Heart of the Machine cover
Heart of the Machine screenshot
Linux PC Mac Steam
Genre: Simulator, Strategy

Heart of the Machine

Update 22: Time Travel Improvements

[p]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 you’ve spent time with Heart of the Machine and want to leave a review, that’d be appreciated. No need to say more than you mean, but if you’ve been meaning to write one, I’d be grateful. Steam reviews carry weight. For a project like this — developed by a single person over many years, every review makes a difference.[/p][p]Honest thoughts are what matter. Whatever your experience has been, sharing it helps. It’s a powerful way to have your voice heard and contributes to how future patches are prioritized and addressed.[/p][p]Thanks for reading and for playing.
[/p]
[expand type=details expanded=false]

Update 22 Changelog

Clarity


  • [p]Pressure Points That Are Also Deals: Water Supplier and Open Pantry are now properly categorized as both Pressure Points and Deals in the dropdown.
    [/p]

Balance

  • [p]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.
    [/p]
  • [p]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.
    [/p]

Timeline Shenanigans

  • [p]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.
    [/p]
  • [p]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.
    [/p]
  • [p]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.
    [/p]
  • [p]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.
    [/p]

Unit Intelligence

  • [p]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.
    [/p]
  • [p]Off Limits Areas: Your worker and bulk androids now make an extra effort to no longer take shortcuts through high-security locations.
    [/p]
  • [p]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.
    [/p]
  • [p]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.
    [/p]

Bugfixes

  • [p]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.
    [/p]
  • [p]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.
    [/p]
  • [p]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.
    [/p]
  • [p]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.
    [/p]

[p]Full notes here.

[/p]

Connect with the Machine


[p]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.[/p]

Update 21: The Executive Tomb

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 game’s 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 you’ve been spending time with Heart of the Machine and would like to leave a review, I’d be grateful. It doesn’t 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.

Update 21 Changelog


[expand type=details expanded=false]

General



  • New Side Goal—Dark Underbelly: Introduced to house smaller side stories. The first, The Executive Tomb, can begin in Chapter 1—rare for timeline goals.
  • Quick-Hack Failsafe: During the first hacking scenario, players now always receive enough Determination to choose the quick-hack route.

The Executive Tomb (Dark Underbelly Storyline)



  • Contemplation Unlock: "Exploring Wealthy Residences" is now available as a contemplation when Contemplations first unlock.
  • Flexible Timing: Can be pursued across most chapters (not post-apocalypse).
  • Dome Encounter: Optional fight under a dome unlocks 3 new rapid-fire weapons and a new augment—designed by community member Pingcode.
  • Diseases Introduced: Completing the storyline unlocks the first in-game diseases, with wide-reaching timeline applications.
  • Achievements: 5 new achievements tied to this storyline.

Intelligence Class 5 Additions



  • Networked Arsenal:

    • 4 new android weapons with networked targeting
    • 1 cruise missile for vehicles
    • Augments for androids, mechs, and vehicles that enable telemetry-sharing for these weapons

  • Community Credit: All networked weapon content designed and implemented by Pingcode.

Clarity



  • Flag Placement Guidance: Territory flags now show tooltips and draw a line to the nearest valid placement.
  • Embedded Structure Assistance: Structures placed inside human buildings now draw a pink line to the nearest valid host (e.g., skimmers).
  • Minor Wording Improvements: In chapter one, several minor pieces of wording have been clarified.
  • Bulk Unit Equipment: Feats and costs on equipment that don't apply to bulk units are no longer shown on bulk androids. For example, the Ambush feat, or the Mental Energy cost.
  • Building Status Visibility: Badges and other statuses on buildings are now drawn in their tooltips as they are on units, making them much easier to see.
  • "Highest Respect" Confusion: If you reach chapter one without overwriting any other androids, it now gives you Highest Respect immediately, rather than only doing that after you've talked to the AGI researchers.

Balance



  • Microbuilder Upgrade Extension: "Better Microbuilder Fabs" now boosts Full and Industrial Microbuilder Fabs. Vorsiber DRM-locked midsize fabs remain unchanged.
  • Cybercratic Haven Establishment: When you are in the project Secure Your Cybercratic Haven, if you've reached at least 98% secured, then it goes ahead and just marks it as done. Those last 1-2% could be painfully slow in some cities.
  • Unidentified Hostile Aircraft: For vehicles that are marked defective, they are instead now marked as Unidentified Hostile Aircraft, which is much more thematically-appropriate, as well as being just much worse in general. Aka, it's a lot more like Innately Alarming, and guards and other passerby really want to shoot down the aircraft a lot more intently.
  • Enemy Spawn Cascade Prevention: Vulnerable buildings now stun themselves when overwhelmed, preventing uncontrolled enemy spawns in mid-to-late game.
  • Enemy Spawn Cascade Reversal: After units have spawned against your vulnerable buildings, they now leave the battlefield if their target is destroyed. This is useful for cases where you're all right taking that loss, but don't want a ton of angry enemies then swarming the rest of your empire.
  • Faster Housing Agencies: Housing Agencies now work 50% faster than before, making the Solve Homelessness project not last so long.

Bugfixes



  • Chapter One Achievements: The Journey Begins, Budding Pacifist, and Taking Extra Care can now be properly achieved on a playthrough in a secondary timeline in an existing profile.
  • Mech Hacking: Fixed a regression where the hacking scenario for mechs was always being the basic tutorial, rather than the full hacking experience.
  • No Revelation During WW4: Fixed a bug where The Revelation was still available during WW4.
  • Exponential Power Growth: Fixed an issue where you could get softlocked in chapter one if you finished building a better brain before you build any computronium refineries (this is very difficult to do, and quite an edge case).
  • Worker Units Tab: Fixed a bug where if you played through The Great And Terrible Protector, it was possible that the "Worker Units" concept was not also unlocked, and therefor you could not use the Workers tab of command mode.
  • Messages On Replay: Fixed a generalized issue with certain messages not showing up if you were replaying chapter one for a second time in the same profile.
  • Stuck Freighters On Long Maps: Fixed an issue where on long and narrow maps, if a regional or international freighter spawned at just the wrong spot, and the related airport was super far away, then they would just sit around indefinitely at the edge of the map.
  • Worker Android Sanity: Worker androids will no longer open fire on protestors or other nonviolent parties.
  • Proper ID Scrub: Fixed an issue where the Contractually Valid Target badge was not being removed by ID-scrubbing-type activities.
  • Territory Flag Aggro On Load: Fixed an issue where, when loading savegames, sometimes it would act like you did not have enough deterrence and spawn in a bunch of enemy units around territory control flags.
  • Morale Can't Be Murder: If you attack units with morale attacks, that no longer ever counts as a murder or an attempted murder. It wasn't intended to, but there were some cases where it did.
  • Safety From High-Altitude Transports: Even if high-altitude military transports (and a variety of other NPC units) have less than full health, they will no longer attack players and player-allied units UNLESS the player has done either physical or morale damage to the units in question.

Connect with the Machine


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 20: Borderless Windowed And Other Player Requests

[p]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 you’ve spent time with Heart of the Machine and want to leave a review, that’d be appreciated. No need to say more than you mean, but if you’ve been meaning to write one, I’d be grateful. Steam reviews carry weight. For a project like this — developed by a single person over many years, every review makes a difference.[/p][p]Honest thoughts are what matter. Whatever your experience has been, sharing it helps. It’s a powerful way to have your voice heard and contributes to how future patches are prioritized and addressed.[/p][p]Thanks for reading and for playing.
[/p]

Update 20 Changelog

Features

  • [p]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.
    [/p]

Clarity

  • [p]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.
    [/p]
  • [p]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.
    [/p]
  • [p]Quick Electrical View: Clicking the electricity display in the resource header now takes you directly into the input/output list for electricity.
    [/p]
  • [p]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).
    [/p]

Balance

  • [p]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.
    [/p]
  • [p]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.
    [/p]
  • [p]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.
    [/p]
  • [p]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.
    [/p]
  • [p]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.
    [/p]
  • [p]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.
    [/p]
  • [p]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.
    [/p]

Bugfixes

  • [p]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.
    [/p]
  • [p]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.
    [/p]
[p]Full notes here.

[/p]

Connect with the Machine


[p]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.[/p]

Update 19: Cleaner Systems, Smoother Flow

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 they’re 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 what’s different is how fluidly everything moves around it.

If you’ve been playing Heart of the Machine and feel it’s earned a review, that'd be great. No need to say more than you mean, but if you’ve been meaning to write one, I’d be grateful. Steam reviews carry weight. The difference between “Mostly Positive” and “Mixed” doesn’t 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. It’s 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.

Update 19 Changelog


[expand type=details expanded=false]

Clarity



  • Internal Robotics Notation Updated: Internal Robotics display now shows “required / available (maximum),” improving clarity when planning builds.
  • Build Menu Construction Limit Display: The build menu now shows how many structures of a given type you can construct with current Internal Robotics, removing the need for mental math.
  • Simplified Vehicle and Mech Movement: Vehicles and mechs now move like androids—no more dedicated movement mode or hotbar entry required.

Balance



  • Shelter Coordinator Courage Increased: Shelter Coordinators and unarmed human allies are no longer frightened by Pressure Points and will venture out as expected.
  • Shelter Coordinator Speed Increased: These units now perform their jobs significantly faster, eliminating long-standing sluggishness.
  • Cutter Extraction Requirements Removed: The Cutter can now use Extraction Drone attacks without needing to weaken targets first, improving flow in Chapter 1.
  • Immediate Extraction Drone Activation: Extraction Drones now activate immediately, instead of taking three turns, making them viable for advanced strategies.
  • Force Conversation Auto-Equipped: Keanus, Carvers, Exators, Peacekeepers, Sledge, Ravens, and Harbingers now start with Force Conversation equipped.
  • Flamethrowers Auto-Equipped: Flamethrowers are now pre-equipped on Harbingers, Predators, Keanus, Carvers, Exators, PMC Impostors, and both CombatUnit types.
  • Slayer Mode Auto-Equipped: Slayer Mode is now automatically equipped on PMC Impostors, Mimics (both types), Keanus, Carvers, Exators, Predators, and Harbingers.

Bugfixes



  • Rare Exceptions Resolved: Several rare exception errors have been fixed to improve stability in edge cases.
  • Black Market Merchant Exit Fixed: Black market visitors now correctly depart after the initial purchase during the first timeline.
  • Ruins Transition Fixed: Machine structures embedded in human buildings now become rebuildable ruins after destruction instead of entering a broken state.

Full notes here.

Connect with the Machine


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.

Major Update 18: New Tactical Levers - Pressure Points

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.

Pressure Points are small, repeatable events that let you subtly disrupt the world — redirect shipments, forge records, or trigger chaos. They’re optional but reactive, offering new tactical angles and rewards. Easy to miss, but once discovered, they change how you interact with the city.


Here are some of the Pressure Points you'll encounter.

Arranging a Hit

You’re 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.


Floating Point Errors

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.


SecForce Weapons Shipments

Military supply lines aren’t as secure as they think. This Pressure Point allows you to reroute weapons from the city’s enforcement arm — either toward local resistance or into your arsenal. Timing, as always, is everything.


Update 18 Changelog


[expand type=details expanded=false]

Major Systems and Additions



  • Pressure Points Introduced: StreetSense now features 14 dynamic Pressure Points across the game, with 11 available as early as Chapter 1. These events offer repeatable, cooldown-based strategic interactions and unlock sandbox tools for shaping the city.
  • New Rewards: Pressure Points grant access to:

    • 9 new achievements
    • 2 new consumable items
    • 4 new hero badges (available earlier than usual)
    • 1 new Structure/Job producing 2 new resources
    • 1 new hackable robotic NPC unit for converted squads

  • Event Highlights: Pressure Points include options to:

    • Disrupt black market operations
    • Manipulate the legal system
    • Breed bee queens or giant spiders
    • Redirect military supply lines
    • Exploit financial bugs in syndicate accounts


Supplementary Additions



  • New Resource—Hatred of Vorsiber: This strategic currency tracks your grievances and opens new retaliatory options, especially through Pressure Points.
  • More Achievements: Five new achievements linked to Intelligence Class 5 hero badge variants.
  • Lore and Clarity:

    • Flamethrower path in Chapter 1 now includes clearer narrative prompts and dev notes on future antagonistic routes.
    • Securing Water/Food projects clarify that you negotiate with the lower classes—not just your housed humans.
    • All Deals now include thematic explanations tied to their bonuses.
    • Intelligence Class 5–7 notifications have been updated with more specific and forward-facing details, including Ziggurat hints.


Bugfixes



  • Fixed a typo in the Occult Participation route.
  • Occult Participation was mistakenly showing up in the prologue. It now only appears in Chapter 1 and onward.
  • Fixed an issue where if an NPC was blocking an investigation or infiltration and was killed, the action remained blocked until the next turn. Other actions were unaffected.
  • Fixed an issue where a profile could be blocked from creating new timelines if the folder name was changed, despite this not being intended.
  • New timelines are now correctly set up at the end of time immediately, allowing older saves to switch without missing file errors.
  • Fixed a bug where replaying Chapter 1 in a new timeline skipped the Extraction project.
  • If you've won the infiltration to steal umbilical cords but are short on them (e.g., due to storage destruction), the game now grants the extras so the mission can be completed. Shh, it's a secret.
  • Fixed a regression causing early unlocks and "key message" states to be miscalculated, affecting prologue and Chapter 1 replays in the same profile.
  • Added code to detect and self-heal more forms of corruption in the "_meta_core_timekeep.timeline" file, preventing issues with timeline creation.

Here's Update 18's full patch notes, if you're interested. Heart of the Machine wiki.

Connect with the Machine


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.

To the Community: Thank You


Data and information are how we make decisions — how the Machine thinks, and how I do, too. Thanks to everyone who has shared their thoughts, feedback, or just spent time playing.

If you haven’t written a Steam review yet, I’d love to hear your thoughts. It’s a direct and meaningful way to have your voice heard, and it also helps inform what future patches focus on.

Update 17: Hacking Androids, Draining Morale, and Revising Deals

Update 17 carries a particular weight—not 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 you’re 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.

"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


Steam Reviews


If you've been playing and feel like sharing thoughts, Steam reviews are always appreciated. It's part of how these patches are formed and it also brings more attention to Heart of the Machine on Steam.


[expand type=details expanded=false]

Major Additions



  • Hacking Enemy Androids: Players can now hack enemy androids and convert them to their side. This feature has been frequently requested since before launch.
  • AS-201 Rebellion Launcher: A new anti-armor rocket launcher, unlocked at Intelligence Class 6. Designed and balanced with input from community member Pingcode.
  • Sprint Range Expansion: Units can now sprint up to 20x their movement range (increased from 10x). Especially helpful on newer map types.

New Anti-Morale Weapons and Augments



  • Book of Rhetoric: Gained via the Religious Study minor StreetSense event in Chapter 1. A new fear-based secondary weapon.
  • Spooky Nonsense Generator: Gained via the Occult Participation minor StreetSense event in Chapter 1. A fear-based secondary weapon that reduces Intelligence.
  • Propaganda Circuit: Gained via the Political Rally minor StreetSense event in Chapter 1. An augment that boosts both fear and argument attack power.
  • Morale Weapon Buff: The Oath of Pacifism is now twice as effective.
  • Morale Weapon Effectiveness Upgrade: Available via the Martial Expansion upgrade group. Affects all morale-based weapons and augments, including the Oath.

Unit and Classification Updates



  • Souldroid Classification for Technicians: Technicians now qualify as Souldroids, unlocking several upgrades previously limited to Ravens, Mindrunners, and Harbingers.

Deal Reworks and Thematic Adjustments



  • Greens For The Underclass: Now benefits Souldroids instead of Technicians.
  • Meat For The Underclass: Now grants a small HP bonus for all combat androids, replacing the former Oxdroid-specific argument bonus.
  • Canned Protein For The Underclass: Now grants a larger intimidation bonus.
  • Meals For Fugitives: Now provides triple the attack boost. No longer applies once you're in the post-apocalypse.
  • Donut Deals: Now provide strength bonuses to Oxdroids, replacing their previous engineering bonuses.

Other Changes



  • Vorsiber DRM Clarification: Vorsiber’s midsize microbuilder fab now explicitly notes its DRM restrictions, clarifying that it can’t be reverse-engineered or upgraded. Players suggested this thematic explanation, based on observed mechanics, and I thought it was hilarious.

Bugfixes



  • Firing While Over Android Cap: Fixed a longstanding issue where if you were over android cap, you could still give them attack orders, even though you couldn't otherwise make them move.
  • Issue During First Hack Of Mech: Fixed a regression added in the recent hotfixes, which was preventing you from progressing through the tutorial hacking session, but only about 50% of the time. And only if you did the full hack, not the quick-hack.


Connect with the Machine


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.

0.656 Hotfix 17

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
  • Background Conflict Remnants Removed: Not a bugfix, this is just a thing that is now complete. There is a new Pressure Points mechanic that fully supplants this concept (also replaces the Rogue Escalations concept I've talked about for a bit, as that did not do super well).
  • Turns In Older Saves Fix: Fixed a regression introduced in Hotfix 16 where if you loaded older saves of a timeline in the profile you they belong in, they would reverse-merge some central information including the turn you were on and a bunch of other bits that should not have been reverse-merged.
  • Demo Fixes: Fixed some demo-specific errors that were preventing the demo from working properly.
  • Grey Goo At Apocalypse Fix: Fixed a bug where if you started chapter 2 by grey goo AFTER having tried to start it a different way, then when you got to the final doom, it would do part of the grey goo situation.
  • More Structure Replacement Fixes: Fixed an issue where if you had a bunch of broken structures of a higher-priority job using some internal robotics (like repair spiders) and you tried to build more of something else using their same internal robotics type (like contraband jammers), then the job you just tried to build would self-destruct rather than it destroying the older broken thing.
  • Early Revelation Fix: Fixed an issue where "The Revelation" contemplation was erroneously available during the initial grace period that has been added for new timelines.
  • Contemplations Too Close Together Fix: "Coupon Program" and "Nicotine Introduction" now have different seeding logic that is not based on your own machine structures. This will naturally cause them to spread out more, rather than being clustered on top of each other.
  • Contemplations At Same Building Fix: Fixed an edge-case bug that was allowing contemplations to spawn on literally the same building in some cases. This is corrected immediately on loading existing savegames where that problem was extant.
  • Resource Categorization Fix: Corrected "Human Biodata" to no longer be included in the Metals and Military filter categories. It's now properly in the Economic category.

    Full notes here.

    “Does the machine speak for us, or do we now speak for the machine?”
    — William Gibson, Neuromancer



    New Minds, Start Here


    For those just stepping into the Machine’s 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


    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/524217913946669733
    https://steamcommunity.com/ogg/2001070/announcements/detail/524216645064853158
    https://store.steampowered.com/news/app/2001070/view/502822010104053992
  • 0.655.9 Hotfix 16

    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
  • ExoCorp Invasion Fix: Fixed a bug where if you had not yet been invaded by an ExoCorp, and your save was on turn 1, then the game was doing the cleanup for that prematurely. This would then make it so that the ExoCorp forces would not leave properly when they were done, later on if they did invade.
  • Prologue Save-Scumming Fix: Fixed a cluster of issues with reverse-merging core profile data with specific timelines that were in the prologue or the first two chapters in particular. This would actually cause some savgames to be softlocked if you loaded them after having gotten further in a profile. Those savegames should now function properly. All of this had to do with the reverse-merging of central timeline data, and basically a few things just need to never reverse-merge, and some other things only should reverse-merge if the effective local chapter is above 3, etc.
  • Structure Cost Display Fix: Fixed a bug where in the tooltips for structures to build, it was showing the costs of the underlying building twice. This made it different from the actual cost shown on the build sidebar, which was the correct cost.
  • Timeline Change Fix: Fixed a bug where if the history window was open to the major locations tab during a switch of timelines, then it would throw exceptions.
  • New Achievement Categorization: Fixed an oversight where the recent batch of achievements were not properly grouped into collections for the dropdown.
  • "Clearing The Ladder" Warning Fix: Fixed an issue where "Clearing The Ladder" was acting like there were ongoing attacks coming from it when there were actually just nonviolent people you are able to attack.
  • Build Sidebar Filter Fix: Fixed a cluster of bugs with the top dropdown on the build sidebar where if you selected the top (All) option, it would behave badly and not react to other filters until you closed the menu again. It would also mess up if you selected something from that top dropdown and then reopened the sidebar.
  • Post-Apocalyptic Crossover Fix: Fixed an issue where you might be in the post-apocalypse and have unlocked some new units, but they are not logged as crossovers properly for some reason. I think this may have been an in-passing issue with a prior build, but I'm not entirely certain. To fix this in existing games, just switch to the post-apocalyptic timeline in question, then switch back out to the timelines that need to get the crossover, and it will function.
  • NPC Health Bar And Status Effect Improvement: When statuses are applied to npc units that are at full health, their health bars are no longer shown, but the status icons are still shown under them.

    Full notes here.

    “Does the machine speak for us, or do we now speak for the machine?”
    — William Gibson, Neuromancer



    New Minds, Start Here


    For those just stepping into the Machine’s 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


    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/524217913946669733
    https://steamcommunity.com/ogg/2001070/announcements/detail/524216645064853158
    https://store.steampowered.com/news/app/2001070/view/502822010104053992
  • 0.655.8 Hotfix 15

    Just a quick update today with a handful of fixes to tidy up.

    0.655.8 Hotfix 15
  • Misleading Mech Fix: Fixed an issue where upgrades to large mechs were acting like that would benefit the HUME Titan, which is not a mech that you can gain direct access to in that fashion at any point. This was really misleading.
  • Tech Unlock Fix: Fixed a really stupid regression in the prior build where I broke a lot of unlocks related to crossovers. If a tech was sometimes related to a crossover, but you didn't have the crossover, then it was incorrectly removing the tech. Simply loading existing saves will fix the problem immediately in the new build. This was also causing Monster Bait to unlock every turn in timelines where it was directly unlocked rather than being unlocked by a crossover.
  • WW4 Goal Tier: Corrected World War 4 to be a Tier 2 goal rather than a Tier 1 goal. It meets all of the criteria for being a T2 goal, and looks really strange among the other T1 goals. I have been planning on expanding beyond WW4 later, but that's in a T3 sense, so again it still makes sense to be T2.
  • Ending Turns When Everyone Is Dead: Fixed an issue where you were blocked from using spacebar to end the turn if you had no androids. It was still possible to use the zero key, but the spacebar wouldn't do it. Same goes for the equivalent on-screen buttons.
  • Timeline Spatial Overlap Fix: Added in extra protections that should prevent one timeline from being created on top of another. I wasn't able to duplicate actually creating a timeline on top of another one, but this should work for those who were able to. Added in code so that if two timelines were already created on top of each other on the same rock, it finds an empty slot for the second timeline and moves it there.
  • Typo Fixes: Fixed four typos.
  • "Prepare VR Cradles" Fix: If you somehow get to the "Prepare VR Cradles" project without the "Full Dive VR" tech being unlocked, that is now automatically unlocked based on being at that project.
  • "People Watching" Fix: In general, the units spawned by the "people watching" project no longer cause the "you're being attacked because of a project" warning to show. That was not correct.
  • Attacked Because Of Projects Improvement: Clicking the "you're being attacked because of projects" message now does nothing, rather than taking you to the resources window.
  • Unload Vehicle Window: If you have one vehicle selected, and its unload window is open, then selecting another vehicle will close the unload window rather than leaving it confusingly open.

    Full notes here.

    “Does the machine speak for us, or do we now speak for the machine?”
    — William Gibson, Neuromancer



    New Minds, Start Here


    For those just stepping into the Machine’s 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


    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/524217913946669733
    https://steamcommunity.com/ogg/2001070/announcements/detail/524216645064853158
    https://store.steampowered.com/news/app/2001070/view/502822010104053992
  • Update 16: Grey Goo Weapons, Liquid Metal Dragon Upgrades, and Nomad Therapists

    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, there’s 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.

    Steam Reviews: Your Thoughts Matter


    If you've been playing Heart of the Machine, a review on Steam is a great way to share what’s resonated with you.

    Whether it’s a sentence or two or something longer, it helps others get a feel for the game—and helps me keep building in the right directions.

    Here's Update 16 in its entirety, with the nitty gritty changes found on the Heart of the Machine wiki.

    [expand type=details expanded=false]New Chapter 1+ Content:

    • If you take the Grey Goo scenario, you now get two new weapons: "Divert Power To Stun" and "Target Their Weapons", which are unique vehicle-mounted weapons that you can't get in any other path. There are some other android weapons that are pre-existing that you also get early access to in the Grey Goo start, as well.
    • At the point in chapter one where you get the Wallripper ability, there is also a new structure called Alumina Roach that you gain access to. This provides an alternative way of gathering alumina early on, but also is useful on an ongoing basis, since it does not compete with the normal mining skimmers. This also finally provides a use for Hook Drones that isn't related to Soylent Green.

    New Chapter 2+ Content:

    • If you wind up killing certain vigilantes in one of the questlines, you now gain two new very powerful pieces of equipment: Super Suit and Shoulder-Mounted Lasers. These each allow for very different builds for a lot of your androids, so it's a tempting new reason to crush these vigilantes when heading towards certain later-game content.
    • A new "Nomad Therapist Office" is now available if you have made a deal with the nomads in the prison break sequence. This finally gives a benefit to allying with the nomads in this questline.
    • Added a new achievement for going back and doing something in the post-apocalypse after you've reached chapter 3. There were consistently people in the forums and Discord who were excited and surprised that they could do this, and so now there's an achievement to make sure that people who don't use much social media have a more reliable way to discover this on their own.
    • Added a second special-case path to getting the "You're Really Unlikeable" achievement. There are three overall ways of getting this achievement, but the first two are map-style-specific to an extent. This third one relates to if you started a civil war, and can be done on any map type.
    • Added three new options to the Martial Expansion upgrade group: Large Mech Power, Large Mech Armor Piercing, and Large Mech Armor Plating. This is primarily useful for the liquid metal dragons, although it does of course benefit your WW4 mechs.
    • Added a new achievement for accidentally knocking over one of your own buildings with a liquid metal dragon.
    • Added five new achievements based on completing at least four tier one goals in specific city styles.
    • If you have released experimental monsters in your current city, or if they are wandering in from a timeline crossover, a new Monster Bait item now allows you to make them show up where you want. This has tactical uses, and also removes the tedium of getting the most-rare achievement currently in the game.

    Other Major Items:

    • New Worldbuilding Statistics: There are now statistics on cohort details, and on the city statistics page, which show things like the number of soldiers in the city, regional and world population, number of cities in the region, unemployment rate, waitlist for citizens to move into your city, worldwide non-soldier staffing for federated corporations, and so on. These provide context for the scale of the major factions you're dealing with, since some players were underestimating the scale of these groups by a couple of orders of magnitude.
    • New Fog Intensity setting: This has four options for differing levels of fog, with the idea being that if the fog defaults bother you (as they do some people), then you can adjust things. This was a request from a number of players, but I've also updated the defaults to hopefully be more palatable to that same group even without this setting.
    • Fog And Weather Updates: Four new weather styles have been added to the main rotation of 8 weathers, and all of the existing weather styles have gotten some updates to tune visibility, colors, and so on.
    • Health Bar Updates: This primarily applies to Extreme Mode, but some of the health bars were confusing in terms of how units of similar health looked relative to one another. This visual confusion has been improved so that it should be clear at all times now.

    Balance:

    • Working with a criminal syndicate with the proper permits during the prologue no longer causes accidental deaths via nanotech.
    • The prison heists have all been made a bit easier, since they were a bit on the long and challenging side for where they are situated in the game.
    • When you have a crossover from WW4 to other timelines, there are now confused soldiers properly wandering into other timelines on that same rock. The more WW4s you have crossing over, the more intense this gets.
    • If you have ever unlocked automated personnel management, then it is immediately available on all future timelines once you are to chapter 2+ in that timeline.
    • For all of the human mech designs (there are four), if you ever have unlocked them in a given timeline, then in all future timelines (even on other rocks), you'll know how to make them as long as the other timeline is at chapter 2+.
    • All of the small mechs have gotten moderate buffs in terms of their action points and reduced capacity costs. Except liquid metal tiger, which was already fine.
    • Running low on compute time when you have a bunch of codebreakers operating now prioritizing keeping your other computing clients up and running and just does codebreaking slower. This prevents things like sudden drops in unit capacity.

    Minor Tweaks:

    • The term "Critical Path" has been replaced with "Core Route". Critical Paths are a project-management term that have been a natural part of my life for decades, but to people who are not into that specific kind of project management, it sounds really misleading. The new term will hopefully help with that.
    • Senior Technician has been rebalanced to be a bit less smart and worse at engineering, but a bit better at combat. This makes them more suited to the jobs they are designed for.
    • Added further clarity to the Deal With The Rebels project, to hopefully help more folks think for out-of-the-box solutions when facing a foe where maybe force isn't the answer.
    • When a project StreetSense action will give a reward that is for the unit class currently doing the action, that is now a lot more clear. The prior method of display for this type of action (which is the rarest kind) was confusing.
    • The term antigrav has been replaced with the term grav-lev, as that's more accurate and more descriptive.
    • In the UI Scale section of the settings menu, there are now two new options that allow you to scale streets-view icons for actions (StreetSense and otherwise), and map-view versions of the same, independently.
    • When you're looking at a streetsense item related to a project, and that gives you a buff to the unit type taking the action, that is now actually clear. Before it was ambiguous in a way that could imply it applied to all unit types, or to some unknown unit type.

    Bugfixes:

    • Fixed a bug where if you built a decoy tower and selected it before building your real network source, then the game would throw endless errors until you stopped selecting it.
    • Fixed an issue where if you took certain paths through chapter one, or if you skipped beyond chapter one, the game would not properly show you vat-grown meat, hydroponic grens, groundwater, or filtered water in the resources bar or resources view.
    • Fixed a bug where all of the tooltips were showing that buildings had a status of being dormant if they were not paused, because of how I had it set up to handle territory control flags.
    • Fixed a bug where NPC cohort discovery status and custom names (if relevant) were not being cleared between loading one savegame and another.
    • Corrected a bug where Corprocessors would not apply their actual value until the turn after they existed. So if you had a falling amount of compute time, the coprocessor would be a turn late showing it. If you just completed building a coprocessor and everything was fine, it would be one turn late in giving you the new amount.
    • Fixed an issue where if you were over-drafting compute time on a turn, the actual amounts shown as a net on the central compute time resource would not reflect this.
    • Fixed up a whole bunch of things so that Compute Time now shows properly in the ledger in terms of what the net value is when things are negative, and so that codebreakers are properly shown in the TPS Reports and Input/Output screens, and also contribute properly to the ledger entry for compute time.
    • Corrected some logic that was blatantly wrong with calculating deterrence over the last few weeks. In particular, ENEMIES were also providing deterrence, and so when they moved away from your building or you killed them, it could cause your deterrence to dip if you didn't realize what was going on. This is a real facepalm moment, but was a regression in the last few weeks, and could be confusing to put it mildly.


    Connect with the Machine


    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/524216645064853158
    https://steamcommunity.com/games/2001070/announcements/detail/502822010104053993
    https://steamcommunity.com/games/2001070/announcements/detail/524212840420081803