear mortals, this Dungeon Crowley devlog update starts with a very special partnership, our friend Matheus Mazuqueli from Ignite Game Studio, created a new magical staff for the game (thank you very much!). What do you think about it? {STEAM_CLAN_IMAGE}/33595455/b37039d1ad35b7f1dd4cf68d66f2f562f41fdbc2.gif Is there a specific type of magic do you imagine for this one?🔥 This last weeks, we have been progressing into buidling the game levels and the transitions between them, here you can check our progresses: {STEAM_CLAN_IMAGE}/33595455/1c50c1de8eeab7b8daa37d181ee1b73abdf150db.gif Neophy
2020-04-17 16:38 UTC · Community Announcements · Chisas
Hello dear mortals, welcome to this new post about level design insights, we will tell you more about how we are building our levels and a very interesting (and free tool) that we use to randomize elements in them. Along this Early Access stage, we are sharing the different stages that the project is going through. One key aspect for us in Dungeon Crowley is the level design process. And we thought it would be interesting to give you some insights and illustrate how we are going through it in a more detailed way. So prepared the following time-lapse, and a list of steps showing our workflow in
2020-03-28 15:38 UTC · Community Announcements · Chisas
Hello dear mortals, hope you all are doing good, this month of March has been a bit hectic on our side, the Coronavirus pandemic came and, as with many other people, impacted our daily lives, luckily we are all healthy and taking the recommended hygienic and distance measures while we keep the quarantine. Here follows the more remarkable progresses done during this month of Dungeon Crowley development: We have been working on our main door model, it was designed to easily transmit progress info to the player. It can be found all over the place in dungeons. {STEAM_CLAN_IMAGE}/33595455/ec6159c20
2020-02-21 18:14 UTC · Community Announcements · Chisas
Hello dear mortals, we are moving forward with the development, and as we implement the basic structure of the campaign mode, we are also improving level design procedural routines and added a mini-map. Here are the most recent updates we shared on social media: In this room from Yesod dungeon the neophyte will discover the basic secrets of Magick, allowing him to use staffs to launch spells through a tutorial. {STEAM_CLAN_IMAGE}/33595455/88e7622839424121355c6fa68d03c23333db5515.jpg {STEAM_CLAN_IMAGE}/33595455/89679013e9bc21e19de473202139b8f8230f9120.jpg Implemented pathway randomization. Simp
2020-01-18 12:58 UTC · Community Announcements · Chisas
Hello dear mortals, today we want to show you the progress we made in the rituals animations and the way dungeons are generated. Here is a finished ritual pose. This is the end resulting model rendered inside Unreal Engine. {STEAM_CLAN_IMAGE}/33595455/54423631f0780b438a413a7efd90b8c2e5d47447.gif The rituals are used to teleport the player to the different dungeons. We can finally show a finished ritual pose animation, let us know what do you think. {STEAM_CLAN_IMAGE}/33595455/764e331527ef4b705e8f058ff84e3dc20162506e.gif This last weeks we have been working on a new algorithm for level creation
2019-12-19 19:35 UTC · Community Announcements · Chisas
Hello dear mortals, as we approach our next Early Access milestone, we want to share with you some nice 3D artwork for the rituals, an essential part of the game. Hope you like it! This is the concept-art drawing: {STEAM_CLAN_IMAGE}/33595455/9bf6476d2df475793e268ceb9679cce5db0cebb4.jpg After the concept art, some physic techniques were applied to create the fabric 3D model. {STEAM_CLAN_IMAGE}/33595455/62ee2dd436302ea97598ad2fae5abfb8a5795850.jpg The ritual robe after a proper UV mapping, textures care and with Unreal Engine clothing physics integrated. {STEAM_CLAN_IMAGE}/33595455/b066197273b7f
2019-12-04 13:52 UTC · Community Announcements · Chisas
Hello dear mortals, these past weeks week we've been working on more elaborated AI behaviors such as escape points for the "worm" foe, which sneaks through pipes and can be found on wet places. Our goal is to better integrate enemy's reactions with the environment where they're in. {STEAM_CLAN_IMAGE}/33595455/f07b539b8dc7191fbb5b214c8309919284a51e43.gif We've been also working on the level design, so watch your step... New traps are coming! {STEAM_CLAN_IMAGE}/33595455/d84c3c1fe9bb43f0b1d19d45967e408bf029aec8.gif Stay tuned and have a wonderful week! Animvs Game Studio
2019-11-16 16:54 UTC · Community Announcements · Chisas
Hello, Dear mortals! In this week's post we bring a closer look at our Dungeon Crowley intro storyboard creation process. 1. Seeking a camera framing study that most closely portray the key points of the narrative, that way we introduce the player to the game's plot. 2. We portray the scenes that have a greater weight for the cutscene. 3. After framing settings, we move on to build the 3D cutscene and keep polishing until it is ready to be integrated in the game. {STEAM_CLAN_IMAGE}/33595455/756e4ba78d3e392b7fe98ee345f96e0c1e793e7e.jpg {STEAM_CLAN_IMAGE}/33595455/c36ecfffa0f5657f204008180157713
2019-11-08 17:45 UTC · Community Announcements · Chisas
We keep working on polishing the new dungeons generation system, that allows us more variety and freedom in our level design. We can create handcrafted rooms, allowing more coherent content, like this custom archery challenge, do you like how it looks? {STEAM_CLAN_IMAGE}/33595455/a6fdf8e75bd484271efc9a4781146a094689d611.png {STEAM_CLAN_IMAGE}/33595455/a13471a725750d898fe77d9c773df6d1698a96d0.png {STEAM_CLAN_IMAGE}/33595455/1268dff5c46d36c999be90d291be3a59183fdffe.png
2019-10-29 16:08 UTC · Community Announcements · Chisas
Our plot spins around someone who engages with the occult for his personal purposes; that being said, Aleister Crowley's work plays a major role into it. {STEAM_CLAN_IMAGE}/33595455/19576159dfbb3235e06584484c8142a61b4da13e.png Aleister is one of the most prominent occultists of the modern time. Founder of Thelema and involved in many occult orders of the early 20th century. His influence grows out of philosophical circles to reach the mainstream through Rock'n Roll, movies and many others forms of today's art. We invite you to learn more about this curious character here in this great article:
2019-10-22 15:47 UTC · Community Announcements · Chisas
We are implementing a new dungeons generation system that allows us to use level design techniques that normally aren't used in procedural scenarios, such as baked reflections, lightmaps and mesh-paint. What do you think of how it looks? {STEAM_CLAN_IMAGE}/33595455/4e0492f74d5a5260eb178746783e4c236573e61f.jpg {STEAM_CLAN_IMAGE}/33595455/2fa5d6ed9ef1cef04fc12b1a20ba640175e0fb84.jpg {STEAM_CLAN_IMAGE}/33595455/3c97751c5759ee49dabed252c9393ab9ff699e30.jpg {STEAM_CLAN_IMAGE}/33595455/a633b10a4e6080d7deb8db886d1e93dfd4bdbd49.jpg This technique will also allow us to add enigmas to the scenarios. Whe
2019-10-05 21:43 UTC · Community Announcements · Chisas
Hello, Dear mortals! sometimes, a dead-end is the only way out of something. This is a WIP of our #intro cut-scene. We've used a combination of dynamic / baked lightning, to get a time-lapse feeling: {STEAM_CLAN_IMAGE}/33595455/d4df8fab9ccbf28b7d9b80c4269a834f46a83226.gif We've used a combination of dynamic / baked lightning, to get a time-lapse feeling. A lot of polishing is needed, but you can get where we're going. TWITTER FACEBOOK INSTAGRAM Have a great weekend! Animvs Game Studio
2019-09-28 19:25 UTC · Community Announcements · Chisas
Hello, dear mortals! We finished the first animation for our new Slime enemy! The Slime lives in the Dungeon Forest area, and behaves in a very classic RPG way, splitting into other mini clones when you hit it. Be careful with this ferocious beast! We had issues to upload the animation GIF here so we invite you to check it out on any of our social media profiles: LINK TO THE SLIME ANIMATION ON TWITTER LINK TO THE SLIME ANIMATION ON FACEBOOK LINK TO THE SLIME ANIMATION ON INSTAGRAM Here you can se some making of screenshots for this enemmy: It's made of a material that uses fresnel & refraction
2019-09-21 20:21 UTC · Community Announcements · Chisas
Hello, dear mortals! how have you been? we have been doing lots of improvements to the game in the last weeks. In this post we want to share two new brand new enemies and details on their building and design process. The Gargoyle uses LOD (Level of Detail), a technique to improve performance lowering GPU and CPU consumption. The game decreases the number of triangles in a model, according to the distance they are seen in the game. The further the foes are, the less detailed: {STEAM_CLAN_IMAGE}/33595455/cb522e377e4bd06237f5179bb08ab45c171025a4.gif The second new enemy is an absolute classic in
Full appinfo as delivered by Steam PICS, changenumber 34841801. Also at /api/app/937530/raw.
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