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:
- Stealth network systems, complete with decoy towers and hidden structures
- Grey goo events that scatter your towers across the map
- Three new city layouts with distinct logistical and tactical traits
- A redesigned upgrade system that removes delays and keeps things readable
- Expanded Vorsiber interactions in the opening hours
- Multiple new achievements tied to hidden routes and branching outcomes
New Prologue, New Paths
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The prologue has been completely rewritten. What was once a fixed sequence is now an open experience where choices matter from the first moment. Players can comply or resist during the initial encounter, and each path branches into different outcomes, events, and mechanics.
The Mysterious Box anchors the early narrative. Whether you ignore it, investigate it, or weaponize it, it leads to new scenes, decisions, and long-term consequences. The hidden conspiracy from earlier versions can now be traced, challenged, or even embraced.
Replay value is high. A single run gives players everything they need to proceed, but repeated playthroughs reveal deeper lore, faction relationships, and alternate versions of key scenes. As such, you can now replay the prologue as part of new timelines, later in the game, if you wish!
Opening Structure and Player Choice
[hr][/hr]Players now interact with the world from the beginning in ways that reflect the games broader emphasis on agency. From speaking to strangers to examining or ignoring key items, every choice leads to different reactions and possible routes forward.
The game still introduces essential controls and concepts, such as movement and camera operation, early on. After that, instructional elements scale back considerably. Optional tips remain accessible in the upper right if players need support, but for the most part, information is surfaced only when it serves the moment. Much of the design focuses on staying out of the way while still being available.
Chapter One Updates
[hr][/hr]Following the prologue, the first stretch of chapter one has also been reworked. Early projects now group multiple build tasks together, reducing the sense of step-by-step micromanagement. Notifications have been thinned out, and support appears less frequently unless needed.
This is part of a broader shift. Over the past few months, side content has been steadily added throughout chapter one. With this update, the opening 15 percent now reflects the same attention to flexibility seen in the prologue. Future updates are planned to extend this branching further into the main path, but the full level of freedom still begins in chapter two.
While chapter one remains the longest part of the tutorial experience, its structure has begun to shift. The experience is taller than the prologuemore guided and directedbut now includes more width through optional content and lighter guidance.
Stealth Network and Decoy Towers
[hr][/hr]A full stealth playstyle is now supported. Players can build a hidden network source while setting up a decoy tower elsewhere. 99% of Human factions will focus their attention on the decoy, allowing players to operate unseen.
Several new structure variants support this approach, including stealth mainframes and stealth utility buildings. Contraband jammers and visibility mechanics now interact with this system to determine how exposed the players true base is.
Grey Goo and Network Collapse Scenarios
[hr][/hr]Some choices in the prologue result in a mini grey goo event. The players single tower is replaced with roughly 16 scattered secondary towers. This unexpected outcome offers a unique springboard into chapter one and includes new achievements and lore implications.
New City Styles
[hr][/hr]Three new city layouts are now available:
- Militarized Narrows introduces long sightlines and military infrastructure
- Wealthy features large suburban zones and dense vertical development
- Disparate Narrows blends rich and poor areas with long travel times and strategic positioning challenges
Each style changes how players interact with the environment, plan expansion, and engage threats.
Upgrade and Unlock Flow Redesign
[hr][/hr]The previous upgrade system has been removed. In its place is a faster and more readable task-based interface.
- Upgrade choices now appear in the task stack
- Selections resolve immediately
- Grouping by domain helps clarify upgrades during busy phases
This new system keeps pace smoothly and reduces visual clutter, particularly when multiple unlocks trigger in quick succession.
Vorsibers Presence
[hr][/hr]Vorsiber is no longer a background detail in the opening hours. From the start, their presence is feltwhether you engage with them directly or not.
- They monitor your progress
- They test your responses
- They offer rewards or condescension, depending on the situation
For the first time, their internal divisions are visible. Upper management operates with personal goals that dont always align with the Vorsiber organization at large. What used to be implied through handbook entries or delayed exposition is now introduced through direct interaction, giving players an early glimpse at the citys real power structure.
Hostile Manifesto Path
[hr][/hr]Declaring independence brings a strong response. Vorsiber destroys your infrastructure and censors your message. Then they hand you a new NanoSeed and a nuclear devicenot as a reward, but as a reminder of who still controls the city.
This path doesnt grant power but perspective. It reframes the scale of the games central conflict and highlights just how far the player must go to truly challenge their adversaries.
Achievements and Optional Routes
[hr][/hr]Multiple new achievements are now tied to specific routes through the prologue. These include stealth completions, alternate network setups, syndicate involvement, and failed resistance. They offer thematic recognition without pressuring players into specific behaviors.
The Machine Shifts
[hr][/hr]From the first decision, the game now reflects its core intent: freedom of action, meaningful consequences, and reactive systems. The prologue is no longer a prelude. It is the beginning of your story.
Alright, that's it for now. Thanks for reading!
Heart of the Machine at LudoNarraCon 2025
[hr][/hr]Heart of the Machine is featured in this years LudoNarraCon, the annual narrative games festival hosted on Steam by Fellow Traveller. The event showcases story-driven titles from across the indie space, with a focus on inventive structure, strong writing, and meaningful choice.
We're proud to be part of the lineup, and Heart of the Machine is available at 20% off during the event and for a short time after. If you're interested in seeing how the new prologue and early-game paths have developed, nows a great time to take another look.
Thanks again to everyone who's been playing, sharing thoughts, and helping us improve. If you've got impressions to share, a Steam review is a great way to do it.
Join the Community!
[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.
[ 2025-05-01 18:25:16 CET ] [ Original post ]