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 21:50 UTC.
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2019-03-04 20:51 UTC · Community Announcements · Funnyanglezsolt
Dear All, Cattle Call has finally left Early Access and stepped on a larger stage. To celebrate this milestone, a launch discount of 15% has been instigated. Once again, I’d like to thank everybody who have bought the game! A huge special thanks + a lot of love and appreciation to those who helped us make the game better with their feedback and encouragement! I’m very grateful to you guys, your support meant much more than you’d imagine. We’ll continue supporting the game with bugfixes, tweaks, and (hopefully, if we can afford) additional language versions. Besides, I’m also planning to releas
2019-02-25 12:07 UTC · Community Announcements · Funnyanglezsolt
Dear All, After a lot of blood, swear(ing) and tears, I’m happy to announce that the new version is finally live on Steam! I named it 2.0.0 because I felt that the speed boost the game received sort of elevated it to new heights (from a molehill to a termite castle :) So, speaking of speed boost - by far the most important “feature” of this build is that the Load Game/Save Game time were reduced to mere seconds as opposed to about 40 seconds and more in year 3 onwards in the previous versions! Aside from this key improvement, several bugs were squashed, quite a few tweaks and polish were appli
2019-02-08 13:51 UTC · Community Announcements · Funnyanglezsolt
Hello Pretty Peopleses, Some great news from behind the (disintegrated) iron curtain. Mr. Programmer has finished (or at least he thinks he’s finished) refactoring the load/save system and the initial results are more than promising. The loading and saving time of a 30 Mbyte savegame has been reduced from around 40 seconds to 2-3 seconds on my ancient computer. This, I believe, is an extremely important “milestone” for Cattle Call, because the long load/save time turned the game into a somewhat masochistic experience after 2-3 years. At least on my reliclike PC but I assume it’s not much bette
2019-01-29 10:15 UTC · Community Announcements · Funnyanglezsolt
Dear Peoples, I just wanted to let you know that we have started to work on optimizing the load/save system and on some other principal parts. These require major “rearrangements” in the code, so there won’t be any major updates in the next couple of weeks at least. That said, I’ve been testing an “interim” build for a few days (compiled before work on the major update started) that addresses some issues and applies some tweak-lubricant to the machinery. I’m planning to upload this version in the next few days unless I run into something hideous during testing. Finally, allow me add a little p
2019-01-14 09:07 UTC · Community Announcements · Funnyanglezsolt
Dear All, If everything goes right (I’m a little nervous/unsure as I’ve been having a little struggle with Steam’s upload system...), the 1.0.2 build should be live on Steam. A bit earlier than promised but I hope you’ll forgive me for desecrating the ancient developer tradition of “Never meet dedlines, so you can then coolly say: A delayed game is eventually good, a bad game is bad forever.” Just to recap what’s new/has been changed in this version: NEW FEATURES/ADDITIONS Customizable manager name/picture, agency name/logo Please read Customize.txt for instructions. The file is in the game’s
2019-01-10 16:14 UTC · Community Announcements · Funnyanglezsolt
Dear Peoples, The 1.0.2 update is planned to be released by the end of next week. I’m currently testing it like a madman (and reporting my findings, accompanied by some obscene insults, to Mr. Programmer) and will continue to do so in the following days to (try to) make sure no nasty new bugs will be introduced like it happened in the build of 22 December (scout and script consultant crash after loading a savegame...). While this next update still primarily focuses on bugfixes, it will also include several new random events as well as a couple of good tweaks and a nice surprise (manager custom
2019-01-01 20:37 UTC · Community Announcements · Funnyanglezsolt
Gentle People, Let me wish all of you a very happy and prosperous 2019! Let's make Cattle Call great again together :)
2018-12-29 19:51 UTC · Community Announcements · Funnyanglezsolt
Dear All, I’ve uploaded a new build with the following fixes, thanks to all those fabulous people who sent me their savegames and helped us immensely to get to the bottom of the issues: Clicking “Scout Actor” on an actor’s profile or any ongoing scout report caused the game to crash after you loaded a savegame – FIXED Clicking “Hire Script Consultant” on a casting notice or any ongoing script consultant report caused the game to crash after you loaded a savegame – FIXED An “invisible” ai actor schedule conflict could cause the game to crash on a fixed date – FIXED + some additional smaller fix
2018-12-23 14:06 UTC · Community Announcements · Funnyanglezsolt
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33672197/8a51cec8cbb765186ef62ba10d007d697c4d318a.jpg
2018-12-22 16:15 UTC · Community Announcements · Funnyanglezsolt
Dear All, The updated version has just been released (the version number was also increased to 1.0.1, something I forgot to do with the previous updates...). We fixed several bugs as well as (tried to) apply some fine tuning/tweaking to enhance the experience. While I successfully loaded a few savegames you sent me via email earlier, the changes might cause issues later in previous savegames (they shouldn’t but my paranoia and previous experience is whipsering to my ears). In any case though, most of the changes in the update will only take effect in a brand New Game. Thank you for your attent
2018-12-17 08:06 UTC · Community Announcements · Funnyanglezsolt
Hi All, In the last few days, I had to be testing various anti-flu medications instead of the game (it appears my immune system was battered by stress and an army of diverse kindergarten viruses and bacteriae), so I’m afraid I also have to postpone the release date of the new update to the second half of this week. Apologies for that. Until then, let me recap/highlight the (most) major issues in the current build. These will all be eliminated in the update. If you start a new game from the Main Menu after you went bankrupt, you won’t get a fresh start but will instead find yourself on the day
2018-12-10 10:36 UTC · Community Announcements · Funnyanglezsolt
Dear All, While we are working on the next update, slated for later this week, I got more and more bug reports stemming from the use of the Actor Properties that you can reach by right clicking on an actor’s name in the talent database. I must admit (honesty overrules pride) that this feature was left in the release version by accident. I haven’t used it for about two years and completely forgot about its existence. Therefore, THE ACTOR PROPERTIES IS TOTALLY UNTESTED, LARGELY OUTDATED AND IS LIKELY CAUSING ALL SORTS OF PROBLEMS (CRASHES, DOUBLE MESSAGES AND MORE) IN ITS CURRENT FORM. PLEASE DO
2018-12-05 18:21 UTC · Community Announcements · Funnyanglezsolt
Dear All, We are currently (or constantly rather) waist deep in shi...ny bugfixing, tweaking and general improvements. Expect the arrival of the next update some time next week. After that - while bugfixing, tweaking and improvements based also on your feedback will (always) remain part of the process - we can finally start working (fast) on the addition of the two most prominent aka. “A-lister” features that are sorely missed now: Mr. Ingame Awards (Oscars and co.) and Mrs. Steam Achievements Thank you for your attention, stay tuned and please don’t stop being awesome! :)
2018-11-28 22:59 UTC · Community Announcements · Funnyanglezsolt
Dear All, A new update to the game has been released. We are continuously trying to fix every issue as quickly as possible, thanks a lot for for bearing with us! Cattle Call is a quite complex game with a lot of calculations and processes going on “in the deep”, so even a tiny error can derail the train and set the whole station to fire (not to mention that the trains and the station are different for every player in every game). Anyway, the following issues have been resolved in this update: Signing actors who had already been attached to a movie could cause a crash when the movie finished it
2018-11-26 08:39 UTC · Community Announcements · Funnyanglezsolt
Dear All, After a mentally and physically excruciating 5 and a half days, where we were maniacally and sometimes desperately chasing some game breaking bugs (I’m considering that the horrifying line of “Shader must be null” should be written on my tombstone...) it’s time to...fix some more bugs but at the same time, also start improving the game. While we’ll try to annihilate any crashes that still occur immediately as usual, I also want to fix some more hidden bugs that affect the game’s balance and general enjoyability. To mention just two: There is a bug somewhere in the code in calculating
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