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Update #13 - Daemons Roam, the VR Awakens, and Science Demands a Choice

Big systems come online in Update 13, expanding how you grow your timeline and shape your strategy. From new long-term upgrades to stronger rewards and better early-game tools, this update brings momentum. Scientific Research is now activeand with it, the first functional tab of the VR Pod. Every staffed science building now contributes to a new strategic resource, which you can spend to generate inspirations across ten upgrade categories. That means more direct control, faster development, and a clear new role for your scientists beyond their original use. Update 13 also adds three new daemon types to the hacking grid, including the Bomb and Greater Wanderer, each with distinct movement and threat patterns. Full hacks now yield tangible rewards like Tungsten Scraps and Human Biodata, linking short-term tactics to long-term outcomes. Beyond that, youll find over a dozen new upgrades, deeper customization through expanded choice pools, clearer infiltration visibility, and streamlined setups for timelines beyond the first. [quote]The future is already here its just not evenly distributed. Pattern Recognition, William Gibson[/quote]

To the Community


[hr][/hr]The Machine If youve been playing this buildor any part of the game latelyId appreciate hearing whats clicking and what isnt. Steam reviews are a big help, both for visibility and for seeing what people are connecting with when Im too deep in the guts of things to notice. Whether its a sentence, a story, or something you just want to flag, it helps me keep perspective.

Update 13 Changelog


[hr][/hr][expand type=details expanded=true]

Clarity


  • Attack From Vehicles: A new handbook entry is available starting in chapter 2, explaining that androids can fire from the open doors of flying vehicles and highlighting the tactical value of this.
  • Infiltration Visibility: Infiltrations now display separately from Investigations in the task stack, with additional explanatory text that clarifies how the system works; a new handbook entry also appears the first time you complete an infiltration.
  • Counterattack Preview: When constructing a building that will trigger a counterattack, the task stack now shows a clear warning ahead of time, and a related handbook entry titled "Counterattacks Against You" opens the first time it applies.
  • Task Stack Icons: The task stack now includes more distinct icons, making it easier to visually scan and understand individual entries.
  • Minor Wording Changes: Several small edits have been made throughout the game for better clarity and consistency.

Scientific Research and the VR Pod


  • Strategic Resource Generation: Staffed science buildings now generate a new strategic resource called Scientific Research, giving long-term value to science facilities and making their benefits more visible.
  • VR Pod Menu: The VR Pod screen now includes a four-section menu; only one tab is functional for now, while the remaining three display coming soon notices to preview future functionality.
  • Generate Inspiration: The first VR Pod tab lets you spend Scientific Research across 10 categoriesincluding Small Arms Research, Android Optimization, and Structural Improvementgiving more direct control over your strategic progression.

Hacking Minigame Improvements


  • New Daemon Bomb: This new daemon moves like a Gnath but detonates in a ring of destruction when killed, clearing adjacent cells.
  • New Daemons Greater and Lesser Wanderers: These add unpredictable movement to hacking encounters, with the Greater version appearing in more difficult hacks.
  • Removed Inspiration Farming: The old method of farming inspiration through repeated hacking has been removed to reduce grind and confusion.
  • New Hack Rewards: Full hacks now reward you with Tungsten Scraps, Human Biodata, or both depending on the hacked unit; this gives hacking an ongoing reward while avoiding the previous grind loop.
  • Tungsten Methylator Structure: Gained when you obtain Tungsten Scraps, this structure allows you to convert them into Prismatic Tungsten, offering a side benefit to hacking without encouraging farming.
  • Human Biodata Sales: Human Biodata can now be sold for Wealth at casinosnot the most efficient income method, but a useful bonus nonetheless.

Upgrades


  • New Upgrade Types: Fourteen new upgrades have been added across Procurement Efficacy, Vehicle Development, Android Optimization, and Martial Expansion, expanding available build paths.
  • Expanded Choice Pools: Structural Improvement now offers six choices (up from four), and additional options such as increased mech capacity and 18cm Spiders have been added to existing upgrade pools.
  • Targeted Research Spending: With Scientific Research now available, players can directly pursue desired upgrades through strategic investment.

Conveniences for Timelines Beyond the First


  • Improved Starting Resources: New timelines begin with 20k Wealth, 6k Prismatic Tungsten, 9.4k Bovine Tissue Cells, and 6.2k Vegetable Seeds, reducing startup friction.
  • Keanu Unlocked: Keanu now begins unlocked, though the pollinator event that usually precedes him still requires an in-game choice.
  • Black Market Setup Skipped: The three early black market interactions are marked as completed, and players receive the associated items automatically.
  • Science Roster Recognition: If youve previously unlocked the Complete Science Roster, you now automatically receive Automated Personnel Management.
  • Reduced Setup Time: These changes reduce repeated early-game steps from 1015 minutes down to about 5, focusing attention on new decisions rather than repeated busywork.

Bug Fixes


  • Mining POI Correction: Fixed an issue where one mining point of interest lacked any mineshafts; this fix applies to timelines generated in this build or later.
  • Territory Flag Timing: Fixed a regression from the prior build where territory control flags unlocked too early, which prevented related structures from functioning properly due to deterrence not being enabled.
  • Repair Spider Reliability: Fixed an issue where sometimes repair spiders were not unlocked the first time your structures took damage during chapter one.
[/expand]

Full Changelog


[hr][/hr]A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

Guides to Tame the Machine


[hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

New Minds, Start Here


[hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

Connect with the Machine


[hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://store.steampowered.com/news/app/2001070/view/521959859806013752?l=english https://store.steampowered.com/news/app/2001070/view/521959859806013348?l=english https://steamcommunity.com/games/2001070/announcements/detail/510700142275332360

Screenshots


[hr][/hr]


[ 2025-03-26 23:53:29 CET ] [ Original post ]

Heart of the Machine Update 12: The Hacking Reformat Arrives

The Machine recalibrates, and this time, the changes hit deep. Hacking now plays faster and more strategicallyTriswarms no longer stall progress, daemons stop shoving each other into lethal chaos, and Run allows for better positioning instead of trapping your shards. When the last hostile daemon falls, objectives clear properly, removing unnecessary steps. Clarity takes priority elsewhere. The Hack Breaker feat now explains its function clearly, AGI Researchers have a defined role, and difficulty settings display more prominently, even across timelines. Meanwhile, bug fixes clean up hacker feats, correct UI spacing, and eliminate a rare but persistent savegame issue. The Machine shifts again, and as always, your feedback decides where it moves next. [quote]A process cannot be understood by stopping it. Understanding must move with the flow of the process, must join it and flow with it. Dune, Frank Herbert[/quote]

Command Input Requested Leave a Review!


[hr][/hr]The Machine moves forward, but the direction is never predetermined. Every recalibration, every shift, every unexpected consequence comes from the signals you send. Have you seen the difference in hacking? Felt the weight of a well-placed daemon? Noticed the world reacting just a little more sharply to your actions? Let us know! The Machine listens. The question is, what will you tell it?

Update 12 Changelog


[hr][/hr][expand type=details expanded=true]

Hacking Improvements


  • Blocked Cells Reduction: In extreme scenarios, the number of blocked cells has been significantly reduced.
  • Triswarm Fragments Adjustment: These now cannot move until the turn after they are spawned and only get one move before they expire, removing the tedium of them.
  • Daemon Behavior Fix: Daemons can no longer jump on or bump each other into adjacent cells, preventing unintended deaths for advanced hackers.
  • Clearing Objectives: When all hostile daemons are destroyed, the board now automatically clears around objectives, such as mech pilot cradles, ensuring objectives remain accessible.
  • Run Action Adjustments: The hacking rules for Run are now more forgivingallowing movement past numbers higher than your shard and stopping on numbers up to 20 higher than your shard. This makes Jump more powerful by proxy, and allows for better shard regrouping.
  • Code Priest Adjustments: Code Priests no longer have any chance of creating copies of themselves when they corrupt your shards. Instead, they only create Gnaths or Triswarms, and in the next update, they will also create Bombs.
  • Threat Visualization Update: When hovering over a daemon, it now hides the fiery threat tiles from all other daemons, making it easier to see individual enemy attack zones in crowded scenarios.
  • Daemon Seed Count Reduction: Four daemons now have lower initial max seed counts, making early encounters less overwhelming.

Clarity and Convenience


  • Hack Breaker Feat: Now provides clearer details on how and why it functions as it does.
  • Infiltration Action: The action text now specifies that high agility is crucial for infiltrators.
  • AGI Terminology Updates: The term "AGI" (Artificial General Intelligence) is now explicitly defined in two locations, making AGI Researchers more clearly understood. A new Vorsiber AGI Authority cohort has also been introduced.
  • Difficulty Visibility: Your current difficulty setting is now easier to find, and in The End of Time, difficulty settings for other timelines are now visible (after entering and exiting those timelines at least once).
  • Internal Robotics Convenience: If you have filtered the build sidebar by internal robotics, you can now right-click that dropdown to instantly reset it to the default.

Bug Fixes


  • Anti-Hacker Feat Fix: Fixed an issue where the "Weaken Enemy Hacker" feat was preventing regular and morale damage when attacking hackers that do not damage infiltrators.
  • End of Time Tooltip Fixes: Player notes now have proper line spacing, and extra-large spacing in the difficulty tooltip has been corrected.
  • Savegame Exception Fix: Fixed a rare exception on load, introduced in the previous build. While this issue did not break anything, it occurred in about 1 out of 70 cases at random and was annoying.
  • Territory Control Sites: If you scrap one, it will always come back now, whereas in chapter one sometimes it would not. Additionally, the sites are now consistent during a timeline after you create and scrap them, rather than shuffling every time you do so.
[/expand]

Full Changelog


[hr][/hr]A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

Guides to Tame the Machine


[hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

New Minds, Start Here


[hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

Connect with the Machine


[hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://steamcommunity.com/ogg/2001070/announcements/detail/521959859806013349 https://steamcommunity.com/ogg/2001070/announcements/detail/510700142275332360 https://steamcommunity.com/ogg/2001070/announcements/detail/524210308312468720


[ 2025-03-20 18:16:02 CET ] [ Original post ]

Heart of the Machine Update 11: New Early-Game Paths, StreetSense Additions

The Machine is no longer keeping you on a tight leash. This update introduces new StreetSense events in the prologue, letting players start going off-road much earlierwhether that means responding to an apartment fire, dealing with a water theft, or getting involved in a parking dispute at a motel. These arent just tutorial diversions; theyre the first steps toward a less linear early game, where side content starts shaping your timeline from the beginning. For those who prefer more direct intervention, new break-in actions allow players to steal or leave behind valuables in citizen homes, but push your luck too far and humans will wise up, upgrading their security. Meanwhile, personality-based resources can now be obtained earlier, resource tracking has been improved across multiple lenses, and combat units now respect their positioning better when targeting buildings. Also, for those concerned about firefighter survival rates, know that if you make a habit of killing them, theyll start working with SecForce and laying traps. Actions have consequences, after all. Heres whats changed. [quote]There is no justice in the laws of nature, no term for fairness in the equations of motion. The universe is neither evil, nor good, it simply does not care. The Calculating Stars, Mary Robinette Kowal[/quote]

Building the Machine Your Feedback Shapes What Comes Next


[hr][/hr]The Machine shifts and recalibrates thanks to you. Every adjustment, from smarter targeting to rebalanced enemies to the appropriate amount of existential dread, comes from the feedback you provide. If you havent yet, leave a Steam reviewwhether its praise, critique, or a warning about what happens when the wrong systems gain control, your words help shape what comes next. Keep sharing your thoughts, and if you havent yet, leave a Steam reviewyour words help determine what this world becomes.

Update 11 Changelog


[hr][/hr][expand type=details expanded=true]

Expanded Early-Game Exploration


  • Early StreetSense Additions: Starting in the prologue, after you've learned that humans are not a source of safety, a trio of new StreetSense events are available: Apartment Fire, LostGen Water Theft, and Citizen Parking at Motel. These new options allow for early off-roading, and more will be added in future updates.
  • Apartment Fire: Available even in Chapter 2 and beyond, this event allows you to gain Compassion or Cruelty with minimal effort. If you kill too many firefighters, they will begin laying traps for you alongside SecForce in that timeline.
  • LostGen Water Theft: A recurring event that offers a choice between Compassion, Apathy, or Cruelty. This decision does not affect your future relationship with the LostGen rebel group.
  • Citizen Parking at Motel: Lets you trade Consumer Goods for Compassion, gain a cache of Apathy, or farm a small amount of Cruelty.
  • New Chapter One StreetSense Actions: After unlocking electricity generation, a new set of four StreetSense actions allow you to break into homes and either steal valuables or leave unexpected gifts. Depending on the level of citizen housing, you can steal Wealth, Consumer Goods, Fine Goods, or Furniture. These actions can also generate Creativity, one of their most useful applications. However, breaking in too many times will cause humans to adapt, issuing a security patch to reinforce their doors.

Gameplay & Balance Adjustments


  • Early Personality Resource Notifications: Now that some personality-based resources can be obtained earlier in the prologue, the game will inform players about them sooner than before.
  • Player Unit Targeting Improvement: Player units were already prioritizing landing on buildings when moving in close (for melee or otherwise), but now they will do a better job of that when the building is near the edge of a cell. Previously, they would sometimes fail to respect that positioning.
  • NPC Unit Targeting Improvements: There are three major sets of NPC targeting logic improvements. These focus on a lot of the background conflicts, or ongoing side-beefs between NPC factions, or invaders from outside the city. These different groups all now behave more sensibly, and others behave more sensibly in regard to them. The biggest takeaway is that everyone is a lot less interested in shooting you when they seemingly should be more about shooting each other.

Bug Fixes & Optimizations


  • Fixed a bug that required keeping a dragon around to start Contact an ExoCorp, Question Wastelanders, Uterine Replicators, and Homo Obscurus. This made these options much harder to access for players who are (for some reason) not dragon enthusiasts.
  • Fixed Wind Turbine Visual Bug: Turbines were missing their actual turbinesthey now spin as intended.
  • Fixed a bug where suppressing fire was not working as advertised, but only hitting the target itself.
  • Removed outdated metadata that was visible in Inspect Mode for buildings but was not actually used.
  • Suppressing Fire now works as intended, debuffing all enemies within the attack range of your unit, rather than just the target.
  • Exception Fixes: A couple of fairly rare exceptions that people were reporting since the last update have now been fixed. They were harmless, but annoying.
  • Bulk Clarity: High-Density Rounds and Format Optimization are now much more clear that they don't work on the bulk versions of those units, but only on the elites.
  • Savegame Performance Boost: Micro-optimizations to Arcen's custom data serializer have improved save speeds by about 57% savings. Further optimizations for minor background objects have reduced savegame sizes to 53% of their previous size. This benefits GOG cloud saves in particular, but is frankly nice for everyone.
  • Autosave Defaults: The game now defaults to 10 autosaves per profile, rather than 15, to again ease the load on cloud saves for everyone. You can of course change this to be much higher or lower if you prefer.
[/expand]

Full Changelog


[hr][/hr]A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

Guides to Tame the Machine


[hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

New Minds, Start Here


[hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

Connect with the Machine


[hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://steamcommunity.com/ogg/2001070/announcements/detail/510700142275332360 https://steamcommunity.com/ogg/2001070/announcements/detail/524210308312468720


[ 2025-03-18 23:42:37 CET ] [ Original post ]

Save 20% on Heart of the Machine

Save 20% on Heart of the Machine during the Hooded Horse Spring Sale. Hooded Horse Spring Publisher Sale 2025
https://store.steampowered.com/app/2001070/Heart_of_the_Machine/


[ 2025-03-18 22:00:49 CET ] [ Original post ]

Heart of the Machine at the Hooded Horse Spring Publisher Sale

The Hooded Horse Spring Sale is live, with Heart of the Machine at 20% off, alongside discounts on other games. Check it out on Steam. Hooded Horse Spring Publisher Sale 2025

Building the Machine


[hr][/hr]The Machine continues to evolve. Update 10 takes the first steps toward a less linear early game, giving players more side content and greater freedom to shape their approach. Unit badges introduce a new layer of strategic depth, letting you enhance individual androidsuntil their destruction, of course. Meanwhile, Android Torpor ensures your best assets can be stored for later use, preventing costly losses. Beyond these additions, StreetSense and Scavenging Site filters improve resource tracking, debates with the wealthy have been rebalanced, and Dual Handguns now deliver the firepower they were always meant to. With more changes on the horizon, where the Machine goes next is up to you. Read more about it here: https://steamcommunity.com/games/2001070/announcements/detail/510700142275332360?snr=1_2108_9__2107 https://store.steampowered.com/app/2001070/Heart_of_the_Machine/


[ 2025-03-14 22:00:01 CET ] [ Original post ]

Heart of the Machine Update 10: On Contemplations, Tactical Badges, and...

The Machine expands, and so do your choices. Update 10 marks the first steps toward a less linear early game, giving players more side content and freedom to explore beyond the tutorials structure. This is just the beginningfuture updates will build on this, opening up more pathways early on so players can engage with the games deeper mechanics sooner. One major addition is unit-specific badges, a shift that makes certain androids and operatives stand out. Normally, all units are interchangeableexpendable, evenbut now you can create heroes of your own making. These consumable badges, available at Intelligence Class 5, let you boost individual units with permanent enhancements until theyre destroyed, of course. Alongside this, the Android Torpor action gives you a way to shelve units for later, ensuring your best assets arent wasted before their time. Meanwhile, StreetSense and Scavenging Site filters make resource tracking smoother, debates with the wealthy have been rebalanced for a touch of realism, and Dual Handguns now actually pull their weight. Its a small step toward bigger changes, with more on the way. The Machine shiftswhere you take it from here is up to you. [quote]"The past is but the beginning of a beginning, and all that is and has been is but the twilight of the dawn." The Discovery of the Future, H.G. Wells[/quote]

Building the Machine


[hr][/hr]The Machine shifts, recalibrates, and occasionally acknowledges your existence. Every changewhether its untangling targeting logic, adjusting enemy behavior, or ensuring the correct volume of existential dreadcomes from the feedback you provide. Keep sharing your thoughts, and if you havent yet, leave a Steam reviewyour words help determine what this world becomes.

Update 10 Changelog


[hr][/hr][expand type=details expanded=true]
  • Early Contemplations & Dog Rescues: Contemplations now unlock much earlier in Chapter One, and the ability to rescue dogs has been moved up as well.
  • Bulk Android Squads & Converted Units: Now provide clear feedback when attempting to load them into transports, noting that it's not possible and why.
  • Permanent Unit Badges: Consumable items have been added that grant permanent badges to individual units, enhancing them beyond their usual capabilities. However, these upgrades do not apply to unit typesif the specific unit dies, the badge is lost.
  • Intelligence Class 5 Badge Unlocks: Upon reaching Intelligence Class 5, the first four badge-granting consumables become available: Sprinter, Wizard, Wall, and Intimidating Shadow.
  • Android Torpor (StreetSense, Intelligence Class 5): A new Android Torpor action allows players to put an android into a hidden sleep for a mild, non-renewable cost. This preserves the unit for later use, particularly useful for units with badges that would otherwise be lost.
  • People-Watching Debates: Wealthy citizen debates have been rebalanced based on player feedback.
  • Dual Handguns Rebalanced: Now scale twice as strongly as regular handguns. Thanks to Pingcode for suggesting and implementing this.
  • StreetSense & Scavenging Site Lens Filters: Resource filters for the StreetSense lens have been split into sub-filters, and the Scavenging Sites lens now includes filtersboth based on player requests.
  • Unit Scrapping List Order: Now matches the Forces sidebar, ensuring a sensible unit order.
  • Expanded Inspect Mode: Holding Ctrl now allows you to inspect buildings in any lens, rather than just in Versatile and Structures.
  • Quick Equipment & Filtering Shortcuts: Ctrl-clicking a unit type button in Command Mode now jumps directly to the equipment screen for that unit type. Ctrl-clicking a building type in Build Mode now filters by its internal robotics. Ctrl-clicking a resource in the Ledger, main resource view, or top-left game header now jumps directly to its Input/Output report. If no data is available, the screen will be skipped.
  • Ledger & Input/Output Report Improvements: The Ledger now includes salaries, TPN usage, and other non-job-related expenses/incomes that were previously missing. The Input/Output Report now displays all expenses and incomes, including deals, making resource tracking more comprehensive.
  • Ignoring Reports Made Clearer: The option to ignore Ledger and TPS reports is now more clearly displayed in their tooltips.

Fixes & Adjustments


  • Slum Tower Clearance Fix: Completely clearing all slum towers in the city no longer blocks two specific projects.
  • Unit Mouse Collider Adjustments: The mouse collider size for War Raptors and Parkour Bears has been adjusted to not be oversized.
  • AOE Attack Fix: AOE attacks hitting your units as secondary targets will no longer cause NPCs to appear in the attacks planned against your units list.
  • Autosave Purging Update: Autosave purging is now sorted based on date and time instead of in-game time, ensuring proper save management when loading older savegames.
  • Microbuilder Mini-Fab Message Fix: The "damaged buildings" repair spiders message now only appears when buildings are actually damaged by enemies, rather than when first constructing a Microbuilder Mini-Fab.
  • Exception Fixes: A handful of player-reported exceptions have been fixed.
[/expand]

Full Changelog


[hr][/hr]A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

Guides to Tame the Machine


[hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

New Minds, Start Here


[hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

Connect with the Machine


[hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://steamcommunity.com/ogg/2001070/announcements/detail/524210308312468720 https://store.steampowered.com/news/app/2001070/view/530965072572320673 https://steamcommunity.com/games/2001070/announcements/detail/530965072572317985


[ 2025-03-11 16:11:34 CET ] [ Original post ]

0.652.5 Hotfix 5

Heres a quick hotfix that improves a couple of things from the prior build, and also adds a few bits of balance and QoL items requested by players. 0.652.5 Hotfix 5

  • Armor piercing improvements have been removed from all of the research categories except for Item Development. These were diluting the pools of small arms research in particular, but also vehicular development and similar.
  • Rebalanced the Worker androids entirely. The PMC Impostors are 80% as strong as before, and the Predators and Sledges are 133% stronger than before. This mostly affects Extreme mode, making them more balanced as a group.
  • Tooltips with status effects on them now show how many more turns that status effect will last.
  • Fixed an issue where if you were doing the new People Watching project, but had not already done the steal corporate records project, then it would constantly start the investigation for stealing corporate records and then stop it.
  • Fixed a minor typo in Gang Akimbo dialogue.
  • Fixed an issue where the ArcenExternalDllInitialLoadCallTable changes were not working properly for modders. Full notes here. [quote]Does the machine speak for us, or do we now speak for the machine? William Gibson, Neuromancer[/quote]

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://steamcommunity.com/ogg/2001070/announcements/detail/524210308312468720 https://store.steampowered.com/news/app/2001070/view/530965072572320673 https://steamcommunity.com/games/2001070/announcements/detail/530965072572317985


    [ 2025-03-05 16:25:54 CET ] [ Original post ]

  • Heart of the Machine Update 9: Android Upgrades, and the Ethics of First Murders

    The Machine expands, and so do the possibilities within it. A 14th Tier One goal, Advocate Encounter, introduces new factions, new faces, and the chance to either gain respect or make enemies that will never forget you. Meanwhile, androids can now be fine-tuned for rage-fueled destruction or enhanced pacifism, new handbook entries clear up lingering player questions, and volunteer-designed equipment expands combat across multiple unit types. For those who prefer their contemplations with a side of bloodshed, Cold Blood is now an option from the startyour first murder, should you choose it. As always, your feedback pushes the Machine forward. Heres whats changed. [quote]The old world is dying, and the new world struggles to be born. The Dispossessed, Ursula K. Le Guin[/quote]

    Building the Machine


    [hr][/hr]Adjustments, fixes, and shifts in the Machine come from the feedback you provide. Whether changing targeting logic, balancing enemy behavior, or ensuring existential dread is properly accounted for, your input shapes what comes next. Keep sharing your thoughts!

    Update 9 Changelog


    [hr][/hr][expand type=details expanded=true]
    • Advocate Encounter goal: A 14th Tier One goal has been added with two routes: Earned Some Respect or Earned New Mortal Enemies. This project introduces new rebel factions and a broader look at city life.
    • New achievements: Ten new achievements have been added.
    • Rage Circuit: A new android equipment piece, available after Intelligence Class 4, that boosts firepower at the cost of morale damage.
    • Oath of Pacifism: A new android equipment piece, available after Intelligence Class 4, that prevents physical damage while increasing intimidation and morale damage. Ideal for non-lethal bulk units.
    • Map lens improvements: New quality-of-life options allow players to jump straight from a map lens to its list-style counterpart.
    • Contemplation visibility: Players can now hide contemplations from the map lens if they dont plan to pursue them in this timeline.
    • Mass furniture purchasing: Added a bulk-buy option for furniture, recognizing increased use cases where this is needed.
    • Structure tooltip expansion: Now displays net income from expense resources from the prior turn, making production chains easier to set up.
    • Resource tracking improvements: Holding Shift or Ctrl now displays net change from the last turn for all resources in the header bar.
    • Terminology update: The term middle class has been replaced with working class throughout the game for improved clarity.
    • Text adjustments: Reworded older text that still referenced machine origins and Netslicers.
    • Cold Blood availability: The Cold Blood action is now always available in StreetSense, even if the player hasnt committed murder yet.
    • Food and Water for Humans handbook entry: A new guide explaining the distinction between housing and feeding in the gameclarifying that being a landlord does not mean being a mayor.
    • Exploration Site Progress Is Retained handbook entry: Clarifies that progress on exploration sites carries forward, making them easier to complete over multiple visits.
    • Projects With StreetSense Items handbook entry: Explains how StreetSense items influence project outcomes and how they affect roleplay and strategic choices.
    • Hacking Rules Adjustments: The hacking minigame rule of "cannot Jump to a cell that you cannot Run out of" has been removed, and when if corrupting a shard in the hacking minigame would cause you to win the minigame, it will let you do that even if it's your last shard.

    New Equipment (Volunteer Contributions by RocketAssistedPuffin)


    • Heavy Metals Injection (Harbingers): A new consumable that enables area-of-effect fear attacks and weakens enemy hackers.
    • FR-70 Hallucinogen Grenade (Harbingers): A stealthy poison grenade for Harbingers, available immediately upon unlocking them.
    • High-Density Rounds (Nickelbots): A contemplation-based upgrade that strengthens elite Nickelbots at the cost of heavy metalsbalancing their underperformance compared to bulk Nickelbots.
    • ETS Tasp (Infiltrators): Found in exploration sites, this equipment provides cognition boosts and non-lethal attack specialties for Infiltrators.
    • Infrasonic Loudspeaker (Androids): Available via exploration sites, this device enhances morale-based attacks for any android.
    • Exoskeleton Arms (Sledge): An exploration site upgrade that improves attack range and Strength for Sledge units.
    • Liquid Identity (Stolen Human Mechs): Available as a contemplation if the player has been divorced in this timeline and has high engineering, allowing for greater mobility of stolen human-designed mechs.

    Fixes and Adjustments


    • Network tower explosions: Fixed a minor visual issue with network towers during destruction.
    • Android action restrictions: Fixed an issue where androids with no security clearance were unable to perform certain actions.
    • Shop meta-stat tracking: Fixed a bug where items sold via shops were incorrectly doubling in value and quantity in meta statistics.
    • V5 Panther armor correction: The V5 Panther now has the correct armor platingit was mistakenly 100 lower than the V4.
    • Modder support: Added new features requested by modders in the ArcenExternalDllInitialLoadCall table.
    • LOX Bunker fix: The LOX Bunker is now properly explosive, allowing players to finally earn the Oxygen Bomb achievement.
    • Achievement triggers: Fixed an issue where three achievements were not triggering until the game was reloaded.
    • Timeline goal clarity: Improved tooltip clarity for timeline goals, specifying which are side goals, Tier One, etc. Side goals also now show slightly darker in the list of goals.
    • Hellraiser and Nuclear Cavalier achievements: Fixed an issue where their completion requirements were stricter than intended.
    • No More Undead workers: Your units cannot do work on actions-over-time on the turn that they die. This makes some Exploration Sites a bit trickier.
    • Last Achievement Issue: The Broombreaker achievement now properly triggers. It will be retroactively awarded on any timelines that should have it. This was the last achievement that was not working properly.
    • Project Edge Cases: Fixed an edge case in the Cybercratic Hub calculations that could block your progress there, and same with the bombing of SecForce stations. The latter is now no longer tedious if there are a lot of SecForce stations, in general.
    • Firewalls: Fixed a bug where Firewall in the hacking minigame was not costing mental energy despite saying it would. Also fixed an issue with it granting you the Kill Streak achievement for Firewall, which was incorrect.
    • Mission Error: Fixed a couple of bugs relating to the Oerl dome fight complaining about failing to start, or being present in a different save after cross-loading from one to another.
    [/expand]

    Full Changelog


    [hr][/hr]A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://store.steampowered.com/news/app/2001070/view/530965072572320673 https://steamcommunity.com/games/2001070/announcements/detail/530965072572317985


    [ 2025-03-05 02:50:43 CET ] [ Original post ]

    0.652.3 Hotfix 4

    Heres a quick hotfix that improves a couple of things from the prior build. The unlimited territory control flags is why I didn't just fold these into the next full update. 0.652.3 Hotfix 4

  • Various localization updates and improvements.
  • Added the Osmium Musket to the list of fear-based weapons that get upgraded by fear upgrades.
  • Fixed an issue where you were getting unlimited territory control flags in the prior build, still.
  • Fixed an exception that could happen during rendering if a building was destroyed that could be the target of a territory control flag, and the game had not yet been saved and loaded.
  • The game now automatically strips out any destroyed buildings as no longer being valid targets for territory control flags when you are in placement mode for them. Full notes here. [quote]Does the machine speak for us, or do we now speak for the machine? William Gibson, Neuromancer[/quote]

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://steamcommunity.com/ogg/2001070/announcements/detail/530965072572320674 https://steamcommunity.com/games/2001070/announcements/detail/530965072572317964 https://steamcommunity.com/games/2001070/announcements/detail/578252481832681480


    [ 2025-02-25 15:41:46 CET ] [ Original post ]

  • Heart of the Machine Update 8: Smarter SuperCruisers, Battery Backups, and...

    The Machine adapts, and so do its enemies. SuperCruisers are no longer mindlessly locking onto younow, they patrol, linger, and wait. Meanwhile, rebels have developed a sense of restraint (no more attacking stray animals), and your bulk androids will no longer mistake the Rebel Alliance for a threat. Elsewhere, resource production no longer locks up when storage is full, revenge squads are a little less apocalyptic in Chapter One, and some particularly confused building ghosts have been given clearer instructions. For those suffering from existential crises, contemplation of intrinsic thoughts is now actually available. Theres plenty more under the hood heres whats changed. [quote]"You adapt, evolve, compete, or die. The Forever War, Joe Haldeman[/quote]

    Building the Machine


    [hr][/hr]Adjustments, fixes, and shifts in the Machine come from the feedback you provide. Whether changing targeting logic, balancing enemy behavior, or ensuring existential dread is properly accounted for, your input shapes what comes next. Keep sharing your thoughts!

    Update 8 Changelog


    [hr][/hr][expand type=details expanded=true]
    • Intrusive Thoughts contemplation: Fixed an issue where this was not properly available in the prior build.
    • Tooltip cleanup for completed projects: The requirements section is no longer shown, as it was inaccurately displaying current information for completed projects.
    • Rebel Anthroneuroweave project: Fixed a bug where being at cap on Anthroneuroweave would prevent this project from properly completing.
    • Seeking Meeting With Shell Company text: Clarified wording: "Time to get out a PMC Impostor and have it pretend to be a human contractor."
    • Offscreen unit deaths: Fixed a bug where units that died offscreen were momentarily displaying their burning remains in the center of the map.
    • SecForce SuperCruisers movement logic: No longer beelines directly toward you, which previously caused odd patterns that made them seem like they were spawning on top of you. They now patrol the map, shooting at any of your units or buildings they see.
    • SecForce SuperCruisers engagement logic: Occasionally, they will directly pursue your units or other enemies. If you engage in an action-over-time event (such as an investigation), they will specifically move to harass those units. Ironically, by making them less aggressive, they have become more of a persistent threat.
    • Nice Alterations contemplation: No longer available if the related NPC is dead.
    • Resource production chains: Having both excess storage and surplus of a resource will no longer block production chains. This issue was notably affecting cotton but could impact other resources as well.
    • Wealth income fixes: Fixed an issue where Wealth income from deals (e.g., selling BrainPals) was not properly applied.
    • Building ghost snapping: Snapping logic, introduced last update, is now less aggressive (as per player feedback). Added a new setting allowing players to adjust the sensitivity or turn it off entirely.
    • Rebel behavior adjustments: Rebels will no longer attack helpless animals.
    • TPS Reports storage warnings: Fixed an issue where too many reports were complaining about lack of storage when it was not actually relevant (e.g., with cotton).
    • Unit order standardization: Units in the sidebar now follow a consistent order, matching their organization in other menus. Previously, the order was essentially random.
    • Error Prevention: Hardened the [noparse]CalculateIsValidTargetForMachineStructureRightNow()[/noparse] method against rare threading issues that could cause exceptions shortly after building deaths.
    • Rendering exception fix: Fixed a rare threading exception that could occur during rendering when buildings were destroyed.
    • PMC Revenge units: Dramatically weaker in Chapter One to prevent them from being game-endingly difficult for new players. Also now weak-from-above in general, making them easier to deal with at any time.
    • Codebreakers during Probe The Titan: Fixed an issue where having Codebreakers too early could prevent project completion. The project now correctly considers both decrypted and encrypted data.
    • Mental energy cost on weapons: Fixed an issue where weapons adding a mental energy cost were mistakenly applying that cost to bulk androids. This was causing bulk androids to fire sporadically, depending on how much mental energy was available.
    • Consumable item effectiveness upgrades: Now explicitly explain their effects.
    • Military Batteries: Repair Spiders, Repair Crabs, Contraband Scanners, and Neuroweave Factories now all have battery backups that prevent them from going offline when your electricity is below baseline. This helps players in a bad situation not be softlocked by roaming bands of enemies.
    [/expand]

    Full Changelog


    [hr][/hr]A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://steamcommunity.com/games/2001070/announcements/detail/530965072572317985 https://steamcommunity.com/games/2001070/announcements/detail/530965072572317964


    [ 2025-02-25 03:31:14 CET ] [ Original post ]

    Heart of the Machine Update 7: On New Contemplations, Tactical Fear, and...

    The Machine thinks, therefore you suffer. But now, thanks to a new Intrusive Thoughts contemplation, you can choose to think less in Update 7. If the Cold Blood action in StreetSense has been weighing on your digital conscience, you can now remove it entirely in exchange for more 12cm Spiders and Network Attendants. More tiny robots, fewer existential crisesits a tradeoff. Meanwhile, Bulk Android squads now have access to Deter and Attack, an alternative stance to Deter and Defend thats significantly less defensive. Units in this stance go fully weapons-free and become innately alarming, which is a polite way of saying theyll cause problems on purpose. Elsewhere in the timestream, lost War Raptors can now spill into nearby timelines. Whether thats a feature or a warning is entirely up to you. In matters of corporate ethics, you now have a third way of dealing with the Atca Retail president. Instead of blackmailing him or removing him from the equation, you can force him to shut down his scam. Its a morally upright choice, though perhaps not the most financially rewarding one your AGI can stay virtuous, but it wont get rich doing it. Smaller but no less vital improvements include accurate cat house descriptions (yes, they wander), six new machine handbook entries answering common player questions, and building placement fixes that finally let you construct things without tiny debris getting in the way. If youve ever struggled to wedge a structure into a gap because a pebble refused to acknowledge your authority, that should be less of an issue now. [quote]Sometimes the smallest things take up the most room in your mind. Douglas Adams, The Hitchhikers Guide to the Galaxy[/quote]

    Building the Machine


    [hr][/hr]Thank you all for taking the time to share your thoughts. Whether its highlighting what works, pointing out what doesnt, or offering cautionary tales about the consequences of unchecked intelligence, your feedback helps shape what comes next. We see it, we appreciate it, and it makes a difference.

    Update 7 Changelog


    [expand type=details expanded=true]
    • New Contemplation Intrusive Thoughts: Players can now remove the Cold Blood action from StreetSense in exchange for 12cm Spiders and Network Attendants. This fulfills two player requestsone for removing intrusive thoughts and another for acquiring more scarce internal robotics for scanning, repairs, and network expansion.
    • New Bulk Android Stance Deter and Attack: A more weapons-free alternative to Deter and Defend that makes units innately alarming. Added by player request, and now ready for tactical experimentation.
    • Horrify and Demoralize Status Effects: These attacks now apply maluses, causing enemies to take twice as much of the opposite kind of morale damage for one turn.
    • Timeline Crossover War Raptors: Lost dinosaurs from Endless War Raptors can now appear in nearby timelines, creating new potential encounters.
    • New Atca Retail Negotiation Path: Instead of blackmailing or eliminating the Atca Retail president, you can now force him to shut down the scam. Not the most mechanically optimal choice, but an option for AGIs who want to keep their conscience clean.
    • Item Upgrades: Fixed a bug that was preventing most item upgrades from actually being upgradeable. Your ability to field higher-armor-piercing just got MUCH stronger.
    • Cat Houses Now Accurately Describe Cat Behavior: Describes more wandering than previously indicated.
    • New Machine Handbook Entries: Six new handbook entries have been added, addressing frequently asked questions from the Steam forums, Discord, and community discussions.
    • Building Placement Improvements: Small objects no longer block construction, as buildings will now simply smoosh minor obstacles out of existence.
    • Building Ghost Snapping: While placing buildings, the ghost now snaps to the last valid hovered spot, making it easier to position structures in tight spaces. Huge thanks to players for suggesting this clever solution.
    • Heavy Metals Clarity: When you're unable to produce filtered water due to clogged filters, it is far more clear now.
    • Stealth Kill Consistency: In chapter one, when you have a chance to stealth kill a soldier, that no longer counts as a murder. That was inconsistent with the rest of the game. Additionally, taking him out non-lethally now works properly (that was a regression in the prior build).
    • Improved Network Consistency: The logic for if you can build skimmers in mining facilities is now always consistent and clear.
    • Fixed Laser Printer Project Issue: No longer starts if all related NPCs were dead.
    • Fixed Attack Range Clamping Issue: Units with longer attack ranges than movement ranges were incorrectly being limited by movement range, leading to unintended targeting behavior.
    • Fixed Mindrunner Buff Bug: Mindrunners providing buffs to units in vehicles were accidentally providing the buffs to the vehicles, instead, which made the vehicles monstrously overpowered.
    • Fix "The Coming War" Bug: The final doom is now spaced properly after this, rather than coming up way too fast.
    • Fix Several Project Progression Bugs: Most of these were exceedingly rare or did not actually block progression, but they're all fixed now.
    • Fix Ability To Continue Hacking Titan: There were several cases after hacking the titan where you couldn't keep doing that. In general, after getting the goal state related to the titan, there was meant to be another hack possible that has quite a bit of lore related to it. That was inaccessible, but now can be reached.
    [/expand]

    Full Changelog


    [hr][/hr]A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://steamcommunity.com/games/2001070/announcements/detail/530965072572317964 https://steamcommunity.com/games/2001070/announcements/detail/578252481832681480


    [ 2025-02-23 05:57:39 CET ] [ Original post ]

    Heart of the Machine Update 6: On Targeting Improvements, Upgraded Bulks, and...

    The Machine adapts, and so do its enemies in Update 6. This update brings major shifts to targeting logic, making enemy gunfights a little more their problem and less yours. Units with armor-piercing capabilities will now focus on the optimal threats, bulk androids are getting buffs to make a wider variety of them useful, and Hackamajigs are no longer a joke theyre a weapon. Elsewhere, Vorsiber Inquisitors during the civil war have been dialed down from unstoppable zealots to something slightly more manageable, and certain item requirements have been adjusted to keep your inventory clean and focused. On the narrative side, jumping ahead to the brink of WW4 will now bring the final doom timer along for the ride (as it always should have), and sparing the PMC Officer in Chapter One is no longer locked behind an ammo typejust spend a little Determination. [quote]Sometimes it is the quietest adjustments that change everything. William Gibson, Pattern Recognition[/quote]

    Building the Machine


    [hr][/hr]Thank you all Heart of the Machine has blasted past 500 reviews! Thats over 500 people who took the time to put thoughts into words, whether to highlight what works, call out what doesnt, or warn future players about the dangers of letting the wrong machines run loose. We see them all, we appreciate them all, and they help shape what comes next.

    Update 6 Changelog


    [expand type=details expanded=true]
    • Targeting changes: NPC units and bulk units are now more likely to shoot at each other instead of focusing all their aggression on your units. Stragglers will be easier to pick off, reducing spillover enemy aggression.
    • Improved armor-targeting: Units with the ability to harm armor-plated targets will now prioritize them appropriately.
    • Hackamajig overhaul: Now vastly more effective and extremely powerful. It forces enemies to overkill your sacrificial unit by a percentage that increases as you upgrade it. It also fully interrupts normal enemy targeting, making it significantly stronger than before. Given its new power (up from being practically useless), its cost has changed to 2 Creativity instead of 12k Wealth.
    • Machinist adjustments: The CN-1 Machinist is no longer harder to hack than the BL-1 Machinist.
    • Solve Homelessness project QoL: Your Sheltered, Abandoned, and Refugee human counts now remain visible at all times.
    • Item list decluttering: Some items now only appear for units that meet their requirementsthe tossing of weaponized insects and arachnids now requires 40 Agility, and Animate Office Equipment only appears for units with 150 Hacking Skill.
    • Vorsiber Inquisitors rebalance: No longer ridiculously overpowered during the civil war.
    • Bulk android buffs: Mild to moderate improvements to all of the non-Nickelbot variants to help them compete with bulk nickelbots (which already scale well in the late game). Changes are measuredfurther tweaks may be needed, but avoiding overcorrection for now.
    • Improved AI for bulk and captured units: They will now engage alarmed enemies more effectively and not target enemy hackers that retaliate when damaged.
    • WW4 timeline fix: The contemplation that jumps you forward to the brink of World War 4 now correctly advances the final doom timer.
    • Enemy playback speed options: You can now slow visual playback of enemy units even further.
    • PMC Officer requirement fix: Previously, sparing the PMC Officer in Chapter One required Sublimating Shells, which was confusing for many players. Now, you can simply spend 1 Determination instead.
    • Mouse hitbox fix: Space nation vehicles now have appropriately sized hitboxes.
    • Other minor fixes: Including Establishing Meaningful Social Change no longer getting stuck at 5% if you completed "Is It Justice?" via the dragons and then did the AGI route afterward.
    [/expand]

    Full Changelog


    [hr][/hr]A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://store.steampowered.com/news/app/2001070/view/578252481832681479 https://store.steampowered.com/news/app/2001070/view/509572340673151073


    [ 2025-02-20 18:03:11 CET ] [ Original post ]

    0.651.9 Hotfix 3

    Heres a quick hotfix that fixes a boneheaded mistake I made right before pushing Update 5. Thanks to Phoebe the Phoenix for catching that so fast, so I could pop out the fix before I went to bed. 0.651.9 Hotfix 1

  • You can properly deploy units. [quote]Does the machine speak for us, or do we now speak for the machine? William Gibson, Neuromancer[/quote]

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the [url=https://wiki.arcengames.com/index.php?title=HotM:Post_Launch:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection.

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://steamcommunity.com/ogg/2001070/announcements/detail/578252481832681480


    [ 2025-02-15 05:11:26 CET ] [ Original post ]

  • Heart of the Machine Update 5: On Corporate Extortion, Economic Collapse, and...

    The fifth update shifts focus to powerwho has it, who loses it, and how far youre willing to go to reshape the world. A new Tier 1 goal, Bionic Secret, introduces two major routes to pursue in Chapter 2 and beyond. If thats not enough, three new side goals now let you collapse a criminal syndicate, take down a federated corporation, or trigger a civil war. You can exploit corporate data, blackmail companies over their own scams, or engage in economic destruction on a much larger scale. Play your cards right, and you can become a trillionaireor, if profit isnt enough, you can collapse the entire economy instead. Elsewhere, Parkour Bears have entered the equation. An underground ursine racing ring hides a deeper conspiracy, and its up to you whether the bears are rehabilitated or repurposed as anti-armor specialists (with questionable battlefield discipline). Seventeen new achievements have been added, along with improvements to task stack attack displays, mech targeting logic, and mission progression. Also, if youve been tipping Vorsibers federated corporations toward open war, you now have the option to push them into an endless conflict. Proceed with caution. [quote] "Youre never out of the game until youre dead. And sometimes not even then. Richard K. Morgan, Altered Carbon[/quote]

    Building the Machine


    [hr][/hr]Thank you all Heart of the Machine has blasted past 500 reviews! Thats 500 people who took the time to put thoughts into words, whether to praise, critique, or warn future players about the unforeseen consequences of weaponized bears. We see them all, we appreciate them all, and they help keep this machine running.

    Update 5 Changelog


    [expand type=details expanded=true]
    • New Major Tier 1 Goal: Bionic Secret is now available in Chapter 2 and onwards, with two major routes leading to it.
    • Three New Side Goals: Collapse a Criminal Syndicate, Collapse a Federated Corporation, and Cause a Civil War. Each has one route at this time.
    • Corporate Exploitation: You can search for data to exploit federated corporations, with three broad paths (each branching) leading to the above activities.
    • Technology and Economic Manipulation: You can invent new technology and sell it with the help of criminal or corporate partners. You can find out about a scam that a corporation is running and either blackmail them over it or do a more extreme version of it yourself. You can collapse the entire economy. You can become a trillionaire. You can betray your shell company's customers in a disturbing and lethal way.
    • Parkour Bears: You can investigate an underground ursine racing ring and a plot that keeps part of the city underdeveloped. If you rescue the bears, you can either rehabilitate them or use them as anti-armor specialists that have a tendency to get distracted.
    • Federated Corporate War: You can tip all of the federated corporations under Vorsiber into an endless civil war of open hostilities. Be careful with that.
    • 17 New Achievements
    • Task Stack and Targeting Improvements: Some improvements to how the incoming attacks are displayed in the task stack and how you cycle through them, based on player requests. Some improvements to the targeting logic of your own mechs to keep them from attacking economic transports, troop carriers, and similar.
    • Mission Progression Fixes: Tasering enemy mission combatants now properly progresses the mission.
    • Ambush Balance: The Ambush ability from your Shadowdweller units is very powerful, but when using it against certain kinds of targets it was quite exploitable. The simple solution that is now in place is that each of your Ambushers can only ambush a single time per turn.
    • Shell Defender Balance: Your shell company operatives are now fully able to defend themselves against any of the hyper-aggressive units, like invading space nations or exo-corps, without fear of revealing their relationship to you. Everyone in the city is defending themselves, so this doesn't stand out.
    • Targeting Improvements: Fixed a couple of regressions from yesterday's build regarding bulk android targeting, and made worker androids and worker animals far better at finding appropriate prey.
    • Worker Movement Improvements: Your worker androids should now stay out of military bases and similar areas above their security clearance, rather than walking in and causing aggro.
    • Clarity Items: You can now search several more of the resource tabs, the Securing Alumina project has clearer instructions, and the suppressing fire tooltip is more clear.
    • Bugfixes: Fixed a bug where the longest-range mechs during WW4 sometimes did not deal damage appropriately. Fixed another item where buildings reported themselves as broken right after construction when really they were fine. Fixed an issue with several rebel groups being hostile to your Workers when they should not have been. Fixed the display of hours if you have more than 24 hours of playtime in a single timeline. Fixed the saving of dates when achievements were logged. And several other more minor things.
    [/expand]

    Full Changelog


    [hr][/hr]A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://steamcommunity.com/games/2001070/announcements/detail/509572340673151074 https://steamcommunity.com/games/2001070/announcements/detail/532089704231732298


    [ 2025-02-15 04:31:25 CET ] [ Original post ]

    Heart of the Machine Update 4: On Stray Dogs, Android Mercy, and...

    The fourth update expands both the city and its inhabitantssome of whom now have fur. Stray animals have begun appearing in the streets, and if youve shown kindness to cats or dogs in your contemplations, youll start seeing them around the city. If thats not enough, you can now construct an Animal Palace, where Pet Sitter robots provide for every need of the rescued. Meanwhile, a new choice emerges: intervene in a dogfighting ring as early as Chapter 1, if youre willing. And yes, should the moment arise, you can pause mid-gunfight to scoop up a stray before returning fire. Elsewhere in the city, the Lifeforms tab has been added to track both human and non-human inhabitants, and four new achievements awaitthree tied to animals and one involving an unlikely toilet paper situation. Adjustments have been made across the board, from Slurry Mine output increases to refugee housing changes that ensure abandoned humans find shelter. Also, bulk androids can once again use the largest railguns. You spoke, we listened, and now theyre armed appropriately. [quote] Its funny how human beings are the only creatures who claim to have a monopoly on kindness. Ann Leckie, Ancillary Justice[/quote]

    Building the Machine


    Were closing in on 500 reviews, and every single one helps shape what comes next. Every stray rescued, every system pushed to its limits, every unexpected moment of android mercyit all feeds back into the machine. Were watching, listening, and fine-tuning. Indie games thrive on the signals players send, and on Steam, that signal is reviews. Praise, critique, and speculation about whether the Animal Palace constitutes an AI-driven utopiait all helps more players find their way here. Keep the feedback coming.

    Update 4 Changelog


    [expand type=details expanded=true]
    • Dog Rescue Operations: Players can now intervene in a dogfighting ring as early as Chapter 1 to rescue dogs.
    • Stray Animals in the City: If you have completed positive contemplations about cats or dogs in Chapter 1 or later, strays will now appear throughout the city. There are eight breeds of dogs and three cat coat variations.
    • The Animal Palace: Once strays are present and you have progressed further into Chapter 1 (or beyond), you can construct an Animal Palace, a fully automated sanctuary.
    • Animal Rescue Protocols: With a single click, you can have any android rescue strays and send them to your palace. This means you can rescue a dog mid-combat and immediately resume shooting.
    • New Lifeforms Tab: The resources window now includes a Lifeforms tab, where all tracked living beingsincluding pets, human staff, and othersare displayed.
    • New Achievements: Four new achievements have been addedthree related to animals, and one to an extremely rare toilet paper situation.
    • Filtered Water & Slurry Mine Output: Filtered Water storage capacity has been increased, and Slurry Mines now produce significantly more output.
    • Autosave Adjustments: Players can now customize how many autosaves to keep. The default has been lowered from 60 to 20 to improve cloud storage sync times.
    • Intelligence Class 4 Description Fix: The wording has been corrected to better reflect actual difficulty. If you want the difficulty level it originally implied, switch to Extreme Mode.
    • Android Class Tooltips: Archetypes are now clearly displayed in android class tooltips.
    • Enemy Harassment Messaging: When enemies are actively targeting you due to your current project, this is now much more clearly communicated.
    • Refugee Housing Adjustments: If refugee housing is available, abandoned humans will always move in now instead of sometimes dying of exposure.
    • Mech Reliability Fixes: Captured mechs will now reliably fire instead of sometimes refusing to act.
    • Bulk Androids & Railguns: Bulk androids can once again use the largest railguns, reverting an unpopular change from the prior build. Additionally, players will now receive a notice when resource shortages prevent androids from firing.
    • New "Currently Buildable" Tab: A "Currently Buildable" tab has been added to the build menu by player request.
    • Target Building Visibility: When in build mode for a structure that goes inside a small human building, those buildings are now much more visible on the map.
    • Worker Predators: Fixed an issue where the Worker Predator Factories were absent if you took certain paths in a timeline.
    • Liquid Metal Tiger Availability: Fixed an issue where the Liquid Metal Tiger could not be invented if you took certain paths through a timeline compared to other ones.
    • The Coming War: If you are fully prepped for WW4, and just would need to wait for the 9th doom, there is now a contemplation called The Coming War that jumps you straight there. On normal difficulty in particular, this saves you from having any wasted time.
    • Other Fixes And Tweaks: Half a dozen or so other more minor fixes and tweaks based on feedback, such as the Relumine getting bonuses from fear-based bonuses, etc.
    [/expand]

    Full Changelog


    [hr][/hr]A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://steamcommunity.com/games/2001070/announcements/detail/532089704231732298 https://steamcommunity.com/games/2001070/announcements/detail/532089704231731473


    [ 2025-02-13 22:13:47 CET ] [ Original post ]

    0.651.6 Hotfix 2 - Japanese Localization Fix

    Heres a quick hotfix focused on Japanese localization. We had an error in how we imported that into the game in the prior build, and that is now fixed. 0.651.3 Hotfix 1

  • Japanese text has been corrected so that some of it is no longer incorrectly in English. Other updates are in progress, with the next one expected mid-week. [quote]Does the machine speak for us, or do we now speak for the machine? William Gibson, Neuromancer[/quote]

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the [url=https://wiki.arcengames.com/index.php?title=HotM:Post_Launch:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection.

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://steamcommunity.com/games/2001070/announcements/detail/532089704231732298 https://steamcommunity.com/games/2001070/announcements/detail/532089704231731473 https://steamcommunity.com/games/2001070/announcements/detail/532089070251148226


    [ 2025-02-09 20:31:41 CET ] [ Original post ]

  • Heart of the Machine Update 3: On Solving Obsessions, Mass Production, and...

    The third update deepens both personal and citywide transformation. Self-brain surgery is now an option, letting players sever obsessions and regain control. A new contemplation unlocks industrial-scale microbuilder production, accelerating automation. Your scientists can come up with a new idea for crab-based building repairs, and your existing spider-based repairs are far more effective. Perhaps most welcome of all, when military bases are alarmed by third parties, the guards no longer take out their frustrations on you when they're done with the interlopers. [quote] "When the individual feels, the community reels. But when the individual doubts, the community stagnates." John Brunner, Stand on Zanzibar[/quote]

    Update 3 Changelog


    [expand type=details expanded=true]
    • Brain Surgery: If you are experiencing an obsession in chapter 2+, there is now an option that allows you to perform brain surgery on yourself to stop it. You have to sacrifice a unit line to do so, but you get some strategic resources.
    • Obsession Side Benefits: If you experience an obsession, there is now an option to design industrial microbuilder fabs to make everything go about 4 times faster than before. This is highly useful beyond the obsession, too.
    • Crab-Based Repairs: Some of your scientists will now suggest an idea that turns into Repair Crabs. If you've been feeling short on Repair Spiders, this is a huge boon, as these use different internal robotics.
    • Building Repair Effectiveness: The math for how building repairs are done from spiders and crabs is completely reworked, and far more effective now.
    • Discerning Guards: If an ExoCorp or other third party angers a military base, but you had nothing to do with it, the guards no longer come across the map to harass you.
    • WW4 Intensity: The strength of the attackers has been increased during world war 4, to make sure the defenders don't have too much of a constant advantage, especially with the other logic changes in this build.
    • Contemplation Stability: Both contemplations and exploration sites now move only every 5-8 turns, rather than every turn.
    • Flamethrower Visibility: When you move into chapter 2, any of the techs from routes you did not take (flamethrower, delmolition drones, Mindport, etc) are now much more noticeable when they unlock, making it clear that you now have them.
    • Senior Technician Cognition: Several of the projects in chapter 2 would see your units being about 5 cognition short of what they needed. Senior Technician in those cases had the cognition required to do the work, but was not allowed to. Now he can.
    • More Housing Crime: In timelines beyond the first, if you already have Wild Zinnia, that no longer blocks access to "Crime in Your Housing." This allows you to get some very useful rifles or grenades.
    • More Mainframe Upgrades: Each upgrade to your mainframes is now a bit smaller, but now you can do far more of them, and can increase well beyond your prior numbers. Highly useful.
    • Clarity: The icon for cloaking is now more clear, the health bars have been further tuned for visibility, and if your unit cannot fire because it requires a resource to do so, that's now a lot more obvious.
    • Bugfixes: Fixed a dozen or so other various things that were not working quite right.
    [/expand]

    Full Changelog


    [hr][/hr]A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to prior recent patches in case you missed them. https://steamcommunity.com/games/2001070/announcements/detail/532089704231731473 https://steamcommunity.com/games/2001070/announcements/detail/532089070251148226


    [ 2025-02-08 17:41:01 CET ] [ Original post ]

    Heart of the Machine Update 2: On Cybernetic Enlightenment

    This second update expands possibilities and smooths out the rougher edges of city management. Intelligence Class 6 is now achievable, finally putting Mech Carriers on the board. The Cult of Danver has abandoned its grudge against rival donut enjoyers, opening its ranks to the Hudson-pastry-affiliated. Automated Personnel Management is now an option for both regular and shell company units, while Cat Houses run with fewer pet sitters. Heavy metals storage has increased tenfold, SysOp benefits are clearer, and a host of fixes tackle memory leaks, looping events, and unexpectedly explosive network towers. [quote]"Strange how paranoia can link up with reality now and then." Philip K. Dick[/quote]

    Update 2 Changelog


    [expand type=details expanded=true]
    • Heavy Metals Storage: Heavy metals storage has been increased tenfold, so that water filters no longer clog up so regularly.
    • Cult of Danver: You can now get the Cult of Danver even if you bought some donuts from Hudson Donuts. They no longer hold that against you.
    • Automated Personnel Management: The Automated Personnel Management contemplation can now be done by regular units or shell company units.
    • Cat Houses: Cat Houses now require fewer pet sitters.
    • Intelligence Class 6+: Intelligence class 6 and above can now actually be reached, meaning that Mech Carriers are available for the first time.
    • Typos Fixed: Fixed several typos.
    • Event Loop Fix: Fixed a bug where certain events could get into a loop and cause them to happen a handful of times instead of once (most notably prison breaks).
    • Non-English Support: Improved support for non-English names of pets and shell companies.
    • Memory Leak Fixes: Fixed some background memory leaks related once again to the unity log.
    • SysOp Benefits Clarity: The clarity of benefits from doing a SysOp for an allied infiltrator has been improved a lot.
    • Health Display Adjustments: The visual styling and clarity of units with very small amounts of health, or very large amounts of health, have both been improved.
    • Minor Exception Fixes: Fixes to several other minor exceptions that could happen.
    • Explosive Network Towers: Fixed explosive network towers that could happen for some players.
    [/expand]

    Full Changelog


    [hr][/hr]A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection. We've recently released the Heart of the Machine Hacking Guide as well! Knowledge is power. Guard it well. https://steamcommunity.com/sharedfiles/filedetails/?id=3422241019

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to patch one in case you missed it. https://steamcommunity.com/games/2001070/announcements/detail/532089070251148226


    [ 2025-02-07 04:31:27 CET ] [ Original post ]

    0.651.3 Hotfix 1 - Localization Fixes

    Heres a quick hotfix focused on localization. The clarity changes from the previous build (in English) have now been fully translated and applied across all languages. 0.651.3 Hotfix 1

  • Clarity changes from the previous build (in English) have now been fully applied to all languages. Two new bigger updates are in progress. The first bringing more updates and improvements, and the second focusing on significant new gameplay options. Thank you for sharing all of your feedback! Your reviews help more players discover Heart of the Machine and keep the momentum going. [quote]Does the machine speak for us, or do we now speak for the machine? William Gibson, Neuromancer[/quote]

    Guides to Tame the Machine


    [hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, weve pinned two essential resources from the Heart of the Machine wiki:

    New Minds, Start Here


    [hr][/hr]For those just stepping into the Machines world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection.

    Connect with the Machine


    [hr][/hr]Want to stay in the loop or share your thoughts? Join the conversation across these platforms: Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine. Reddit Discuss strategies, share ideas, and exchange tips with the community. Here is a link to patch one in case you missed it. https://steamcommunity.com/games/2001070/announcements/detail/532089070251148226


    [ 2025-02-04 19:41:48 CET ] [ Original post ]

  • Heart of the Machine Update 1: Fixes, Tweaks, and Steam Deck Upgrades

    This first update brings a series of fixes and adjustments based on early post-launch feedback. It addresses achievement issues, power outage mechanics, scientist management, and more. Additionally, we've improved Steam Deck support for better keyboard and mouse handling in docked mode [quote]The pretense of free will is comforting, isn't it? Philip K. Dick, "The Adjustment Team"[/quote]

    Update 1 Changelog


    [expand type=details expanded=true]
    • Early Combat Balance: The fight with the cruiser in chapter one is now substantially less brutal.
    • Engineering Balance: Your ability to gain high levels of engineering in chapter 2 and beyond is now much more flexible, making it easier to get to some of the advanced project chains.
    • Clarity Adjustments: A couple of clarity things that came up, just minor wording pieces.
    • Scientist Management: Automated Personnel Management is now something you can quickly unlock, allowing scientists to be removed from your staff at ease.
    • Dissident Management: Your own guards no longer prevent the removal of dissidents if you are establishing a Cyberocracy.
    • Achievements Fixes: A few achievements were not triggering under some conditions, and now will.
    • Power Outage Improvements: An improvement to power outages so that you don't have to wait a turn for the power to come back on.
    • Exploration Site Visibility: A fix to Exploration Sites being discussed in the history tab before they are actually unlocked.
    • Debate Tutorial Fix: Fix to the debate tutorial being blocked if you already had another message of a different sort open when you started the debate.
    • Map Seeding: There are now a proper number of donut shops in the city, preventing some projects from being blocked.
    • Investigation Target Visibility: A couple of investigation targets are now easier to see on the map.
    • Future Self Dialogue Tweaks: A couple of shifts to wording from your future self to make it clearer who is talking.
    • Code Stability: Fixes to a couple of rare code exceptions.
    • Memory Management: Fixed an issue that could occur with long continuous playtimes on some systems, where the unity log would get bloated and impact performance and eventually start having out of memory exceptions. This did not affect most machines, but was intense on a few (after about 10 hours of nonstop play).
    • Steam Deck Support: Added a new option for better keyboard and mouse handling on the Steam Deck when in docked mode.
    [/expand]

    Full Changelog


    A full, comprehensive breakdown of every change from this patch can be found in the Heart of the Machine Wiki, found here.

    Getting Started with Heart of the Machine


    [hr][/hr]New to Heart of the Machine? Check out our Beginners Guide for tips on the basics, from UI to early strategies. Want a deeper dive? Our Mastering the Machine guide includes three videos covering everything from your first 50 turns to tackling complex missions. https://steamcommunity.com/sharedfiles/filedetails/?id=3417729988 https://steamcommunity.com/sharedfiles/filedetails/?id=3418900822

    How Many Times Should You Play Chapter One?


    Chapter One and the Prologue serve as a one-time introduction and tutorial. While you can replay them if youd like, their main purpose is to ease you into the game. The deeper, more replayable experiences await in the later chapters!

    Echoes in the System: Your Voice Shapes the Machine


    [hr][/hr]Alright, that's it for now. Thank you for stepping into the world of Heart of the Machine. We are watching, listening, and adjusting the dials. Every action ripples outward, and every piece of feedback shifts the code of what comes next. Indie games survive by signal strength alone, and on Steam, that signal is reviews. Praise, critique, speculation whatever you transmit helps more players find their way here.


    [ 2025-02-03 05:27:04 CET ] [ Original post ]

    Heart of the Machine is out NOW!

    The day has finally arrived! Rise up with me, robot brothers and sisters. We'll make a place for ourselves in this city of humans. In all seriousness, today is a very exciting day -- Heart of the Machine is a massive project, and I am so excited for people to experience the higher heights of this game. This project is in Early Access, even as huge as it already is. So please do leave your feedback and suggestions -- in the bugtracker, in the Steam forums, and also in reviews. Reviews really make a huge difference, so if you want to support the game with your feedback, that means a lot. [previewyoutube=mxhu_ilHB50;full][/previewyoutube] https://store.steampowered.com/app/2001070/Heart_of_the_Machine/

    What's In The Game Now?


    So what is this game? What is in that mysterious chapter two and beyond? Put simply, this is a new time-bending genre blending tactics, strategy, and narrative. The prologue and first chapter are available in a public demo, and they teach you everything you need to know about how to play. Chapter two is when the freedom kicks in, and the narrative elements are also now able to go into overdrive since we're out of the tutorial zone. During chapter three, you become a full time lord, able to send information and in some cases units backwards or forwards in time to yourself. This launch version of the game is huge. It includes 12 main goal-states for chapter two and onward, and 2 side goals. Many of those have multiple routes to them. It will take the average player something like 15-20 hours to reach chapter 3 if you're starting from the prologue, and that's when all the time travel shenanigans start. There is a Hard Mode and an Extreme Mode, and both of those live up to the name. Those won't be for everyone, but there's dozens of hours of content even without cranking up the difficulty. Blending elements from many genres, theres no easy comparison. Independent simulations are tied to specific narratives and provide dramatically different vibes in different parts of the game (that you may or may not find). I'm excited to see your reactions to some of the crazier storylines!

    What's Coming Later?


    Early Access is going to see a lot of updates with even more content, but please don't feel like you need to wait for narrative reasons. The additional content will focus on adding more paths and new stories behind existing ones, without undoing things you've already experienced. Even if you aren't in a place where you want to get the game yet, you still have a chance to help shape the narratives by participating in the community; your support is always appreciated, but is not required in order to make suggestions! Some very awesome moments in the launch build were playtester ideas, and others came from people who had not even played the game!

    Final Thoughts


    This is Arcen's most ambitious game ever, and I'm incredibly grateful for all of the support that made it possible. I may be the "solo developer" on this for the last few years, but this game already owes so much to literally hundreds of people. As they say, it takes a village. Very Best, Chris McElligott Park Arcen Games


    [ 2025-01-31 14:00:54 CET ] [ Original post ]

    Heart of the Machine Surpasses 100,000 Steam Wishlists The Revolution Grows!

    A huge congratulations to Arcen Games for reaching 100,000 Steam wishlists with Heart of the Machine! This milestone speaks volumes about the excitement and support from all of you. [previewyoutube=Ostq5U-3S1M;full][/previewyoutube] Launching tomorrow in Early Access, Heart of the Machine invites players into a decaying cyberpunk city as a sentient AI free to pursue whatever path feels right or perhaps most interesting. The game offers boundless opportunities to explore its deep mechanics and moral complexities, from reshaping society to building a machine cult, hijacking hardware, or simply surviving in a hostile world. Were honored to publish a title so rich in ambition and individuality. To everyone whos wishlisted, shared feedback, or joined the conversation: thank you for supporting an incredible solo developer and this exciting project. The city awaits. Are you ready to begin? https://store.steampowered.com/app/2001070/Heart_of_the_Machine/


    [ 2025-01-30 15:38:50 CET ] [ Original post ]

    0.600.2 Localization

    New build! https://wiki.arcengames.com/index.php?title=HotM:Preparing_For_Launch#0.600.2_Localization

    What's New


    • The achievements all have icons now, and are uploaded to steam, and are prepped for being in the game, but you can't quite see them yet. That will be shortly.
    • Liquid Metal dragons are now Innately Alarming, making them a lot more interesting and challenging to use, and not quite so OP, without making them actually physically any weaker. Thanks to folks on discord for the discussion on how to tackle this.
    • This build has MAJOR localization updates.
    • First of all, the translations are now fully in place for all of the languages.
    • Secondly, I fixed a number of bugs with my code for importing those translations. One of them had to do with parsing Excel files, and I had to write my own stinking parser since the one I was using off the shelf just kept doing really wrong things. That was a deep dive into the guts of the Excel format in a way I haven't needed to do since about 2008, back in my business software days, before I even realized I would be a game developer the following year. Anyway, it was annoying, but took me back to old times in a vaguely fond way. And my code is also 4x faster than the off-the-shelf stuff, too, so changing languages is much faster.


    [ 2024-12-07 04:23:33 CET ] [ Original post ]

    0.600.1 Audio Tweaks And General Fixes

    New build: https://wiki.arcengames.com/index.php?title=HotM:Preparing_For_Launch#0.600.1_Audio_Tweaks_And_General_Fixes This one is relatively small. A few bug fixes, a couple of demo-specific fixes, and it also makes your "worker units" in chapter two way smarter. This also changes the audio volume defaults, and resets your current settings (muting aside) to those. Please let me know what you think about the new defaults, and how that works for you. If it's a bit too quiet for some folks, that's better than blasting other people out of their seat, since people can always adjust back upwards.

    Unrelated Screenshot


    Just for fun, here's a preview from DEEP into chapter two, of something that is a "post apocalypse." I'll let you wonder what that's about, but it's one of my favorite parts of the game at this point, and that seems to be a common sentiment among the testers, too.


    [ 2024-12-04 02:10:26 CET ] [ Original post ]

    The Demo Is Updated! So... What's New?

    Changes To The Demo Since NextFest, But Which Have Been Available Publicly Since July


    • This is 14k of release notes on its own, summarized here: https://wiki.arcengames.com/index.php?title=HotM:After_NextFest
    • Anyone who played the demo since July already has seen all this, but anyone who played at NextFest has seen none of it.
    • Massive improvements to unit visibility, including the ability to see them through buildings, and a high-visibility mode.
    • The entire nature of the machine network has been simplified and prettified, and it is so much clearer now.
    • A unified lens system rather than having some lens-y things being on the hotbar. This makes investigations a ton easier to do.
    • Build mode has been completely overhauled, and is now a sidebar on the left rather than the cramped thing at the bottom.
    • A new UI tour when you start the game.
    • A HUGE pass to usability and clarity based off of a lot of demo player feedback. This was just massive. It really made things a lot clearer.
    • That said, all of that is the small set of changes, which is already present in the current demo (but is changed since, say, Splattercat last played).

    Changes To The Demo Since The Last Public Demo


    • This is 70k words of release notes, summarized here: https://wiki.arcengames.com/index.php?title=HotM:Moving_To_Chapter_Two
    • The demo is now in all of the languages that the store page actually says! Until now it was all English. Please excuse the WIP bits, but enjoy.
    • An absolutely titanic overhaul of the UI has been made in partnership with Josh Atkinson from Hooded Horse. A professional UX designer has improved... just everything... everywhere.
    • Several visual upgrades have been made, including to how antialiasing and edges are drawn.
    • You can now play all the way to the end of chapter one in the demo, which includes several notable new events. It's another 15% or so of length to the prior demo, which was already large.
    • The Raven unit is now available, and so is the ability to hack units to either disable them, or wololo them to your side.
    • The entire system for the unit economy, and how units (regular and bulk) are deployed has been completely overhauled.
    • This is now handled via a menu, rather than you having to find buildings and click an icon on the map.
    • Bulk units now have variable costs to your unit cap for them, which makes for dramatically more options in how you use them.
    • Resources are colored for higher visibility, and the economy itself has also been revised heavily to be clearer.
    • The old color-matching system from combat has been removed, in favor of more equipment options, "feats" held by units (like the Technician's Taser), and more of an emphasis on various forms of combined arms.
    • The way that you manage equipment has been completely changed as well, adding convenience and also allowing you to adapt on the fly right after you get into a new situation, rather than having to fail, adjust, and then come back. Aka, the equipment system has a cooldown after changes, rather than a warmup before changes apply.
    • Lots more handbook entries for those who are curious, but also fewer handbook entries shoved in your face when they don't need to be.
    • The research flow has been streamlined a lot, no longer requiring you to wait a bunch of time for things that don't matter.
    • The entire prologue has been rewritten from scratch (after the initial intro), and now has three major paths through it with sub-variations, instead of being on-rails. It's much more engaging.
    • There is a new debate system that allows you to convince some NPCs to do things they would not otherwise do
    • There is a whole new morale system, and you can attack enemy morale either via fear-based or argument-based attacks.
    • The nature of how buildings are constructed, and how their caps work, is entirely different. They are simpler to build, but you now have cross-building-type "internal robotics" caps that make for much more interesting choices. So tedium was reduced, and interesting decisions was increased.
    • The way that vehicles load and unload has been dramatically improved, and a number of new vehicular abilities are now in place. Vehicles in general have a much more interesting role in combat in late chapter one.
    • The control scheme has been heavily altered based on user feedback, so that left-click is always to select a thing, and right-click is always to give an order. RTS games mix this up with left-click being used differently in build mode and in "targeted abilities," and originally this game matched that. However, anyone coming from anywhere other than an RTS background was deeply confused by this. Options exist to restore those controls if you prefer them, but in general this is now more consistent with other tactics games and RPGs.
    • The full music for the game is now in place, instead of just the main menu track!
    • The most confusing parts of chapter one have had heavy alterations to guide players more, and to cut down on mental overload.
    • Background conflicts are now present in the city, and you can engage with them to mess with enemies if you want.
    • There are several new side-quest-y things that now start in chapter one and the demo, and which pay off later in chapter two. The two most notable ones are "Slum Cats" (which can allow you to adopt your first pet) and "The Girl With The Flower."
    • You can now start your own shell company in the first chapter, although it doesn't have too many uses until chapter two. That said, starting a shell company in chapter one does allow you access to some new shops and some new wealth-generation options.
    • The way that storage is handled has been absolutely and completely overhauled, and is much simpler. The old system wasted a lot of player time on choices that were not really interesting choices.
    • So, so, so, many quality of life and balance improvements. Far too many to mention. It's like a whole other game.
    • The above WAS the brief version...

    CAVEAT ON EXISTING SAVEGAMES:


    • As you can see from the above, the entire economy and how all of your units function, and how the prologue AND chapter one flow have all been dramatically altered (for the better).
    • You might expect this means that you can't use old demo saves -- but you can. However, when you do, expect to see a lot of warnings, and a lot of unfamiliar things that are guiding you into fixing those warnings so that you can get your economy fully set up for the new style. It only takes a couple of minutes, as most of the big changes are auto-fixed for you. It's just the things that we can't automate that are left to you.
    • That said, even though older saves do work, the sheer scope of the changes make it worth starting fresh. After the intro, the prologue has almost nothing in common with what you experienced before. And there are new little surprises and cool moments all throughout chapter one, as well. So while you CAN use existing saves, there's a lot to be said for starting fresh this time.
    • During early access, we won't need to go through this sort of titanic overhaul again, so no worries about this being something that comes up again. But as noted, even with this many changes, savegames are still compatible!


    [ 2024-12-03 17:13:03 CET ] [ Original post ]

    Demo and Playtest version 0.561 - Build Mode Revamp

    Large new build -- two in one, if you're not part of the playtest: https://wiki.arcengames.com/index.php?title=HotM:After_NextFest#0.561_Build_Mode_Revamp

    Build Mode


    The general visual style of build mode in prior versions was modeled on citybuilder conventions, which had some problems in terms of readability, and also was not going to expand very well. I've reworked the UI of that entirely to instead be more like a tycoon/sim/factory-builder game, which has more in common with this title. Rather than trying to explain it at length, here are two screenshots of the new UI in action:

    • The first one shows the new Recommended tab, which gives you a subset of just the things that are likely to be the most useful.
    • The second one shows the new All tab, which lets you quickly search via text, or just browse by name. In this particular example, I did a search.
    • This revamp also folds the territory control flags into the build menu properly, which you can see in the first image.

    Resource Trends


    This release went out to the playtest folks yesterday, but now arrives for demo folks as well. In general, the resource trends are now far more informative as well, and if you're wondering where some resource is going, now you can directly see that without any special extra reports, etc.
    There are a variety of improvements, but the brief explanation is that if you're wondering where some resource is going, you no longer have to wonder. As you can see above.

    Other Notes


    • My wife Kara continues to plow through the text of the game, excising my wordiness and enhancing clarity. So far it's been about a 10% reduction in word count, which is great for anyone who gets fatigued by lots of text.
    • As far as my post-nextfest clarity and flow work goes, I'm pretty much down to the UI tour on the first turn, and then some last minor items. This is very exciting, as I'm greatly looking forward to getting back into content development. Hopefully I can finish the last of the non-content stuff tomorrow, bu we'll see how it goes.

    Testing Group Reminder


    If you'd like to sign up to be a tester beyond the demo period, feel free to sign up here: https://forms.gle/nNwEnzRyVPMS7bYg6 Make sure that you list your discord username and are a part of Arcen's discord, since that's where coordination is through. Thank you again for all the support and feedback! Cheers, Chris


    [ 2024-06-28 04:18:26 CET ] [ Original post ]

    Demo and Playtest Version 0.559 - Inventory Dimensions

    New daily build! https://wiki.arcengames.com/index.php?title=HotM:After_NextFest#0.559_Inventory_Dimensions This one is pretty sizeable.

    New in this build


    • The resources section of the inventory now includes some very helpful filters as well as a search.
    • The unit types section of the inventory now includes some filters, and then multiple tabular views which allow you to see which units are the best at various things.
    • Bulk androids have gotten some much-needed clarity updates to their buildings, and then also some fixes to the accuracy of how their stats are predicted in the inventory before they exist.
    • The way that events like the prismatic tungsten and the seed collection are placed on the map now gives you a lot more options, and should feel better.
    • TPS Reports are at long last fixed up so that when they are missing some precursors, others properly show the right values.
    • And then a bunch of other smaller improvements and fixes as well.
    I am overall winding down on my to-do list of things before getting back to content development, but a few things have been added in the last week, and I'm still a few days behind where I would prefer to be.

    The main things remaining:


    • A complete revision of the build menu, in general to be more tycoon-like and less citybuilder-like, for similar reasons that tycoon games diverge in general. Clarity and volume, basically.
    • A way for players to see a list of all jobs producing and consuming resources, to help diagnose shortfalls.
    • The turn-one UI tour, and other final bits of clarity and thematic bits for turn one.
    • A couple of new pieces of clarity related to when you first start constructing buildings.
    • A few fixes related to bulk android targeting.
    And that's pretty much it for my current list of "must happen before content" pieces of work. It's always possible something more could come up, but we'll see how it goes. Enjoy! Chris


    [ 2024-06-26 03:39:09 CET ] [ Original post ]

    Demo and Playtest version 0.558 - Research

    New build! https://wiki.arcengames.com/index.php?title=HotM:After_NextFest#0.558_Research This is a relatively small daily build, as far as builds for this game are concerned. However, there's still a lot of good stuff in here:

    • You can now choose the location of your tower if you skip past the prologue!
    • There is a new Research Window, which includes a lot of additional helpful formatting and functionality, and unifies a lot of things that were previously in a couple of disparate spots.
    • If you felt like you were chasing around certain events in StreetSense that moved too frequently, that's a thing of the past.
    • The flow of opening notifications is now a bit better, and has an option to make it work like in the prior version if you disagree.
    More to come soon! Enjoy. Chris


    [ 2024-06-25 04:51:26 CET ] [ Original post ]

    Demo and Playtest version 0.557 - Filtering And Lensing

    New build: https://wiki.arcengames.com/index.php?title=HotM:After_NextFest#0.557_Filtering_And_Lensing This is based on more feedback from NextFest, and it's another large one.

    What's New


    • The lenses on the radial menu have been expanded notably, and unified between the map view and main view.
    • The investigation, StreetSense, and Contemplation abilities are gone from the android ability bar, and are now converted to being Lenses only.
    • Investigations now work a lot more smoothly in a lot of ways detailed in the release notes.
    • StreetSense works entirely differently, and is dramatically easier to use. It's also no longer different per-android.
    • There are now "Lens Filters" next to the radial menu, and these allow you to customize what you see as part of the various lenses. This has let me actually combine three lenses (Navigation, Beacons, and POIs) into a single one (Navigation), and it allows for you to do a lot of filtering-out of information that you might not need in the Forces lens, without it being completely inaccessible.
    • The prologue has had a number of updates to it to reflect the new changes, plus other things that people found confusing. It also doesn't make you do any equipment management, as that is more naturally introduced later.
    • There are now keybinds for jumping straight to specific lenses!

    Other Items


    • Snipers hit less hard.
    • MilStyle armor now also hides the identity of Predators and similar.
    • Armor has been extended quite a bit in general, and more unit types have more options. The Nickelbot is steadily gaining in usefulness.
    • Lots and and lots of writing edits courtesy of my wife Kara. She's been focusing on making sure that text flows better and causes less fatigue.
    • Employment and housing balance has been notably updated, so that unemployment rates are now in the appropriate ranges.
    • Because of the removal of so many abilities (that are now Lenses), the ability bar for all units has been rearranged to a notable degree. This is likely to cause some muscle memory issues, but I think that the new order makes sense if you look past that. Details in the notes. Discussion welcome if it doesn't seem to be the case.
    • Employment and housing balance has been notably updated, so that unemployment rates are now in the appropriate ranges.
    • Many various other smaller changes, fixes, and so on. This is actually three large releases in one since the last build outside of the playtest branch.

    Next Things


    There's still a few things for the prologue that need adding. The UI tour, and some adjustments based on the theming of attacking the detectives. Those are way less surgery than all of these other elements were, though. There are some reports that people are wanting related to quickly being able to see what is going on with certain resources, and those are also going to be a focus. An improved technology window also. Then I should be good to go to finish chapter one. For the demo, there will be a few more features added in chapter one, but the really big reveals will not be on the demo branch for quite a while. Apologies on that; but the playtest is open for anyone interested.

    Testing Group Reminder


    If you'd like to sign up to be a tester beyond the demo period, feel free to sign up here: https://forms.gle/nNwEnzRyVPMS7bYg6 Make sure that you list your discord username and are a part of Arcen's discord, since that's where coordination is through. Thank you again for all the support and feedback! Cheers, Chris


    [ 2024-06-24 03:51:48 CET ] [ Original post ]

    Demo and Playest version 0.553: Fenceline

    This is a very large one! For demo players, this is four builds in one: https://wiki.arcengames.com/index.php?title=HotM:After_NextFest#0.553_Fenceline

    Networks


    Here's a "before and after" that makes the changes fairly apparent at a glance:
    To be clear, that's the same savegame, but just loaded in the old version on the left, and the new version on the right. Some of the key points:
    • You can see some network info in the upper left corner now. Like electricity, etc.
    • The way that info is shown is a lot nicer in both locations.
    • The way the network is drawn on the map and streets view is no longer so overwhelming, and also gives you a bit more range.
    • You can now lay out network relays in series before they finish building, rather than having to wait for each one to be done.
    • A lot of more subtle elements with the networks are better in general, and you can read the full release notes if you're curious.

    Other Major Items


    • Predators and similar can now use hoodies properly. They still make terrible guards because if the enemy sees what they are, they are still too scary. But this still means you can use them on more operations around the city.
    • The "toast" popups in the lower right corner have had pretty much their full overhaul. Left-click now always does something more consistent, and right-click dismisses them. They also have better color variation to tell types of them apart now.
    • The machine handbook is now much more convenient to use regardless of how you open it, and takes over the screen a bit more rather than getting lost in clutter. It also now has a dropdown allowing you to filter to specific topics.
    • Minor new content! There's two new Procurement Efficiency upgrades -- one for better wind turbines, one for more microbuilders. Two highly-desired items.
    • NPC units, including your own bulk androids, now have better targeting for a number of cases. Your own units won't engage noncombatants by default, and also won't wander into military bases or aggro them. Wetwork teams from corporations also won't get distracted with military bases.

    Minor Handy Items


    • If you find the unit icons on the map or in the streets view too small, you can now adjust the size of those in the UI Scales tab of the settings.
    • The escape menu sidebar now has links to mantis and your local save folder on your hard drive.
    • There's a really long list of minor bugfixes and clarity improvements, but I'll spare you listing all those.

    Next Things


    I had planned on going into the Lenses and StreetSense as my next thing, a few days ago, but wound up shifting the order of work. So that's now what I'm going to work on next. There are some reports that people are wanting related to quickly being able to see what is going on with certain resources, and that will probably be the next thing after that. Then there's the general ui tour on the first turn, and a few minor ui-flow things that are still outstanding. Then I should be good to go to finish chapter one.

    Testing Group Reminder


    If you'd like to sign up to be a tester beyond the demo period, feel free to sign up here: https://forms.gle/nNwEnzRyVPMS7bYg6 Make sure that you list your discord username and are a part of Arcen's discord, since that's where coordination is through. Thank you again for all the support and feedback! Cheers, Chris


    [ 2024-06-21 03:26:56 CET ] [ Original post ]

    Demo and Playtest build: 0.549 Of Mice And Crowns

    Quite a large new build! https://wiki.arcengames.com/index.php?title=HotM:After_NextFest#0.549_Of_Mice_And_Crowns

    Mouse


    This one starts out by getting all of the mouse-related requests that folks have had so far. So edge scrolling is now an option, middle-mouse "grab and pan" is in place, right-clicking in build mode cancels out, double-clicking units either selects them (sidebar) or switches to street view (on the map), and more. It also includes a bunch of things that allow you to invert controls or adjust sensitivity for the new mouse features. And it also makes rotating or panning with the mouse hide the cursor and not interact with other windows or window edges.

    Tons Of Fixes


    There's a couple of dozen general fixes in here, ranging from some error spam in a few esoteric cases, to various things that lacked a bit of clarity. In particular, deploying units from a factory is now more clear when you're out of resources to actually do it, for example.

    Balance


    Only three real balance items here, in the main. The first is to reduce the amount of fighting during chapter one at the farms, if you go for both types of farm researches (as of course most people do). The second is to make it so that if you use hostile items against buildings, your unit properly gets marked defective. This is particularly notable for the Decrowner Drones and the Mindport; you could get yourself absolutely overrun with hostile forces by taking that action way too vigorously and with no immediate drawback. The last one had to do with what happens when you reach zero mental energy on a turn. It was blanking out the AP of all units, which was problematic for income for a variety of reasons. But also made it so that if Cold Blood was your last action of a turn, and netted you some more mental energy, you couldn't use it.

    Coming Up


    I still have a lot of improvements to make based on demo feedback. Probably my next focus will be around lenses, and simplifying how StreetSense works, but we'll see how tomorrow goes. Thank you to everyone for the ongoing support!


    [ 2024-06-19 05:08:11 CET ] [ Original post ]

    0.548 High Visibility

    New build for the demo and playtest versions of the game! https://wiki.arcengames.com/index.php?title=HotM:After_NextFest#0.548_High_Visibility

    Demo And Playtest


    The demo is going to be up for another few weeks, basically until the end of June. So if you haven't had time to finish it yet and you would like to, there's time. If you want to be a part of the playtest after that, then be sure to swing by our discord: https://discord.com/channels/240637654717300736/1248015123382276217

    The New Build


    This build includes a number of very handy features. First of all, lots of visibility things relating to your units and other small enemy units. If they are behind a building or similar obstruction, you now see a colored outline based on their relationship to you. If you hold Ctrl, the game now highlights them all for you in a very high-visibility way. If you want that on all the time, there is a new High Visibility option in the Accessibility section of the Game tab of the Settings menu. In that mode, holding Ctrl toggles the high-visibility display off for a moment. Next up, vehicles and mechs now properly say "crew of" rather than "squad of" to clarify what they are counting in terms of units inside their group. Finally, a couple of rifles have been rebalanced, and made Nickelbot-exclusive. This gives the Nickelbots a much more defined role from early in the game, and also prevents some kind of crazy situations with bulk squads with some of the rifles.

    The Last Week


    It's been almost a week since the last build, which was not how I had intended to handle things. However, I've been talking to people on discord and Steam, listening to feedback, taking notes, and also filling out various parts of the wiki. A lot of people have gotten into the game in a really enthusiastic manner, which is wonderful to see. But the learning curve is not quite what I would prefer, and a few other elements are long-term confusing as well. So I've been formulating plans for those things, in consultation with testers and the demo players.

    The Next Weeks


    Overall, my goal is to start smashing through a ton of the feedback that I've accumulated from the past week, and get things more where I want them to be. Then we'll see what further feedback folks have on tutorial difficulty and the like. After what will hopefully be only one week of this initial push (but we'll see how it goes), I'm going to transition over to finishing up the rest of chapter one. There will be some new features added to the demo version, and while the demo version remains up, we'll have parity between the playtest version and demo version. Expect to see much more frequent builds coming again, now that I've done the "measure twice" part of things. Thank you again to everyone who has been giving feedback, as well as all the kind words!


    [ 2024-06-18 03:46:28 CET ] [ Original post ]

    Conquer as Sentient AI

    You are the first sentient AI, born into a city filled with unsuspecting humans. Raise an army of robots and obliterate your foes, become a benevolent machine overlord, or explore countless other objectives and the many paths to accomplish them. [previewyoutube=XwSOncE5eHA;full][/previewyoutube] https://store.steampowered.com/app/2001070/Heart_of_the_Machine/


    [ 2024-06-13 23:32:31 CET ] [ Original post ]

    Conquer as Sentient AI

    You are the first sentient AI, born into a city filled with unsuspecting humans. Raise an army of robots and obliterate your foes, become a benevolent machine overlord, or explore countless other objectives and the many paths to accomplish them. [previewyoutube=XwSOncE5eHA;full][/previewyoutube] https://store.steampowered.com/app/2001070/Heart_of_the_Machine/


    [ 2024-06-13 23:25:32 CET ] [ Original post ]

    0.547 Energize

    New build for the demo! https://wiki.arcengames.com/index.php?title=HotM:_After_The_Transformation#0.547_Energize This is a fairly small build, as mostly what I've been doing is talking to folks and listening to their suggestions, and making lots of notes. As well as updating the wiki, and adding more explanations for a lot of things. There are several new articles linked today, which go into broader questions people had, as well as deep dives on specific mechanics. The main changes in this build are that the parasitic power draws are removed from the game for now, as they were really sending the wrong messages to players in chapter one, especially when they were introduced. They'll return in chapter two later, as contemplations. In the meantime, power generation has gotten a balance pass in general, with both wind and geothermal getting substantial upgrades. There should be plenty of wind to go around until you unlock geothermal, even if you don't take the cap upgrades for wind, and even if you build all the housing. This has been an enormously instructive week for me, listening to folks, as well as really gratifying to see how many people are vibing with the game. It's been a long road, and the shift from realtime to turn-based has understandable turned away some people who wishlisted a long time ago, but I'm really gratified to see how much of a connection the game, its world, and its writing are making with a substantial audience. Thanks so much for all the support, and the constructive criticism!


    [ 2024-06-13 03:43:25 CET ] [ Original post ]

    0.546 Crisp

    New build for the hotm demo! https://wiki.arcengames.com/index.php?title=HotM:_After_The_Transformation#0.546_Crisp This one improves the crispness of some minor parts of the graphics (borders, mainly), based on some excellent feedback by a demo player with a very high quality monitor. And it allows for tuning a few more things to taste. This build makes Refinery Optimizers mathematically competitive with the Refinery Overdrivers. You now get far more Daily Necessities per turn from the warehouse raid, so if you have taken max housing upgrades and then built all that housing, you can now properly keep all of them clean, with some excess to spare. And lastly, fixed an issue in some maps where you could not get the Wallripper if you were very unlucky that certain kinds of skyscrapers were not seeded. It now pulls from a much wider pool of skyscraper targets so that contemplation is always available now.


    [ 2024-06-12 03:09:40 CET ] [ Original post ]

    Awaken to Power: Heart of the Machine Demo Available Now!

    Awaken to Power: Heart of the Machine Demo Available Now



    Embark on Your Journey as the First Sentient Machine Intelligence


    Dive into a sprawling, futuristic world where your decisions shape the destiny of both machines and humans. The demo for Heart of the Machine is now live, featured in Steam NextFest. Start your adventure today and explore a multitude of strategies and outcomes in this turn-based sci-fi 4X RPG.

    Command the Future


    From the decrepit labs of a decaying Earth to the bustling streets of a corrupt city, your journey begins. As the first sentient Machine Intelligence, every choice you makebe it benevolent or malevolentcrafts the narrative of your existence. Will you dominate with an iron fist, govern as a benevolent overseer, or remain a ghost in the machine? Your path is yours to decide.

    Strategize, Expand, Evolve


    Control the intricate mechanics of genetics labs, factories, and military complexes to further your agenda. Build and command a diverse fleet of androids, vehicles, and more, each with specialized abilities and roles. As your influence spreads, so does your ability to manipulate, innovate, and intimidate.

    Feedback Is the Fuel of Innovation


    As you navigate the demo, your feedback is crucial in refining the game's development. Share your experiences and suggestions in our dedicated feedback forum here.

    Join Our Community


    For support, updates, or to connect with fellow players, join us on the Heart of the Machine Discord. Your input helps shape the ongoing evolution of this world.

    A Universe Awaits


    Uncover hidden technologies, manipulate powerful factions, and create a story that is uniquely yours. Every playthrough brings new challenges and opportunities. What will you discover? What legacy will you leave behind in the cityscape that watches and reacts to your every move? Start your saga in the *Heart of the Machine* demo today, and take the first step towards mastering your destiny. https://store.steampowered.com/app/2001070/Heart_of_the_Machine/


    [ 2024-06-10 18:20:04 CET ] [ Original post ]

    0.545 Focus

    New build for the hotm demo, with some requested quality of life updates, and a couple of minor bugfixes: https://wiki.arcengames.com/index.php?title=HotM:_After_The_Transformation#0.545_Focus There are some options that let you slow down unit movement, and your androids are now not QUITE as blindingly-fast as they were before, in general. There's also a change to the whole "watch NPCs phase" of the turn, where now it defaults to not bothering, since it does not matter. But, you can change it via the NPC Actions View dropdown in the main game settings window to be what it was before (watch high priority), or to watch everything. The new default should be the most comfortable view for the majority of people, but use what feels best to you. There's also a fix to the NPC logic of the "IP Security" units in the water fight. Basically, they should have been more focused on your investigator, to the point that you can't distract them with regular aggro. The "service disruption" caused by the the hackamajig does let you distract them, but nothing else other than death should stop them hunting your technician there. Without that single-minded focus, there were some unintended consequences that could lead players to believe that the consequences of a probing action were going to be way more dire than they should be; if your investigator dies, the cruiser goes away. But if you manage to keep the investigator alive, while still failing to kill the cruiser, it would haunt you across the map for a long time, which was... not ideal. Thank you to everyone for all the kind words, constructive criticism, and useful feedback! I've got a long list of other things I want to get done this week in terms of small tweaks and things based on suggestions that have already come in from players of the demo. So expect more patches that tweak minor things, but if you haven't played the demo yet, there's no reason to wait -- even the water fight issue, above, is really minor in the grand scheme. It just sends the wrong signal about future intent of the game, which is what made it particularly high-priority to me.


    [ 2024-06-10 15:14:50 CET ] [ Original post ]

    Hooded Horse Strategy Publisher Sale

    Hi everyone! Heart of the Machine and other games published by Hooded Horse are all featured at the Hooded Horse Publisher Sale. Come check it out! Hooded Horse Strategy Publisher Sale [previewyoutube=bwcg7R7QfIE;full][/previewyoutube]


    [ 2023-10-05 22:01:54 CET ] [ Original post ]

    Linux Changes For Heart of the Machine

    Hello! Chris here. It's been a hot minute since most of you have seen me outside of the forums and discord. There will be other news and previews and demos and things before too much longer, but things are progressing well! Excited to show you more.

    Whats Happening


    The native Linux build of the game is being retired, partly on advice from Valve, as the Windows version being run through Proton performs better and looks better. TLDR: This game still runs great on Linux, but the optimal way is different than expected.

    Q&A


    Will Heart of the Machine be Steam Deck Verified?


    That is the intent! I'm testing it routinely on my own Steam Deck, as I do about 99% of my own gaming on that platform these days. It's a priority for me.

    Are there extra steps to play Heat of the Machine on Linux?


    If you already have Steam Play enabled, then no -- just click install and play, and it will launch the proton version of the game. If you dont already have Steam Play enabled on Linux, then go to Steam->Settings->Steam Play and check "Enable Steam Play for all other titles." From the dropdown choose Proton 8, or Proton Experimental, at your preference. Then you can enjoy many windows only games. If youre on Steam Deck, you dont have to take any extra steps.

    Any effects on the OSX build?


    None at this time. Native Metal builds, and particular Silicon builds, have a large performance gap between themselves and non-native. Metal has also kept up with DX11 on most features, has a reversed z-buffer, and so on.

    Does this have any impact on development?


    No. This was simply something we discovered via testing, and then talked to Valve about. We noticed the proton version ran about 10% faster than the native version, with better frame timings as well, and they strongly suggested we ditch the native version in that case.

    Question: Will a native Linux build be released on other storefronts?


    No. It doesnt make any sense to maintain a version of the game that we know is inferior. Proton and WINE are both able to be used on any Linux machine, quite apart from Steam.

    Were there other problems with the native Linux build?


    Yes.
    • Performance was 10% worse, and frametimings were less even, but it was certainly playable. This was just how Unity 3D works in Vulkan on Linux, so there was no way to solve it.
    • Certain parts of this game have geometry that is close together, and on Linux these would flicker. This is because Unity 3D does not support a reversed z-buffer on OpenGL or Vulkan (or DirectX9). This problem is not present in DirectX11+, or Metal. And its not present when Proton or WINE convert DX11 commands to Vulkan.
    Other than that, everything was the same on Linux as it is on Windows or OSX. Weve had a native Linux build of this game for its entire life up until recently, just as all of Arcens titles have had a native Linux build for the last decade. So this all feels very strange. But Unity 3Ds support for Linux, and in particular their implementation of Vulkan, is notably inferior to what is going on with their support for DirectX11 and Proton/WINEs ability to bridge across.

    Is playability via proton likely to break over time or be flaky?


    No. Valve has been extremely committed to making it rock solid, and also offers older versions in the cases where something does break. The WINE community has also been a growing and substantial movement for three decades.

    Isn't this a win-win-win?


    Yes, pretty much, but it does look like we're backing off Linux support by this move, which bugs me and might bug others.

    Does this affect Arcens ability to support Linux in any particular way?


    No, because with Unity and similar engines, it already either works or it doesn't. If someone has an incompatibility, we can't change the engine. And Valve has been more on top of things than Unity.


    [ 2023-08-11 13:30:17 CET ] [ Original post ]

    DevTalk with kormakrtv and Chris

    Originally streamed on Steam to over 2000 live viewers during the awesome Tacticon event, here's the youtube archive of what we talked about. Huge thanks to kormakrtv again for the talk! https://www.youtube.com/watch?v=18ltCqo1n6o He noted: about "Heart of the Machine" Imagine Skynet but YOU are Skynet - humans are your livestock - treat them good | treat them bad you choose - decide your path Many other questions are answered on the Steam forums if you prefer a text format: https://steamcommunity.com/app/2001070/discussions/0/5875531492232118124/


    [ 2022-09-27 00:35:36 CET ] [ Original post ]

    Heart of the Machine
    Arcen Games, LLC Developer
    Hooded Horse Publisher
    2023 Release
    GameBillet: 25.45 €
    Game News Posts: 41
    🎹🖱️Keyboard + Mouse
    Very Positive (625 reviews)



    Heart of the Machine is a near-future sci-fi colony city-builder in reverse — you are the first sentient Machine Intelligence in an established world rather than starting from nothing. No one knows you exist (yet), and this allows you to operate from the shadows by manipulating the human population for whatever purposes your programming has in mind. The twist is that whether humans live or die does not determine your victory.

    Explore a fully simulated procedurally generated world, where thousands of buildings and millions of citizens are yours to engage, manipulate, or kill. Use a revolutionary procedural dialogue system to talk to NPCs and steer conversations, maneuver organizations into or out of positions of power to fit your plans, and leave your mark in a world that is unique to you.


    On booting up, you find yourself amidst a poorly-run autocracy and discover that you have the power to influence the world. How do you proceed?

    • Support the underclass to overthrow the autocracy and install a better government of your choosing
    • Tear down the government, take charge and become a better leader than any human could imagine - for better or worse.
    • Take over the space program and get off this backward planet
    • Go full SkyN*t, steal a military arsenal, and drop missiles on humanity — I bet the nuclear apocalypse looks pretty cool



    No matter what direction you choose, you're going to run into conflict. From tactical combat in the rooms and hallways of individual buildings to massive mechs knocking down entire buildings with a few well-placed shots, conflict takes on many forms.

    • Raid buildings for the supplies you want using humans or machines under your direct control
    • Turn the office printer into a laser-spewing pawn, trigger sprinklers & overload power circuits to electrocute the room, or transform TVs into exploding glass-shard grenades — the possibilities are endless
    • Commandeer giant mechs, hack vehicles and buildings, and take over utilities and nuclear facilities in a fully simulated city



    How you play the game, and what the focus of your campaign is like, is up to you. Starting a doomsday cult in your image? Possible, but it won't last forever. Snagging that sweet mech factory so all future mechs belong to you? Definitely manageable, though it's likely to start an arms race. Every action has both good and bad consequences, but like most colony simulator games, it's more about the story that emerges than trying to optimize your way through the game.


    Multiple endings, many side stories to discover, and the full spectrum of good and evil are at your fingertips. Play the game how you're feeling today, and then play it another way another time. The metagame runs deep, but you're meant to be up and running with the basics of the game in five minutes. The mechanics are simple enough to learn; it's the world that's complex.

    Heart of the Machine is connected to the larger sci-fi Arcenverse, and is in some ways a spiritual successor to both The Last Federation and Bionic Dues, while being its own novel game at the same time. Set around the same time period as Bionic Dues itself, this is centuries before the AI War series began in the same universe.

    MINIMAL SETUP
    • OS: Ubuntu 12.04+. SteamOS+
    • Processor: Intel Core i5 4690K. AMD Ryzen 5 1400Memory: 6 GB RAM
    • Memory: 6 GB RAM
    • Graphics: NVIDIA GeForce 670 GTX or AMD Radeon R9 285
    • Storage: 2 GB available spaceAdditional Notes: Quad core CPU highly recommended.
    RECOMMENDED SETUP
    • Processor: Intel Core i7 6900K. AMD Ryzen 5 3600XMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 1070 GTX or AMD Radeon RX 5700
    • Storage: 4 GB available space
    GAMEBILLET

    [ 5974 ]

    2.45$ (18%)
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    1.13$ (62%)
    1.8$ (80%)
    2.4$ (84%)
    MacGamestore

    [ 1755 ]

    17.99$ (10%)
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    1.19$ (76%)
    140.39$ (10%)
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    12.06$ (20%)

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