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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.
Heart of the Machine
Arcen Games, LLCDeveloper
Hooded HorsePublisher
2023Release
🎹🖱️ Keyboard + Mouse
Very Positive (1292 reviews)
Update 56: Late-Game Difficulty

There are a number of improvements to difficulty that are based on player feedback for some late-game scenarios. Peace After Brutality on the beta branch was particularly over-tuned before, so I\'m glad to have the feedback from folks on that score.\n\nThis build also makes it substantially easier for people to find the Budding Cyberocracy on their first timeline, removing a false-choice between that and and the smaller of the two prison routes. That clears up an area that has been a bit confusing since late 2024, and makes it so that people who are trying to be nice at all can\'t get themselves gated out of the Cybercratic Ambitions upcoming Tier 3 goal by just playing normally.\n\nWork is going well on the next Tier 3 goal, which got renamed from Cybercratic City-State to Cybercratic Ambitions. A big thanks to the writing group in general, but Ken Schulte and Joe Liu in particular for hugely steering me in the proper direction with this. A version of this should be available on the beta branch in the next week or so.\n\nIf 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.\n

\n[expand type=details expanded=false]\n

Update 56 Changelog

\n

Clarity

\n
  • Main Path Clarity On The Victory Screen: In the spots where it lists how many paths you have done out of how many paths are available, it now shows the main paths, and then a secondary section for optional extras like No Murders, No Kills, or higher difficulties. For those just wanting to stick to normal difficulty, this makes it easier to see where there\'s things you\'ve not done at all yet.[/*]
  • Don\'t Be Afraid Of Timelines!: When you are absolutely at the end of anything you can do in your current timeline other than The Revelation or any Tier 3 goals, then a new \"Consider Starting A New Timeline\" item appears in the task stack. This gives some advice for new players, and if you hover it, then the handbook entry \"Timelines Beyond The First\" appears. These are only available in English at the moment.[/*]
  • My Tiny Murderers Were Blending In Too Much: Homunuculi in destruction mode now use a different color icon to make them easier to tell apart from the incoming mechs.[/*]

Balance

\n
  • Stop Distracting Me With Prisons: Please Be Our Cyberocracy now only has one option, rather than being a fork. If they ask you to be their cyberocracy, you can either do it or not do it, versus saying \"okay but let\'s be sneaky\" and then getting railroaded into the prison route that has nothing to do with the cyberocracy.[/*]
  • Removed A Confusing And Vague Project: The \"Meaningful Social Change\" project has been removed, as that was just about one of the two routes to the prison breaks, and was confusing and strange and always has been. It had 80 wisdom that it would grant, but beyond that it didn\'t actually do anything.[/*]
  • Don\'t Worry, Kids Still Get Trapped In Your Basement: The \"Trapped Child\" previously only happened during the \"Meaningful Social Change\" project (okay so that was the one thing it did), but now that happens if you say yes to the cyberocracy and have not already met the kids. That allows you to get into the prison route the same as \"okay, but only if we are quiet about it\" used to, but without being a forced-fork.[/*]
  • \"For The Sake Of Those Bound\" Is No Longer Such A Difficulty Spike: For The Sake Of Those Bound now spawns only about 30% as many enemies on normal difficulty. On hard mode, it spawns the same numbers as before. On extreme mode, it now spawns about 10% more than before.[/*]
  • Peace After Brutality Is Notably Less Brutal: Peace After Brutality now spawns substantially fewer enemies on all difficulty levels, but the various difficulty levels still spawn different amounts. Basically I was testing things out on normal difficulty as if it was extreme, which is... too hard![/*]

Bugfixes

\n
  • Unable To SysOp Warehouses: Fixed an issue where the warehouse infiltration sysops in Peace After Brutality would fail with an error.[/*]
  • Traitors Have Been Re-Educated: Fixed a general issue where allied NPC units did not recognize your bulks and captured units as being allied in all cases, and would fire on them in a traitorous way. They will still attack your units in these cases if that unit has aggro with their cohort, but otherwise will leave them alone.[/*]
  • Exploration Sites Move If Burned-Down: Fixed an issue where exploration sites could remain locked to destroyed buildings. They now move when the building is destroyed.[/*]
\n[/expand]

Full notes here .\n\n

Connect with the Machine

[hr][/hr]

Want to stay in the loop or share your thoughts? Join the conversation across these platforms:\n\n Discord Best place to share feedback, get direct responses, and to talk about Heart of the Machine.\n Reddit Discuss strategies, share ideas, and exchange tips with the community.

[ 2025-12-30 18:35:18 CET ] [Original Post]

Minimum 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.
  • Memory: 8 GB RAM
  • Recommended Setup

    • Processor: Intel Core i7 6900K. AMD Ryzen 5 3600XMemory: 8 GB RAM
    • Graphics: NVIDIA GeForce 1070 GTX or AMD Radeon RX 5700
    • Storage: 4 GB available space
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