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 21:35 UTC.
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2024-04-15 15:01 UTC · Community Announcements · Curve_Ben
Hello, KitHackers! After quite a few years of work, I'm happy to announce today that KitHack Model Club is now available in Early Access. First and foremost, I want to thank you for taking the time to check out our game. We all sincerely hope you enjoy it! We are all very excited about entering this new phase of the project, and we are really looking forward to working on the game along with the community. We feel that the game’s foundations are solid, but there is of course still a lot to do, and there are lots of features we still want to add. https://store.steampowered.com/app/2107090/KitHa
2024-04-04 14:10 UTC · Community Announcements · Curve_Ben
Hello, KitHackers! We are happy to announce that we are officially taxiing for take-off! KitHack Model Club will launch on 15th April into Early Access. We’re incredibly excited to put the game into the hands of the community, giving you the opportunity to help shape our next steps. Early Access The journey from Balsa Model Flight Club to KitHack Model Club has been ever-expanding. The project is an ambitious undertaking for a very small team, and while we could continue to reiterate and improve internally, we realise there’s only so far this approach will take us. To propel the game to the ne
2023-11-02 15:34 UTC · Community Announcements · CosmicRaccoon
Hi everyone, Felipe here. Today I want to talk about the physics of wobbling, and how we implemented (and got it under control) it in Kitbash Model Club. https://store.steampowered.com/app/2107090/Kitbash_Model_Club/ Part 1 - Wobbly Aerospace Engineering So here's the problem: in a game where you have breakable vehicles that are made of parts, you need to somehow simulate the strains and stresses between those parts. Back in KSP, the way it worked was that each part was a separate rigid body. They were all connected together via PhysX joints, and with those, we could just let the physics engin
2023-10-03 17:18 UTC · Community Announcements · CosmicRaccoon
The Scenario Editor is a powerful tool for creating gameplay in Kitbash Model Club. In fact, this is the same tool we use ourselves to create all of the stock missions. The editor allows you to set up missions of any type, from simply placing props around the world or spawning NPCs, to setting up complex gameplay logic using a system of behaviour modules, which are interconnected by signal triggers. Modules and Triggers allow you to create gameplay logic without needing to write any code, but there is also support for C# scripts and expressions compiled right in the editor. No need to create a
2023-07-20 17:19 UTC · Community Announcements · CosmicRaccoon
Hello Kitbashers, We are chuffed to let you know we are officially part of Steam’s Simfest Event – this is a great opportunity to discover loads of simulation titles on the platform while you’re waiting for Kitbash Model Club to come out! Don’t forget we are still collecting signups for our Alpha testing – we intend to continue testing throughout the Summer. Sign up today: https://curvegames.com/kitbashmodelclub/?k Join our community on Discord https://discord.gg/cHMw2EksPd Follow us on Twitter http://www.twitter.com/kitbashmc {STEAM_CLAN_IMAGE}/25421434/7ca4d3b6d0e62ecc7d4b4d63fca4e37c5a074d
2023-07-06 16:02 UTC · Community Announcements · CosmicRaccoon
Hello Builders! As we edge closer to Kitbash Model Club’s release, we’re now at a stage we’re we’d love your help in playtesting the game to find and squash bugs, and get your valuable feedback! From July 13th to July 20th we’re running our first Alpha Test where the focus will be on the Workshop. We’re opening signups right now and will select 200 players at random to come test the game and share your thoughts and reports with us! Sign up today: https://curvegames.com/kitbashmodelclub/?k Players selected will be emailed a key for activating on Steam, this can be activated like any game on Ste
2023-03-28 21:09 UTC · Rock, Paper, Shotgun
Balsa Model Flight Simulator launched into Steam Early Access last year, to positive reviews and few sales. It is, like its developer's previous game Kerbal Space Program, about building a machine designed to fly, crashing it back to earth, then constructing something better. Now its developer has announced they're doing something similar with the game itself. Balsa Model Flight Sim will relaunch later this year with a new name, Kitbash Model Club, a more ambitious physics construction sandbox, and a plan to release as a complete game rather than into early access. Existing owners of Balsa Mod
2023-03-28 13:15 UTC · PC Gamer · Wes Fenlon
Tell me an RPG developer used a tabletop roleplaying system to sketch out the design for their new videogame? I sleep. Tell me the creator of Kerbal Space Program used another sim—the most popular city builder of the past decade—to create the map for his model plane flight simulation? Real shit. I can't think of a more PC gaming solution to indie game development... Read more.
2023-03-28 13:03 UTC · Community Announcements · CosmicRaccoon
Curve Games is thrilled to announce its exciting partnership with Floating Origin Interactive to bring you Kitbash Model Club, the ultimate RC model experience. Formerly known as Balsa Model Flight Simulator, Kitbash Model Club provides the freedom to design, build, explore and battle with model RC vehicles. Spend your time creating in the workshop, explore the varied landscapes of Wirraway Island by air, land, and sea, or jump into combat in PvP or PvE mode. https://store.steampowered.com/app/2107090/Kitbash_Model_Club/ If you supported Balsa Model Flight Simulator in Early Access we know you
2023-03-28 13:00 UTC · PC Gamer · Wes Fenlon
In 2021, developer Felipe "HarvesteR" Falanghe, the creator of Kerbal Space Program, launched a new game on Steam called Balsa Model Flight Simulator. His follow-up to Kerbal reflected much of the same spirit as the space sim that eventually became a PC phenomenon: it was open-ended, focused around building and flying your own vehicles, and based on a childhood passion. As soon as he released the game, Falanghe realized two things... Read more.
2022-12-05 16:21 UTC · Community Announcements · HarvesteR
Hello everyone, Felipe here with a quick update on Balsa Model Flight Simulator. But first, I would like to take this opportunity to thank you all for continuing to show your support and for being a part of this community. I’m very excited to announce that we’ve partnered with a publisher who are renowned in the Indie Games space. Our partnership means we can expand our plans for Balsa Model Flight Simulator and reach even more players! We’re hard at work here behind the scenes, I can’t wait to share more with you in the new year. I hope you’ll join me in welcoming some new faces around here t
2022-02-15 18:16 UTC · Community Announcements · HarvesteR
Hi again, We've got a small update this time. Just a couple of fixes and small additions that we felt were worth getting out there. Bug Fixes and Tweaks: Publishing vehicles to the workshop will no longer append the unnecessary 'Vehicles' tag. (Vehicles is a category, not a tag) Added a new button to the Craft Browser screen to allow selecting craft files using the system file dialog. Fixed an earlier fix that fixed no-bottom water but broke shallow water buoyancy. Fixed a longstanding bug where physics could break if the player was teleported while holding a vehicle in hand. Happy Flying! Che
2022-02-09 19:19 UTC · Community Announcements · HarvesteR
Bug Fixes and Tweaks: Fixed incorrect map scaling in MapView (probably breaks coords for other maps). Fixed NRE when opening the map if no map nodes exist. Fixed the Balsa Manual window being too small in the main menu. Water Graphics Overhaul: Updated the water package to its latest version. Fixed floating origin issues with rendered water quads. Water should no longer flood the scenery on large maps near the edges. Added underwater visual effects. Fixed vehicle buoyancy being inaccurate sometimes and floating above/below the surface. Much improved water reflection quality. Fixed vehicles/pro
2021-11-23 22:14 UTC · Community Announcements · HarvesteR
Multiplayer: Added new Player Management Screen (accessible via Pause Menu) for MP sessions. New Player Management Tools: Mute/Unmute chat Kick (for admins) Ban (with configurable duration) (for admins) Player Management options are stored persistently and persist across sessions. Civ-Safe and Enemy-Only weapon rules now also prevent civ projectiles from hitting stuff. Weapon projectiles now ignore player vehicles that are grounded and stopped. Chat: Added a persistent chat log panel that shows previous messages even after they fade out. (shown while the chat input box is up) Player name marke
2021-10-28 19:40 UTC · Community Announcements · HarvesteR
Tweaks and Fixes: Fixed a soft-lock condition when loading vehicles in the Workshop. Added an indication for when canceling a vehicle spawn is possible. Fixed a soft-lock condition when hosting an mp session with the Team Deathmatch (or any mission) pre-selected from the main menu. Added new icons for vehicle UI markers, so it is possible to identify when vehicles are enemies, friendlies, armed or unarmed. Fixed vehicle icons not updating properly for all players when changing teams Fixed trim controls going to zero when trim input is locked (eg when typing in Chat) The game now prevents joini
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