Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
RAM: Random Access MayhemNewsRAM 1.0 BETA PATCH V0.9.7
Game update

RAM 1.0 BETA PATCH V0.9.7

RAM: Random Access Mayhem · published 5 Sep 2025, 18:18 UTC

All newsPlayers around this dateRead on Steam

Hey everyone, we are just over a week out from RAM's 1.0 launch!

Thank you all for helping us work out the kinks. We've put a new build out on the public testing branch, and we would be super grateful if anyone testing could start a new save file to make sure the game works from the beginning, and all the sequencing works.

The main thing still missing is beating the game on a Fresh File run, so don't expect that beating the final boss on your first run will make any sense right now. In fact, if possible when testing, please try to imagine what a first time player is experiencing so we can address the most common issues.

Here are the changes and fixes since the last patch:

Adjustments

  • Added new level 3 intro tease and slimmed down intro tutorial,

  • Reduced starting dialogue amount when returning from the first run,

  • Turned off the combo system during the final boss,

  • More than one memory can now appear in a run (1 per Stage),

  • Solidarity now requires playing the Mail Sorting Minigame 3 times,

  • Added a re-read tutorial button to the Horde Mode menu,

  • Stage 3 levels now display exit markers,

  • Added some failsafes for the final boss to avoid softlocks,

  • Ambush Tachis will no longer drain the combo meter,

  • Added new Cuckoo reaction dialogue (no more dying after 23 floors),

  • Bosses are now invulnerable until the fight starts,

  • Adjusted Regularization cost curve,

  • Rallying epitaph orbs now gives a trickshot bonus (RALLY x1.5),

  • Piercing irbs now work with pitching arm,

  • Killing multiple enemies with piercing laser now gives a trickshot bonus (LASER PIERCE x1.2),

  • Final boss now benefits from Open Source,

  • Memories can now be shared with Cuckoo after swapping with Ira,

  • Daily run upgrades now weighted for what bots can appear,

  • Stage 3 levels can now appear in daily runs,

  • Improved Daily Run modifier generation,

  • Collider Decay no longer triggers during cutscenes,

  • Added German and Turkish Fan translation for testing

Fixes

  • Fixed an issue where you could MITE as the hortitator,

  • Fixed an issue where evo upgrades were applying to the daily run,

  • Fixed a number of issues with cynicism,

  • Fixed an issue where a conversation during the ending could be repeated,

  • Fixed an issue where Epitaphs would not revert skins after the player left them,

  • Fixed an issue where exactly 500 fitness would not allow a reroll,

  • Fixed an issue where a second Cuckoo could appear in the curtain when in the shop,

  • Fixed an issue where level 3 bots skins were not being reset when resetting save,

  • Fixed an issue where a dialogue portrait could get misaligned,

  • Fixed an issue where bounced bullets would disappear,

  • Fixed an issue where certain memories would not grey out,

  • Fixed an issue where open source would cause double stacking upgrades,

  • Fixed an issue where a pivotal cutscene could occur before completing the Thorn quests,

  • Fixed layering and wall collision issues across a number of levels,

  • Fixed many typos and localization issues

More from RAM: Random Access Mayhem

Other announcements

All news
Community15 Sep 2026Happy RAMmiversary!Hello RAM heads! Its been one year since RAM launched into 1.0! Amazing how time flies. We have been thrilled seeing new people find RAM over the year and the community still showing the game so much love. A huge shoutout to BAYG for another awesome RAM animation and breakdown of how they made it: I'm happy to share that we have been working on THE PATCH , which will fix some lingering bugs, ma…Community17 Feb 2026GOLEM_INFILTRATIONHello RAM heads! Today we have something special to share! A member of the community has been working on an animated short about the game, and it was just released! A huge thank you to BAYG for making this, we can't believe its real. You can watch it here, as well as check out their other animations: Follow their X account here:Game update21 Oct 2025RAM V1.0.4 PATCH NOTESHello RAMheads! Its been a few weeks, as we took a break after launch once the game was stable enough. Here is a patch that addresses the majority of the bugs found over the past few weeks. Adjustments: - Increased Memory unlock visibility - Increased value of Bootstrapaima (6 -> 12) - Adversarial multiplier no longer applies when a story upgrade is active Fixes: - Fixed an issue with Simplicit…