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 21:49 UTC.
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2026-08-05 14:17 UTC · Community Announcements · MNKY
Forgot to include the project files in the builds, whoops! Also fixed the FFmpeg being detected automatically when it's already installed (it will now check system PATH on windows and linux, and will check PATH and the two common homebrew locations)
2026-08-05 13:51 UTC · Community Announcements · MNKY
BlastFX 2.0.5 is now live! This update brings MacOS support, higher resolution exports (4096 x 4096), more video export formats (AVI, MP4 & WebP) and the video export side of things is now handled by FFmpeg, take a look at the docs to see how to set that up There's also a new colour mode for particles so that they can sample their starting colour from a random point on the gradient, or the start colour of each particle spawned can gradually change over the life of the emitter. Gradients can also be changed to stepped mode, allowing more discrete colour choices. Added: Ability to toggle locked/
2026-06-20 21:55 UTC · Community Announcements · MNKY
Added render layers, allowing emitters to be grouped into separate layer effect chains before being composited togetherAdded Master Effects for final post-processing after all render layers are combinedAdded a Scene panel for managing Master Effects, render layers, and emitters in one placeAdded drag-and-drop reordering for render layers and emitters in the Scene panelAdded drag-and-drop reordering for effect panelsAdded support for dragging .blastfx project files onto the BlastFX window to open themAdded support so .blastfx files can be opened by file association / double-click (you'll have t
2026-06-08 21:43 UTC · Community Announcements · MNKY
BlastFX 2.0.2 Changes: Added gradient preset load/save support, including some preset gradients Added gradient preset dropdowns for emitter colour, trail colour, and Gradient Map Added Alpha mode to Gradient Map for white/alpha-based particles Added Reverse option to Gradient Map Added per-emitter particle sorting: Oldest First / Newest First Fixed issue with emitter circle shape inner radius resetting when undo was used Fixed palette and gradient preset dropdowns so the first real preset can be selected Fixed export error "export values must be numeric" that could happen when trying to export
2026-06-08 13:11 UTC · Community Announcements · MNKY
Bet you didn't see that one coming! Yep, 8 (eight?!) years later, a brand new version of BlastFX appears, completely out of nowhere. Well, it's been a much needed update, as the old version has kinda been left to rot over the years, with lots of unfixed bugs and features that were either unfinished (*cough* GIF export) or never even included. This new version, build from the ground up, hopefully corrects most of those issues! I'm no longer using Godot as the backend, but rather regular old .NET and Avalonia for the UI. The end result is something much better suited for a desktop application an
2020-08-03 17:10 UTC · Community Announcements · Ben
Just a small update: +/- keys can be used to zoom Added two new examples, a bullet impact/spark and an explosion that uses subtractive blending Fixed the node graph load button being hidden behind the graph zoom input box Changed the general font so that the application can be used at smaller window sizes, not ideal, but still usable Added a new effect node 'Fix Alpha Edges' - this will correct the dark edges that can be seen on soft-edged particles
2019-06-25 20:49 UTC · Community Announcements · Ben
Another small update: Moved from Godot Engine 3.0 to 3.1, this might fix some crash issues for some people (maybe) Fixed some shader issues from switching over to 3.1 Fixed an issue with loading GPL colour palette files, the values were being read in incorrectly PAL palette saving was also broken in some cases, but this should be fixed now Render settings are now saved with each project, yay! There's probably some other stuff I forgot about... but it would be minor things anyway.
2018-11-06 21:19 UTC · Community Announcements · Ben
Just a small update today: Fixed issue with curve min/max values resetting when an emitter was selected, which was probably rather annoying! Fixed issue where the visibility of an emitter wasn't saved with the project Made the emitter name text a bit easier to read in the viewport. Light text on light particles is difficult to see, so there's a bit of a drop shadow now Added the ability to lock emitters! Now you don't have to worry about clicking and accidentally moving an emitter that you've put in... just... the right... place. Locked emitters will have a little padlock icon shown next to th
2018-10-27 14:17 UTC · Community Announcements · Ben
Hey everyone! It's been a while, but I've been chipping away and trying to fix and improve as much stuff as I can. Here's a list of bug fixes in this update: Fixed a bug with the calculation of the max render size/max frame count which caused frames to disappear Fixed bug with emitter delays running independently to the main frame update of the particles. This became an issue when rendering as it would go out of sync and behave incorrectly. Fixed posterize effect node not saving its value Fixed pixellate effect node not applying values correctly when ratio lock was enabled Fixed palette map ef
2018-10-06 10:21 UTC · Community Announcements · Ben
Someone found a bug where the language would switch to something other than English on some systems. This should be fixed now and should always default to English rather than a broken version of German or Italian etc.. :) GIF support has been temporarily disabled as I think it's currently more trouble to use than it's worth. The GIF library I was using is really slow and lacks a lot of features like transparency etc. I think it's better if this option is hidden until I can improve it.
2018-10-05 18:31 UTC · Community Announcements · Ben
Just a small update, but it adds a few new things and fixes a few bugs too. Here's the list of changes: Added some example projects. These can be found in your steam installation directory, under common/BlastFX/examples Added a reset option for curves, just right-click on a curve and you'll see it in the pop-up menu Added visibility toggle for emitters You can now set the maximum amount of frames per row in the exported sprite sheet. Originally sprite sheets would try and fit everything on one row until the texture hit a width of 16384, and then it would add a new row. The current frame of ani
Full appinfo as delivered by Steam PICS, changenumber 38772372. Also at /api/app/940920/raw.
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