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 historyMasterworked.GG
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
ApocaShift PlaytestNewsPlaytest Version 54
Game update

Playtest Version 54

ApocaShift Playtest · published 24 Aug 2026, 16:43 UTC

All newsPlayers around this dateRead on Steam

Version 54

Enemies

  • Fixed scavs freezing in an aim pose and never acting. A scav who could see you
    but was too far to shoot would hold that aim indefinitely, and being shot did
    not snap him out of it - he could be killed without ever reacting.
  • Scavs will now always do something: they close the distance, take the shot, or
    reload. Standing still is no longer possible for them.
  • Scavs no longer turn away from you to shoot a zombie while you are shooting
    them. A zombie has to be practically on top of one before it takes priority.
  • Guard posts no longer pin a scav out of a fight he is already in.
  • Kolt now has his own voice line for every situation and never uses a generic
    bandit line. He also no longer goes silent when spotting you or taking cover.

Accessibility

  • Added a Night Brightness slider in Settings, under Display. Night was too dark
    to play on some monitors. It lifts the darkest hours only and leaves daytime
    untouched, and applies live as you drag it.

Interface

  • Patch notes now have a tab for each update.
More from ApocaShift Playtest

Other announcements

All news
Game update23 Sep 2026Playtest Version 71 - Suppressors, Foregrips & Grenade LaunchersVersion 71 — New Suppressors, Foregrips & Grenade Launchers New attachments · Added five suppressors with different trade-offs. · Added a foregrip slot and five foregrips for the M4, tan M4 and scoped AR. · Added the M203 underbarrel launcher for the M4, tan M4 and scoped AR. · Added the GP-25 underbarrel launcher for the AK. · Added 40x46mm and VOG-25 grenade rounds. Each launcher uses its own…Game update21 Sep 2026Playtest Version 70 - Lights, Colony & Co-op FixesVersion 70 Lights no longer blind you when you build a few together · One lamp looks exactly as it did. Build a cluster and they no longer bleach everything around them. · Lamps now give way to light that is already there, so a second lamp adds real light instead of flattening the first one's falloff to white. · The pool of light around a group of lamps stays the same size as a single one now,…Game update10 Sep 2026Playtest Version 69 - Hunting & CookingVersion 69 Deer · Added deer. Does, bucks and fawns can now be found around the base and out in raids. · Deer usually travel in small herds, but you will also find plenty of loners. A deer by itself is usually a buck. · They are faster than you. You cannot simply chase one down — shoot it or cut off its escape. · Fawns are slow enough to catch. Their mothers do not take that well. · Crouching m…