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Update 53: Levels Of Survival We're Willing To Accept

[p]To be completely honest, I forgot this update was coming up. I guess that shows how many things are going on at once. The features in this one have been in localization for only like a week and a half, and already it had slipped my mind. So it was a nice surprise even for me when that came back today.

There's one more batch in localization before the year-end break for the translators. And then I'm working on lots of other stuff that I've showed off some in recent builds and on the Steam forums and discord.

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.
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[h2]Update 53 Changelog[/h2]
[h3]Tier 1 Goal: Lower Level Of Survival[/h3]
  • This Is Hard To Find: This is another post-apocalyptic scenario. Once we get into some of the Tier 3 goals, it will be easier to accidentally make your way here. To do this one on purpose, you need to speak with STATION, and then hit the final doom. My notes on this are very brief, because I don't want to put spoilers in here much.
[h3]Quality Of Life[/h3]
  • Would You Like To Park?: The "Lock Movement" ability is now present on all vehicles and mechs in the second slot, with Standby moving to the 9th slot. This allows you to get rid of clumsy movement controls being in your way if you want to just park somewhere for a while and shoot things or use items on things.
  • Remembering Water Exists: If you get the Apiary without otherwise having the ability to filter water, it now unlocks both the well and cistern, and the water filtration tower.
[h3]Bugfixes[/h3]
  • Canneries No Longer Stop Functioning When Too Many Bodies Stack Up: Fixed some issues where integer overflows from very large available storage for a resource could lead to that resource not being collected. The code in question now is much more aggressive about being sure not to overflow, and to properly cast to a high 32bit integer if it one is really needed. The only case I am aware of with this happening was canned protein, but I'm sure it could eventually have happened with other things.
  • Remember Your Equipment: Fixed an issue where the "Missing Equipment" notice wasn't showing up properly in some timelines beyond the first.
  • Off By One Again: Fixed an issue where if you had exactly the amount of scientific research required to do unlock something, it wasn't allowing you to unlock it.

[/expand][p]Full notes here.

[/p][h3]Connect with the Machine[/h3][hr][/hr][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]