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 22:04 UTC.
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2024-03-13 19:40 UTC · Community Announcements · teamcatsandbears
Hi everyone! Almost five years ago, I released Bubbles the Cat on Steam. I was really happy with how the game turned out and I had an enormous amount of fun developing it. I've always wanted as many people as possible to play the game. I kept the price as low as I could whilst still allowing me to make enough money to fund its development. Now that the game has made its development costs back, Bubbles the Cat will be completely free from 12th April. This isn't 'free-to-play' with any dreadful microtransactions. This is plain-old, straight-up free. I just want you folks to enjoy it! Thank you t
2020-04-09 09:09 UTC · Community Announcements · teamcatsandbears
Just under a year ago today I released my first indie game, Bubbles the Cat onto Steam. I wanted to make a fun game with great accessibility options so as many people as possible could enjoy it. I've been delighted by the feedback I've received for it. One of the massive perks of being an indie game dev is that there are no barriers to be able to use my videogame to help other people through supporting charity events; and with the world the way currently is, I definitely feel that there are others who need help far more than I do. So from the 9th-16th April, Bubbles the Cat on Steam is not onl
2019-09-18 17:24 UTC · Community Announcements · teamcatsandbears
Update 1.0.0.16 adds controller vibration and visual accessibility features to the game, as well as fixing some minor bugs. https://i.imgur.com/GHBSo1y.gif Controller Vibration If you're playing Bubbles the Cat with a controller with vibration functionality, you should notice this is now supported for most in-game actions! Controller vibration can be turned on or off in Options -> Control Options. By default, it's enabled. Please note that this feature is only active whilst using a controller to play the game - this is to prevent you from jumping out of your seat when your controller vibrates
2019-08-14 19:21 UTC · Community Announcements · teamcatsandbears
Hey folks, It’s been a little over four months since Bubbles was released on Steam; it’s now out on three platforms and that’s given me enough time to assess what I think went well with the game and what didn’t. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34016936/350c42099cd942ae529bce3f1f60796122d84341.png With thanks to Jojoo for this art! Check out the rest of her work here! What Was Bubbles’ Goal? Before we dive into the breakdown, it’s important to understand what I was hoping to achieve by developing Bubbles. It was - first and foremost - a learning project for me
2019-05-13 19:14 UTC · Community Announcements · teamcatsandbears
Hello everyone! Today sees the release of version 1.0.0.5 which brings cloud saves and tweaks to the game’s difficulty, including some more notorious levels. Cloud Saves The game now cloud saves. Existing saves will be converted to this new format and your progress will be shared across all your Steam-enabled computers! Please note that the game will upload and use your save data from the first computer you load the game on. If you have played the game on multiple computers, to ensure your progress is correctly synced, please load the game from the computer which has progressed the furthest! D
2019-05-08 18:04 UTC · Community Announcements · teamcatsandbears
Hey folks - it’s coming up to a month after Bubbles launched and I’m really happy with the response the game’s received so far! I’ve taken a break after the game’s launch to recharge and work out what my next steps are (with some work on Bubbles here and there when I get the chance). Here’s a quick update on what’s coming up next for Bubbles! Cloud Saves I was hoping to get this in for launch, but was a little worried about breaking the save game system so close to launch without being able to give this a very good test. The update containing this feature should be going live within the next w
2019-04-17 18:40 UTC · Community Announcements · teamcatsandbears
In early 2016, I was growing listless at my current game design job. I’d been making games in one form or another for most of my life and felt like I was drifting away from being able to get my hands dirty and craft something. Inspired by my friend Simon at Inexplicable Games who had also recently also quit his games industry job to become a full-time indie game dev, he pointed me to a video series done by Tom Francis of Gunpoint and Heat Signature fame that introduced how Game Maker works. You can check it out here. I’d sat on a Game Maker Studio license for about 2 or 3 years by this point,
2019-04-03 17:50 UTC · Community Announcements · teamcatsandbears
Okay, in the last devlog I talked about Boosts and how they could help you get through the game if you were struggling. Here’s the other side of that coin on how the X Levels will absolutely break you. Unlocking World X levels are unlocked in a different way to the regular levels - you need to have a certain number of platinum stars. Platinum stars are earned by getting all three stars in a level in a single, smooth run - usually meaning you need to find secret areas and take more difficult routes. https://i.imgur.com/4vruzjs.gif World 4-9 has two little bonus cubbyholes that requires tightly
2019-03-31 10:48 UTC · Community Announcements · teamcatsandbears
Just a quick break from our regularly scheduled devlogs to let you know that Bubbles now has a release date. The game will launch on Steam April 12th! Bubbles looks forward to seeing you all then! https://i.imgur.com/Wv2LMFm.gif
2019-03-20 19:06 UTC · Community Announcements · teamcatsandbears
Hey folks! Today I’d like to shine light on a feature that I suspect many of you will pass over, but for some may make a huge difference to their enjoyment of the game - and that’s the Boosts feature. Difficulty & Being A Kid Back when I was growing up in the late 80s, games were punishingly hard with a requirement to beat whole games without any sort of save or continue system and with very limited checkpoints; usually meaning starting from the beginning after a game over. Thankfully, this isn’t so much of a problem for most games these days as game design has moved forward to give players mo
2019-03-13 18:41 UTC · Community Announcements · teamcatsandbears
Howdy y’all! This time I’m going to show you the little tweaks I made to the game’s platforming logic to make it feel ‘just right’. Pre-emptive Inputs After I decided to go with the approach of making the game a single button platformer, a lot of elements from previous prototyping seemed to fit into place. But the game was still frustrating to control in specific circumstances. As a very quick reminder, you can spawn and jump off a bubble up to six times before needing to land on a solid surface to replenish them instantly. Wall jumping doesn’t consume one of your six bubbles and thus, judicio
2019-02-27 18:34 UTC · Community Announcements · teamcatsandbears
Hi gang! Today I’m going to talk about my motivations for making the game a one-button platformer. I’ve certainly been asked this question a few times and hopefully this devlog will give you a good insight as to why I’ve gone with this control scheme. First things first; this has been the design goal for the game from the very beginning when I was first prototyping it and isn’t something that came about by accident. Although the game changed form somewhat during that prototyping phase, having only a single button input was always a core tenet of the game’s design. Design Challenge I kind of wa
2019-02-12 14:03 UTC · Community Announcements · teamcatsandbears
Just a quick update this time around - but the good news is that I’ve finished work on what I anticipate will be the last level in the game. The game is now content complete; I’ve got all the stuff in there that I would consider a minimum for releasing. https://i.imgur.com/Zz2MpmM.gif I can reveal that the game now has 125 levels which - depending on how you play - will occupy you for up to 8-12 hours, subject to skill level and how much of a completionist you are... and this is before adding new game modes that I hope will mix the gameplay up; in short, there's a lot for players to do! Note t
2019-01-19 12:54 UTC · Community Announcements · teamcatsandbears
Hey there, friends! This devlog continues to look at the game's hazards, explaining what they do and what kind of challenges I'm hoping to set before players with them. You don't need to read the previous part to understand this, but it'll probably help - plus there's more animated GIFs to see! Spike Walls These relentlessly chase you through a level and absolutely will not stop, ever - well, at least until you beat the level. These add a time pressure to your actions, requiring much more rapid decision making. Levels featuring these are often designed to have obstacles blocking your way that
2019-01-05 16:11 UTC · Community Announcements · teamcatsandbears
Happy New Year all! Here’s hoping that 2019 is a great one for you. I’m very excited to be bringing you Bubbles the Cat in a few months time! Continuing a little in theme off the previous blog post, I thought I’d start taking a look at the different hazards Bubbles will encounter and what I hope they will bring to the table in terms of level design. I’m going to split this one into two parts as there's quite a lot to cover! Bubbles, Meet Hazard I try to introduce hazards in a similar way throughout the game: your first encounter will be in a relatively safe environment and in isolation of any
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