Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since at least 12 September 2026 05:12 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
9 September 2026 18:37 UTC · Community Announcements · cg4213
Test Update V:0.0.41.8Improvements- Reduced thruster effect memory usage to improve stability on Steam Deck.- Improved the startup loading screen.Fixes- Fixed anti-aliasing and shadow quality settings not applying correctly.- Improved language setting migration and system language matching.
3 September 2026 10:02 UTC · Community Announcements · cg4213
Hello everyone. Our recent focus has been on the new player experience and feedback responsiveness.We have fully reworked the new player experience flow, with a leaner, more direct path.The tutorial now opens with the Wayfarer as your starting vessel.She won’t remain available immediately after the tutorial — but once you meet certain conditions, she’ll be unlocked for use.Around this new tutorial thread, we have added guide for loadout configuration and equipment manufacturing.The tutorial UI itself has been refined too, with an improved information hierarchy for clearer presentation.In comba
15 August 2026 10:10 UTC · Community Announcements · cg4213
Recently, we have focused on three areas: combat feedback, room transitions, and meta-progression.The Target Info display now shows range and obstruction more clearly.When a target is beyond a weapon’s range, its range warning turns red, while attempting to fire displays “Out of Range.” If the line of fire is blocked, the marker turns orange and displays “Target Occluded.”The aiming reticle now reacts to firing as well: sustained main-turret fire draws the frame inward until firing stops, while salvos and single shots trigger a brief contraction and rebound.Standard rooms now use a more direct
5 August 2026 10:25 UTC · Community Announcements · dojidoji111
Live!
25 July 2026 03:41 UTC · Community Announcements · cg4213
Hello, everyone. Recently, our development work has focused on enemy ships, crew members, and roguelite buildcrafting.We will begin with the enemy roster. The Rebel faction has received several new ships, along with further work on their weapon loadouts, combat behaviours, and firing logic. We have also refined their visuals, giving each enemy vessel a clearer tactical role and a more distinctive visual profile.Several new crew members and their perks have also entered development and testing. We are refining how they interact with Upgrade Modules, with the aim of making each crew member a mea
6 July 2026 02:47 UTC · Community Announcements · cg4213
Attention Captains! Starship Hub broadcasting.The fleet-wide iteration for The Flagship is now deployed, delivering comprehensive upgrades to starship loadouts, deep space events, combat interactions, and the exploration UI.This update significantly raises the strategic ceiling of deep space campaigns. We have expanded the core RogueLite system with new Build traits and AbilityDevice modules compatible with all vessel classes. This breaks rigid meta presets, allowing you to freely customize tactical doctrines. New relics and effect abilities are also online, covering resource harvesting, comba
20 June 2026 02:24 UTC · Community Announcements · cg4213
Hi everyone. Recently, we focused on improving combat feedback and controls.The target info panel now shows more key details, including main turret range, height difference, missile info, and Buff status. Off-screen enemies now have extra indicators on spawn, while hit screen effects and danger feedback have also been improved. This helps players read where threats are coming from, and decide whether their current ship state is safe enough to keep attacking.For controls, cruise mode camera behavior has been improved, so the ship’s movement now mostly follows your view direction. When a fixed t
7 June 2026 04:20 UTC · Community Announcements · cg4213
Hi everyone! In this round of development, we focused on polishing the experience of a single roguelite run and making it feel more complete.Players can already enter rooms, fight, collect rewards, choose upgrades, and recruit crew members. Now the goal is to connect these parts more naturally: map exploration, event encounters, and build growth.On the map side, route choices are becoming more meaningful. Room information is clearer, and we’ve started improving the pacing along each path. Players can now think about whether to take a risk, and which route will help their build come together.In
22 May 2026 22:57 UTC · Community Announcements · cg4213
Hello everyone. In this latest development pass, we have been restructuring the four core layers of the roguelite build system. Previously, our rogue build were built mainly around upgrade modules. Players could feel their ship getting stronger, but those upgrades could also become simple stat stacking, without making it clear what kind of playstyle the run was actually forming.So we are now separating the system into clearer layers.The first layer remains upgrade modules. They provide the basic ship enhancements, including weapons, shields, and other core improvements. This is the foundation
9 May 2026 03:35 UTC · Community Announcements · cg4213
Hello everyone. Lately, my primary focus has been updating our boss encounters.I have completely reworked the boss fight of first system with several new mechanics. The boss now features a dedicated top-screen health bar. The encounter is phase-gated, and it can now deploy reinforcements. However, playtesting shows this fight is currently overtuned, with a few issues still requiring iteration.Regarding combat feedback, we have added better value change visuals on enemy health bars, making the feedback significantly more pronounced. Enemy HUDs now display exact damage values with a short delay
27 April 2026 01:57 UTC · Community Announcements · cg4213
Hello everyone. Lately, my primary focus has been updating our boss encounters.I have completely reworked the boss fight of first system with several new mechanics. The boss now features a dedicated top-screen health bar. The encounter is phase-gated, and it can now deploy reinforcements. However, playtesting shows this fight is currently overtuned, with a few issues still requiring iteration.Regarding combat feedback, we have added better value change visuals on enemy health bars, making the feedback significantly more pronounced. Enemy HUDs now display exact damage values with a short delay
10 April 2026 23:27 UTC · Community Announcements · cg4213
Hi everyone. Lately, my main focus has been pushing forward the upgrade module system.Over the last two weeks, I’ve added close to 50 new modules, bringing our total up to 163. With that baseline in place, a few distinct builds are finally coming together—which is really great to see.At the same time, the encounter system has been getting some backend reworks and expansions. I’ve brought in a new siege-defense encounter type, and I’ve given enemy a basic threat-recording capability. Moving forward, I want to introduce more gameplay variants to increase the RNG within the roguelike loop. The go
29 March 2026 15:07 UTC · Community Announcements · cg4213
Greetings, everyone. Recently, our primary focus has been directed toward refining the in-mission experience and overall combat balance.First, we have introduced a new in game menu. This menu displays your active loadout and acquired upgrade modules. The objective here is to provide a clearer overview of your current run status.Regarding combat, HUD alerts for threats originating from off-screen hostiles have been significantly enhanced. We also rebalanced primary weapon damage. This establishes a necessary performance differential relative to sub turrets, resolving the previous issue where su
16 March 2026 08:42 UTC · Community Announcements · cg4213
Greetings, everyone. My focus recently has been on breaking the monotony of combat and more upgrade modules for better build experience.First, regarding loadouts, we have removed the original “Device” equipment category. The previous Device lacked the differentiation necessary to meaningfully impact gameplay. In its place, we are introducing the “Active Device” category. While still in development, equipping these items will grant specific active abilities—such as short-range warp, active hull repair, or defensive countermeasures. Our goal is to move away from the current state of repetitive,
28 February 2026 13:26 UTC · Community Announcements · cg4213
Greetings, everyone. Our recent development focus has been on MOD support. Flagship will adopt a limited support strategy by releasing a Unity project as a Mod development environment. Currently, the ability to create and integrate spacecraft into the game has been implemented, with additional extension support to follow gradually. To address potential save compatibility issues from Mod changes, we have also added a save backup feature to mitigate the risk of save corruption.Regarding combat experience, playtesting revealed that players often realized their warships were about to be destroyed
Full appinfo as delivered by Steam PICS, changenumber 37780367. Also at /api/app/997090/raw.
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