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 21:14 UTC.
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2025-12-28 10:26 UTC · Community Announcements · Invasion Machine
Small Fixes and a QoL update The community has reported a bug related to the last update - in some cases it was possible for a single troop to soak up all ammo from a stockpile for themselves, exceeding their allowed max carried ammo count. This has now been fixed. Also, there's been consistent issues with troops getting stuck on the edges of the main road. That was caused by the road's collider mesh being too chunky at the edges. I've now replaced the whole collider with a smoother, simpler mesh, and the issue should now be finally fixed for good. As far as I know, this only happened around t
2025-12-21 11:09 UTC · Community Announcements · Invasion Machine
A small UI update I've re-designed the Unit Dispatch window to make it a bit more usable - it will now be permanently glued to the left side of the screen, like most of the other UI elements I've been adding recently. This gives me much more screen space for displaying more units at a time, which should reduce scrolling. I'm now also grouping the available units by type, and sorting them in a repeatable and more understandable way. Previously, the units could show up in this window pretty much in any order they wanted to, making it impossible to find what you wanted quickly. In the next update
2025-11-30 21:10 UTC · Community Announcements · Invasion Machine
I'm still here and kicking, as well as the game is. As some of you already know, I've been having some major health issues, and it completely ruined my (admittedly patchy) schedule of pushing updates to the game. I haven't been vocal about it recently, but I have been working to upgrade anything I could, nonetheless, in my recluse. Also, I've recently got better and if everything goes well, I should again be able to get back to more regular and meaningful updates. For now, I present you the summary update of all the things that I have been able to fix since the last major version got released.
2024-10-20 12:29 UTC · Community Announcements · Invasion Machine
Experimental changes I've been working on re-adding the Allied Patrols feature to the game - the independent patrols that are spawned and controlled directly by your Command. This this used to be a feature very early in the game, and later had to be temporarily disabled because of some major issues with AI. Basically, the patrols ran on a very primitive script, that couldn't do much more than take them from point A to point B on the map. Now, I've ported the code to the new AI behavior tree system that the rest of the game uses. This should allow them to react properly to any unexpected situat
2024-09-22 08:38 UTC · Community Announcements · Invasion Machine
I've just made a long overdue update active for all the players To start off with an explanation - due to multiple health and personal issues mounting up, I was unable to make any serious progress with the game for the past months, and the project was pretty much stuck. Fortunately, this seems to be behind me now, and I've just made a new patch public, collecting all the bigger and smaller fixes that were waiting for their finishing touches and publication. The most important change some of you will notice, is that the longer gameplays will now feel less "dead" - the game will continue to spaw
2023-12-17 14:20 UTC · Community Announcements · Invasion Machine
Minor update Before I continue working on the next updates to the high value targets system, I wanted to make some small fixes and very needed fixes to two areas of the game - the player vehicles and the AI responses in combat. Player Vehicles will now be driving noticeably faster - I've tuned their engines to increase the acceleration and responsiveness, cause I always was finding myself sending the helicopter everywhere instead of the ground vehicles in playtests, since I didn't want to wait for the sluggish cars to arrive where I sent them. Every player car will now be (a little) snappier,
2023-12-03 12:04 UTC · Community Announcements · Invasion Machine
Foreword The project hasn't had any updates for a long time, last year, so it's high time to explain what's going on. The delays were due to my health problems - I had been seriously ill in recent months, and it has completely halted any serious progress on the project for a while. Now, however, as my health is slowly returning to normal, I can start working again. The project's status has not changed - it is not canceled and new content will be introduced again, in the future. Current update I released a new build of the game to all branches (since the main one was already rather outdated) -
2023-04-02 17:03 UTC · Community Announcements · Invasion Machine
Casevac - Bugs in the older versions It turns out the older builds of the game have a bug that prevents you from successfully evacuating your wounded. In almost all cases the game will just declare them DOA as your vehicle leaves the map. In other cases, it will not register the wounded enemies or civilians evacuated from the map, and therefore will not reward you with Command Points, for your troubles. Fix #1 - a new "bleed out" logic for the wounded The game will now tell you exactly how much time you have left for the evacuation of your wounded, before they perish. This should let you do pr
2023-03-26 09:09 UTC · Community Announcements · Invasion Machine
The 0.10 update is now live In this build, I've focused on fixing many of the small annoyances and long-standing bugs (engagements abruptly ending for no reason, units getting stuck in traffic, units being unable to leave the map), as well as merging the changes from the last two hotfixes (related mostly to the broken logic of arrests). New features I'm in the process of reworking the Command Missions - this part of the game consists mostly of the oldest code in the entire project, and has been written in a way that didn't allow me much flexibility. Some of you may remember that at some point
2023-01-15 15:20 UTC · Community Announcements · Invasion Machine
In the previous post, I've promised to focus on a couple of game issues and start working on the next content updates for the game. The updates were supposed to start coming out before the end of (last) year, and clearly - that didn't happen. I'm sorry about this delay. Because of a bunch of health issues, I've been unable to work on the game at all for the past couple of weeks, so no real progress has really been made recently. The good news is, it seems that I'm now back to normal and was able to resume the development. I know this shouldn't be an excuse, but this game is a solo development
2022-12-04 11:03 UTC · Community Announcements · Invasion Machine
I've been made aware that some players (maybe even most players?) had issues with loading their newest game saves, as well as issues with searching houses in the villages (where the game wouldn't let you finish a search or remove your units from houses at the end). There's now a hotfix build in the main branch, addressing these problems. Full changelog (version 0.9 HOTFIX 1): * FIX: the game couldn't be loaded in some cases, when saved in the previous build 0.9. Thix is now fixed. * FIX: the game previously wouldn't let you finish the searches for contraband and get your units out of the searc
2022-11-20 10:22 UTC · Community Announcements · Invasion Machine
The 0.9 update is now live in the main branch. This patch introduces a slightly improved main menu, various small bug fixes and the basic configuration for keyboard bindings. Some of the fixes are related to optimization of the pathfinding system, and the game should now run noticeably smoother. Full change log: * NEW: a different main menu, along with an initial version of the "new game" screen, allowing you to customize some basic settings for new campaigns. * the "new game" window will be extended in the future, the idea is to let the player tailor the style of the game to his needs * NEW:
2022-11-13 18:43 UTC · Community Announcements · Invasion Machine
If you're playing the game using one of the experimental branches, you'll now see an updated main game menu. I started working some more on the customizability of the game, starting with a rudimentary "new game" window. You'll from now on be able to select a number of basic settings for your new campaigns - the placement of pre-positioned enemy units on the map, the amount of command points earned for your actions, and so on. In the future updates I will gradually be adding more settings and customizations here, with the idea being to eventually allow you to adjust the style of the gameplay to
2022-10-23 08:14 UTC · Community Announcements · Invasion Machine
Version 0.8.4 is now live The new patch adds a few new features, as well as a lot of very important fixes to the game. The thing you might notice right away is that the enemies will now call for reinforcements, and in many cases - coordinate their attacks better. This is because the game now simulates radio communications for them. Enemy radio calls can be intercepted with the new I-Com vehicle (as long as you have an interpreter to pair it with). It should help a lot with locating the mortar teams, and in general tell you a little more about what the AI is planning. The other thing I focused
2022-10-16 20:00 UTC · Community Announcements · Invasion Machine
There's a new update in the test branch - adding radio communication to AI units As I said the last time, I always wanted to add some sort of communication devices to the game, where the unfriendly civilians and the enemy teams could start using their radios to organize bigger attacks, share the locations of your troops, etc. This is what I started working on with this update of the game. As usual, I'm first releasing the update into the test branch of the game. I plan on pushing it into the main release channel next week. From now on, (almost) all the enemy patrols and ambush missions will ha
Full appinfo as delivered by Steam PICS, changenumber 37997852. Also at /api/app/964650/raw.
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