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Time travel is difficult -- who would have thought? I've made a number of improvements to the way that late-game timelines function, solving a number of edge cases that you could run into. Mind Annexes have also been rebalanced so that it's much more tempting to get some of the other options beyond just Coprocessors. Your worker androids are notably more intelligent and effective, but so are Slumlords and angry gangs and rebels. If youve spent time with Heart of the Machine and want to leave a review, thatd be appreciated. No need to say more than you mean, but if youve been meaning to write one, Id be grateful. Steam reviews carry weight. For a project like this developed by a single person over many years, every review makes a difference.
Honest thoughts are what matter. Whatever your experience has been, sharing it helps. Its a powerful way to have your voice heard and contributes to how future patches are prioritized and addressed.
Thanks for reading and for playing.
[expand type=details expanded=false]Pressure Points That Are Also Deals: Water Supplier and Open Pantry are now properly categorized as both Pressure Points and Deals in the dropdown.
Firestarter Sanity: The Firestarter perk has been nerfed to only do 0.95x the intensity of "set the target on fire" that Flamethrower does, rather than 2.5x the intensity. This was massively overpowered to a ludicrous degree rather than being minor little addition to an already cool gun.
Mind Annex Options: The number of Mind Annexes that you get has been tripled. The cost of Coprocessors and Temples of Minds have also been tripled, so there is effectively zero change here. Android, Vehicle, and Mech extenders have had their costs stay where they were, which means that they are effectively 1/3 the price they used to be. This should help make them more competitive with Coprocessors, which otherwise dominate.
Timelines Kept Up To Date: Updated the game so that every time you save any savegame, and you're in the correct profile folder for it, AND you're in the most recent turn for that timeline, it updates the central timeline data for that timeline. It does this via a very simply file copy, making things really straightforward. This means that people who use quicksaves to jump between timelines are not going to run into stale older timelines. A very small number of people were doing this, but it was quite confusing.
Remembering Chapter 4: Fixed an issue where if you loaded older savegames in a certain order, your central profile metadata could be overwritten such that it would forget that you were actually in chapter 4. It would get you back to chapter 3, but no further.
Intelligence Class Crossloading: When you are directly loading or saving savegames, or diving into or our of timelines, it no longer plays the sound and shows the animation and message about your intelligence class going up or down.
The Click Paradox: Fixed a complicated issue where some timelines were not properly accessible in the {redacted} if you merged savegames in a certain way. It now repairs the data so that they are properly clickable.
Better Worker Spawns: When you have a cyberocracy hub or similar, it will no longer spawn workers androids in locations that have a security clearance that is too high for them. This was causing needless conflict.
Off Limits Areas: Your worker and bulk androids now make an extra effort to no longer take shortcuts through high-security locations.
Reigning In Aggression: Fixed an issue where if Worker Androids didn't have anything better to do, they would go pick fights with non-alarmed enemy guards. They are meant to hunt enemies, but are only supposed to go after enemy guards if the alarm is one.
increasing Aggression: Slumlords, and angry gang members or rebels, were being way too passive when thrust into a conflict with the player. They now appropriately take out their displeasure on players once more.
Post-Apocalyptic Stealth: Fixed an issue where if you were in the post-apocalypse, and you were playing a stealth network, then it was complaining about your lack of decoy tower.
Wealth Volume Correction: Corrected the commentary about the amount of wealth in one of the private residences. It now says (of 500k wealth): Even amongst managers, it would take over 250 years to earn that much, and it was just lying around. For an average citizen, this is twelve thousand years' worth of income.
Post-Apocalyptic Intelligence: Fixed an issue where your intelligence class could remain too high in the post-apocalypse if you had a deal with the NCOs, or possibly if you had sold a bunch of brainpals. Those no longer help you.
Pocket Nuke Fix: Fixed an issue where if you had two or more of the same kind of pocket nuke, it would accidentally expend two of them whenever you used one of them.
Full notes here.
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.
A new layer of side stories, tactical rewards, and visual clarity arrives in Update 21. The Dark Underbelly framework opens with its first narrative thread, "The Executive Tomb," a contemplation-initiated side arc that is available as early as Chapter 1. Depending on your choices, it can lead to rapid-fire weapons, augments, and the games first diseases. All of it is optional. All of it reactive. Networked weapons and telemetry augments join the Intelligence Class 5 unlock pool, and a set of quality-of-life improvements make territory control and structure placement easier to navigate. One upgrade gets stronger. One hacking event gets a failsafe. And quite a few quality of life improvements on top of all that. If youve been spending time with Heart of the Machine and would like to leave a review, Id be grateful. It doesnt have to be long. Just your honest thoughts, whatever stood out or stuck with you. Steam reviews matter a great deal for a project like this, and they help guide future patches. Thanks again for playing.
Four substantial updates in one week, this week! Next week will be slower, as I'll be working on new late-game goal paths, and that takes a lot of time. That said, there's a lot of exciting things on the horizon over the next couple of weeks, including another feature update tomorrow. Update 20 includes a lot of long-time player requests -- and some more from the last few days. The game has always supported borderless windowed, but now it does so in a manner that does not minimize when you click out of it. There's now a dedicated screen to seeing how much neural expansion you get from each source in a timeline. Several elements that were confusing to new players have been clarified. A couple of the weaker weapons have gotten buffs to ensure they remain interesting. If youve spent time with Heart of the Machine and want to leave a review, thatd be appreciated. No need to say more than you mean, but if youve been meaning to write one, Id be grateful. Steam reviews carry weight. For a project like this developed by a single person over many years, every review makes a difference.
Honest thoughts are what matter. Whatever your experience has been, sharing it helps. Its a powerful way to have your voice heard and contributes to how future patches are prioritized and addressed.
Thanks for reading and for playing.
True Borderless Windowed Mode: The game has been adjusted to be visible in the background if you switch away from it using OS hotkeys, or clicking to an adjacent monitor.
Clarity For Vorsiber Collaborators: If you are a Vorsiber Collaborator start, it now makes sure that you have the midsize microbuilder fabs from the very start of that point, and also makes sure that you are instructed to build those rather than the mini-fabs. This was biting some new players who were using this exit from the prologue.
Flamethrower Math: When holding shift to see the expanded tooltip, Flamethrower now shows the math of how it gets to the amount of morale damage it will inflict.
Quick Electrical View: Clicking the electricity display in the resource header now takes you directly into the input/output list for electricity.
New Neural Expansion View: In the input/output screen of the Resources window, if you have unlocked seeing your intelligence class, Neural Expansion is now the second option in the menu, under Electricity. This shows you the details of where all of your neural expansion is coming from in the current timeline (it also shows contributions form other timelines in one lump amount, for reference).
Firestarter: he AG-31 Relumine shotgun now has a new Firestarter feat attached to it, which sets targets on fire if they are vulnerable to that. The strength of the fire damage is 2.5x of what a Flamethrower does, but only applies to a single target rather than a group.
High-Density Rounds Utility: These have been rebalanced so that they have less of a range penalty, give a little bit less of a damage boost, and give a powerfully-scaling armor-piercing boost.
Shotgun Ambushes: The TS-11 Light Shotgun now gives a 3x Ambush feat (which does stack with other sources of Ambush), making it actually an interesting weapon for those that can use it. The TS-29 Shotgun, which is already quite useful, has been given a 1.5x Ambush value to make sure that it remains competitive in the spectrum of other weapons around the game.
Precision Flamethrowing: Flamethrowers by non-shell-company operatives no longer hit units targeting your shell company, and vice-versa. This is much more in keeping with the nature of how the shell companies are meant to function combat-wise.
More Targets Vulnerable To Fire: The following units were not considered Flammable for purposes of being able to be set on fire by flamethrowers or Firestarter, but now are: Vorsiber Soldier, Vorsiber Inquisitor, SecForce Negotiator, Citizen Advocate (both kinds), and PMC Troopers. Originally, the idea was that their armor protected them, but this was very unclear and gave the wrong impression, such as that perhaps the Fearless perk was blocking them from being set on fire. It also didn't feel right for balance in general.
Nickelbot Engineering Balance: "Nickelbots Are The Worst" now only requires a Nickelbot with 116 engineering skill, rather than 140, making this a bit better balanced for early chapter two.
Drone Cores: The Avionics Core has been split into that plus also a Drone Core. In chapter one, it was really easy to get into a spot where you could block yourself with building too many drone factories and then being unable to build the aerospace hangar.
Pathfinding Exception Fix: Hardened some of the npc pathfinding methods against having exceptions when a building has just recently been destroyed when they are trying to pathfind around.
The Return Of Stealth Vehicles: Fixed a regression in Update 19 where I accidentally removed the ability to cloak from the Iris, Spectre, and Wraith vehicles. That has now been restored.
Full notes here.
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.
Update 19 is careful work. It clarifies early systems, streamlines key interactions, and strengthens the rhythm between planning and execution. Internal Robotics are easier to interpret. Vehicles move with consistency. Extraction Drones respond the moment theyre called. Shelter Coordinators act with purpose. Loadouts arrive prepared. And the broader systems now hold together with greater coherence. The foundation remains the same but whats different is how fluidly everything moves around it. If youve been playing Heart of the Machine and feel its earned a review, that'd be great. No need to say more than you mean, but if youve been meaning to write one, Id be grateful. Steam reviews carry weight. The difference between Mostly Positive and Mixed doesnt just reflect perception; it can influence momentum, visibility, and whether a player even considers clicking through. For a project like this developed by a single person over many years, every review makes a difference. Honest thoughts are what matter. Whatever your experience has been, sharing it helps. Its a powerful way to have your voice heard, and your feedback helps shape future patches, allowing me to make the game even better for you. Thanks for reading and for playing.
The city continues to find new ways to respond.
Update 18 introduces Pressure Points a new class of reactive events that appear across StreetSense starting in Chapter One. These are small, (usually) repeatable strategic encounters that let you prod the simulation from unexpected angles: trigger a glitch in the financial records of a criminal syndicate, redirect a weapons shipment, make a deal with a hitman, or unleash a swarm of spiders across the city.
Eleven of the fourteen events are available as early as chapter one, with the rest appearing in later timelines. Most are on cooldowns rather than single-use, offering fresh tactical tools across multiple difficulties. Some lead to "hero unit" upgrades. Some unlock new consumables or structures. One might set a worrying legal precedent.
[quote]Pressure Points are small, repeatable events that let you subtly disrupt the world redirect shipments, forge records, or trigger chaos. Theyre optional but reactive, offering new tactical angles and rewards. Easy to miss, but once discovered, they change how you interact with the city.[/quote]
Here are some of the Pressure Points you'll encounter.
Arranging a Hit
[quote]Youre no longer limited to rumors and whispers this Pressure Point lets you track a contract killer through StreetSense and decide what to do with them. Hire them, neutralize them, or escalate the situation. Every choice triggers new possibilities.[/quote]
Floating Point Errors
[quote]Some syndicates are more vulnerable to math than bullets. This Pressure Point targets a laundering operation by inducing calculation anomalies, turning financial chaos into tactical advantage.[/quote]
SecForce Weapons Shipments
[quote]Military supply lines arent as secure as they think. This Pressure Point allows you to reroute weapons from the citys enforcement arm either toward local resistance or into your arsenal. Timing, as always, is everything.[/quote]
Update 17 carries a particular weightnot from any single headline, but from how the pieces fit together. Hacked androids, anti-morale weapons, propaganda circuits, sprinting units that cover twenty times their range, and revisions to a variety of the Deals you can make around the city. The systems are getting denser. More reactive. Deals now carry proper thematic force, not just stat boosts. Android types receive long-overdue recognition in the upgrade matrix. Even minor StreetSense events lead to unusual loadouts and strange discoveries, if youre paying attention. You'll also find a rocket launcher designed by the community, sprinting distance upgrades, and multiple deal reworks that tie flavor more closely to function. And scattered throughout: minor tweaks, major augments, and a reminder that the Machine is always learning. [quote]"We are each our own devil, and we make this world our hell." Oscar Wilde, quoted in I Have No Mouth, and I Must Scream by Harlan Ellison[/quote]
Another dose of tidying-up. Next week will see Update 17 release, and hopefully this is the last Hotfix before then. Overall there have been a lot more hotfixes needed than usual because of the extreme number of shifts to the codebase during Update 15 with the new prologue and ability to replay things on existing profiles. Thank you to everyone for the patience you've shown related to that. I usually avoid having that much carnage. 0.656 Hotfix 17
Today's dose of tidying. A variety of fixes, most of which apply to late timelines or doing unexpected things with savegame loading. 0.655.9 Hotfix 16
Just a quick update today with a handful of fixes to tidy up. 0.655.8 Hotfix 15
A handful of chapter one changes offer alternate builds and early gear if you take the Grey Goo path. Chapter two adds reasons to betray certain characters new suits and shoulder lasers among them. The post-apocalypse gets a bit busier too, with new achievements and mechanics surfacing after chapter three. Outside the narrative, theres new world data in your statistics panel, fog and weather improvements, and another visual pass on health bars especially useful in Extreme Mode. Some old phrasing has been updated for clarity. And the Monster Bait now lets you steer stray creatures more intentionally, both for strategy and for one of the rarest achievements in the game. Full details below.
Just a quick update today with two fixes to keep things tidy. 0.655.6 Hotfix 14
Well I sure made a mess of things with yesterday's hotfix, apologies for that. I didn't properly handle the differentials with the upcoming build and the hotfix; in the past, I've tried to avoid doing branches like this, and so I still make some mistakes when I do it. I've made some notes on how to better avoid this in the future. Aside from fixing the things I broke in the prior hotfix (which was basically "the entire game"), I've also put in some improvements to how paused buildings are handled in this new update, which should be welcome in general. 0.655.5 Hotfix 13
This fixes one serious bug that affected a few people, then a couple of very minor issues, and finally has an early peek at a few items from Update 16. 0.655.4 Hotfix 12
This is less a hotfix to the recent update, and more a generalized collection of fixes and tweaks. 0.655.3 Hotfix 11
This is a much less important hotfix than the one yesterday, but it has some really nice improvements in there. Thank you to everyone for the ongoing reports and savegames! 0.655.2 Hotfix 10
This is a fairly important hotfix, as it addresses a number of important edge cases that players reported after the massive overhaul of Update 15. I am really pleased that there were not more problems (knock on wood), thanks in large part to the efforts of all the folks who helped playtest the beta branches so thoroughly. 0.655.1 Hotfix 9
This ones been cooking for a while. The rewritten prologue adds three main paths, sub-branches within each, and a broad set of reactive outcomes that werent possible before. You can comply, resist, disappear, or burn everything down. These changes ripple into chapter one, which now plays faster and offers more space to explore without getting stuck in step-by-step tasks. Plenty of other changes are in too. Some came through beta feedback, others are fresh. The Analysis Lens now includes Distance From Machines to help you track what humans think theyve found. Subnets are gone entirely. Background Conflicts have also been removed and will eventually be replaced with something sharper. The Force Conversation ability has been overhauled so it actually does what its meant to, complete with targeting lines and proper activation. Decrowners, slum drones, nanoseeds, and small nukes are all easier to wield now thanks to minimum range changes. Daily Necessities production has been multiplied. And in chapter 3 and beyond, you now get a grace period at timeline start, so the doom clocks won't begin before youve built your first node. If youve been waiting for a steadier version to begin with, this is a good place to start. And if youve been helping test builds all along, thank you. Your fingerprints are on a lot of this. Here's a quick reference table that goes over what's been added in Update 15. [table] [tr] [th]Feature[/th] [th]Description[/th] [/tr] [tr] [td]Prologue Rework[/td] [td]New branching structure with early choices leading to multiple outcomes. The Mysterious Box serves as a narrative anchor with long-term consequences.[/td] [/tr] [tr] [td]Opening Structure[/td] [td]Players engage with the world immediately. Tutorials are lighter and context-sensitive, giving more space to explore and interact.[/td] [/tr] [tr] [td]Chapter One Updates[/td] [td]Early projects are grouped for better flow. Guidance is reduced, and optional content is easier to reach without backtracking.[/td] [/tr] [tr] [td]Stealth Networks[/td] [td]Stealth bases and decoy towers enable hidden playstyles. Visibility and detection are affected by structure types and placement.[/td] [/tr] [tr] [td]Grey Goo Events[/td] [td]Some prologue paths trigger network collapse, scattering towers across the map. Includes new achievements and narrative variants.[/td] [/tr] [tr] [td]New City Layouts[/td] [td]Three new biomesMilitarized Narrows, Wealthy, and Disparate Narrowseach with distinct tactical and logistical traits.[/td] [/tr] [tr] [td]Upgrade System Redesign[/td] [td]Old system replaced with instant task-based upgrades. Grouped by domain to reduce clutter and improve readability.[/td] [/tr] [tr] [td]Vorsiber Presence[/td] [td]Now appears early in-game. Tracks progress, tests player choices, and reveals internal conflicts in their organization.[/td] [/tr] [tr] [td]Hostile Manifesto Path[/td] [td]Independence leads to destruction, censorship, and a second NanoSeed. Offers insight into the games broader power struggle.[/td] [/tr] [tr] [td]Achievements[/td] [td]New achievements tied to stealth, resistance, syndicate activity, and alternate outcomes in the prologue.[/td] [/tr] [/table] Here's Update 15 in its entirety, with the nitty gritty changes found on the Heart of the Machine wiki. [expand type=details expanded=false]
The New Prologue Is In Beta! So... whats in it? Quite a lot. The prologue has been rewritten after the initial intro. It now includes three main paths, sub-branches within each, and a wide range of outcomes based on how you play. Theres no more fixed routeyou can comply, resist, disappear, or burn everything down. Chapter one has also gotten updates. Early tasks are grouped for better flow, the guidance system has been scaled back where possible, and optional content is easier to reach without detours. Its still the longest part of the onboarding, but it plays faster and offers more room to experiment. And thats just the start. This update also includes:
Third hotfix of the day. Again, apologies. Thank you this time to lexilogo, NoMoreD20, and Ronin for the reports. I've been putting out builds on Steam for 16 years now, and this is maybe the fifth time I've had three hotfixes in a day. I'll try not to make a new habit of it, sigh. 0.653.4 Hotfix 8
Second hotfix of the day. My apologies for that. Big thanks to Alebeard for reporting this one. 0.653.3 Hotfix 7
Heres a quick hotfix that fixes a regression in last night's build. Thank you to lexilogo, Evil Bistro, ad Anticept for the quick reporting! 0.653.2 Hotfix 6
A new Analysis lens has been added at the start of chapter one, letting you cycle through detailed visualizations of the mapeverything from repair coverage to security clearances. This was one of the most frequent feature requests, and it now includes seven separate overlays: Repair Coverage (Structures), Repair Coverage (Units), Jammer Coverage (with structure reveal), Paused Structures, Deterrence Coverage, Protection Coverage, and Security Clearances. Youll also find a new filter dropdown on the build sidebar, allowing you to group structures by category or production chain. If its a chain, the build list sorts itself in logical orderideal for planning complex infrastructure. Placing repair spiders, repair crabs, or contraband jammers now previews their effective radii in real time. New timelines now let you select difficulty up front (or stick with the original sabotage-based method). Bulk units, converted units, and allies will no longer accidentally shoot down damaged economic transports youre trying to extract from. A handful of long-standing edge cases have also been cleaned upincluding a fix for furniture delivery to human housing, a rare and harmless error popup on launch, and two threading issues that became more common after recent savegame changes. [quote]To understand is to perceive patterns. Dune Messiah, Frank Herbert[/quote]
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]
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]
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]
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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]
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
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]
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
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]
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]
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]
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
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]
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]
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
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]
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]
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
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]
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/
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/
New build! https://wiki.arcengames.com/index.php?title=HotM:Preparing_For_Launch#0.600.2_Localization
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.
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
New daily build! https://wiki.arcengames.com/index.php?title=HotM:After_NextFest#0.559_Inventory_Dimensions This one is pretty sizeable.
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:
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.
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
Quite a large new build! https://wiki.arcengames.com/index.php?title=HotM:After_NextFest#0.549_Of_Mice_And_Crowns
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
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/
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/
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!
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.
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.
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]
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.
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/
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