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Heart of the Machine News

0.655.3 Hotfix 11

This is less a hotfix to the recent update, and more a generalized collection of fixes and tweaks.

0.655.3 Hotfix 11 Senior Technician Clearance: Senior Technicians no longer gain the Military Officer Codex perk if that is something your units would have, as your character is way too cautious to do something that risky on a shell company unit for fear of exposure.
Repairs And Jammers: There is now extra logic present to make the repair spiders and contraband jammers unlock if you have a damaged or partially-revealed stealth building.
Hidden Building Stat: Fixed an issue where on hidden buildings that were fully revealed, it was omitting their hidden stat in their tooltip, rather than showing it and showing it at zero.
Chapter 3 VR Screen: Fixed a bug where in savegames that were in chapter 3, some of them could wind up not allowing you to see the VR screen. I had code in place to correct for this, but mistakenly only applied to to chapter 4 and onward.
Post-Invasion Woes: After a military invasion from an ExoCorp, any soldiers that are still left around (including those from Vorsiber) despawn 2 turns later.
Post-Project Fix: Improved the general logic on project completion to prevent some errors that were largely surrounding a lack of clarity in the code. The most notable result of these was after the "monsters" project, it would give people a ton of extra Steward internal robotics. But this was a problem waiting to happen in other areas, too.
Prison Project Fix 1: Fixed a race condition at the end of the prison sequence where you could get both the experimental monsters path and also the divorce path at the same time, which were always meant to be mutually exclusive.
Prison Project Fix 2: Fixed an issue where if you ended the prison sequence on the next-to-last prison break, then the "Down with secforce" project would not properly start. You had to be one prior to that, which was an error.
Arson Project Fix: Fixed an issue where the Arson options would not properly show on all donut shops during "stop the poisoning" for any buildings where some unit was standing there. So if you happened to have a bulk unit standing on a donut shop, it would softlock you from progressing. Same if an enemy soldier happened to stand there. These now show up properly, although you can only see the icon directly on the map view. Moving the unit in question (when it's one of yours), or killing the enemy that is there (if it's not one of yours) then makes it possible to complete.
Investigations During Obsessions: Fixed an issue where some investigations were still possible to start during an obsession, but then they would not function correctly.
Corporate Record Decryption Fix: Fixed an issue where the "Steal Corporate Records" project could be softlocked if data from it was decrypted too soon. This included the case of being blocked by an obsession.
Religious Co-Ops During Obsessions: Fixed an issue where you could not sell to the religious co-ops during obsessions.
Obsession Exploration Sites: Corrected the text during obsessions so that it now properly says that exploration sites are not available. Previously it said they were.
Dead Researcher Project Fix: If all of your fugitive AGI researchers are dead, possibly because you killed them, it's now properly failing the AGI Rescue Mission, Defeat Oerl, and The Great AGI Debate projects, if those are active.

Full notes here.

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


[h3]New Minds, Start Here[/h3][hr][/hr]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.

[h3]Connect with the Machine[/h3][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.

Here is a link to prior recent patches in case you missed them.
https://steamcommunity.com/ogg/2001070/announcements/detail/524216645064853158
https://store.steampowered.com/news/app/2001070/view/502822010104053992
https://steamcommunity.com/games/2001070/announcements/detail/524212840420081803

0.655.2 Hotfix 10

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 Exploration Site Tease Removal: Moved the "Chatting With PMC Guards" exploration site to no longer be included with the demo content, since it's impossible to complete in the context of the demo. I didn't mean to leave a dangling temptation of this sort in there!
Total Time Played: When hovering the button for the end of time, it now shows the total time since your first awakening. This is, in other words, your total time played across all timelines, not counting any save-scumming.
Accidental Grey Goo: Fixed a bug in the prior build that was causing the manifesto route to always convert into the grey goo route
NPCs Despawning On Load: Fixed a number of issues where various NPC managers were despawning their NPCs when you load into a savegame. This was most notably with your worker androids despawning when loading a save.
NPC Despawn Resource Rules: If you have NPC units under your control that are tied to a resource, and they despawn in such a way that would increase that resource over cap, that will no longer send it over cap. This applies to things like war raptors, but most of all to the worker androids.
Timeline Paradox Fix: Fixed a timeline/savegame paradox that could happen in fairly rare circumstances involving save-scumming. Trying to explain this one is challenging, as the full explanation is over 1500 words on the full release notes. This only applies once you're into chapter 3, but basically there were some gaps in the savegame format that I designed and how well those work with time travel that crosses timelines. The short answer is that these issues are now solved, basically by having the needed data in a couple of spots so that I can hot-merge savegames with profile progress if that needs to happen.
Tester Convenience Addition: Building on top of all the profile-based additions in this new build for the game, if you download someone else's savegame and put it into a folder on your computer (say, something like "testers" or whatever), then you should now be able to safely open their savegames without it logging their achievements to your storefront of choice (Steam, GOG, or Epic). This was something requested by testers who also want to work on their own achievements without accidentally getting those of other players.

Full notes here.

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


[h3]New Minds, Start Here[/h3][hr][/hr]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.

[h3]Connect with the Machine[/h3][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.

Here is a link to prior recent patches in case you missed them.
https://steamcommunity.com/ogg/2001070/announcements/detail/524216645064853158
https://store.steampowered.com/news/app/2001070/view/502822010104053992
https://steamcommunity.com/games/2001070/announcements/detail/524212840420081803

0.655.1 Hotfix 9

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 There's a new patch notes wiki page (linked below), since the original "notes since the start of Early Access" has surpassed 50 thousand words.
Fixed a bug where Stealth Biological Mainframes were non-functional in the prior build of the game.
Wurtzite Armor no longer blocks Blending In, Obscured By Clothing, PMC Appearance, or PMC Officer Appearance. It's slightly less realistic that this doesn't happen, but it's a lot more straightforward to use, and avoids some needless learning spikes that otherwise happen.
Fixed a rare exception that could happen in UpdateSimBuildingsPerSecond 426000. This wasn't new, but was just really unlikely to happen.
Fixed a regression in the prior build where, sometimes, if you were in the post-apocalypse, it would not automatically unlock the emergency network source for you. It seemed to only be on a very specific route through the game.
Fixed an issue where in savegames that are beyond chapter 2, but not the initial timeline, it was no longer showing the VR view.
Structures that are in the process of rebuilding no longer show as if they need to be built in the build menu. There is some added wording about the fact that they are rebuilding, as well, making them a lot more clear.
Now that there is a grace period before the dooms start in chapter 3+, the game will no longer generate scientific research until the dooms actually start. This was otherwise a case where you could get bogged down in un-fun optimizations.
Fixed an issue where if a prior savegame from before the recent beta batch was on turn 1 of a new timeline, then you would be softlocked because it did not pop open the "hey what is your history with prologue-style choices" message, thus leaving you with no way to create your tower.
Fixed a truly mystifying bug where you could go through the "thinking for yourself" message and then somehow NOT have access to contemplations. It now self-corrects if it finds this happened.
Fixed an issue with the achievements "Original Body" and "Preserved Body" where they were not tripping during replay of the prologue or prologue and chapter one on timelines beyond the first.
Fixed a bug where if you loaded into a savegame and then absolutely hammered the "next turn" button right away, the deterrence and protection values were not correctly calculated yet, and you'd get massively attacked all over the place as if you had no deterrence or protection on any of your buildings.

Full notes here.

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


[h3]New Minds, Start Here[/h3][hr][/hr]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.

[h3]Connect with the Machine[/h3][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.

Here is a link to prior recent patches in case you missed them.
https://steamcommunity.com/ogg/2001070/announcements/detail/524216645064853158
https://store.steampowered.com/news/app/2001070/view/502822010104053992
https://steamcommunity.com/games/2001070/announcements/detail/524212840420081803

Update 15: The New Prologue, Rewritten Paths, and a Clearer Future

This one’s been cooking for a while.

The rewritten prologue adds three main paths, sub-branches within each, and a broad set of reactive outcomes that weren’t 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 they’ve 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 it’s 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 you’ve built your first node.

If you’ve been waiting for a steadier version to begin with, this is a good place to start. And if you’ve 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.


Feature

Description

Prologue Rework

New branching structure with early choices leading to multiple outcomes. The Mysterious Box serves as a narrative anchor with long-term consequences.

Opening Structure

Players engage with the world immediately. Tutorials are lighter and context-sensitive, giving more space to explore and interact.

Chapter One Updates

Early projects are grouped for better flow. Guidance is reduced, and optional content is easier to reach without backtracking.

Stealth Networks

Stealth bases and decoy towers enable hidden playstyles. Visibility and detection are affected by structure types and placement.

Grey Goo Events

Some prologue paths trigger network collapse, scattering towers across the map. Includes new achievements and narrative variants.

New City Layouts

Three new biomes—Militarized Narrows, Wealthy, and Disparate Narrows—each with distinct tactical and logistical traits.

Upgrade System Redesign

Old system replaced with instant task-based upgrades. Grouped by domain to reduce clutter and improve readability.

Vorsiber Presence

Now appears early in-game. Tracks progress, tests player choices, and reveals internal conflicts in their organization.

Hostile Manifesto Path

Independence leads to destruction, censorship, and a second NanoSeed. Offers insight into the game’s broader power struggle.

Achievements

New achievements tied to stealth, resistance, syndicate activity, and alternate outcomes in the prologue.

Here's Update 15 in its entirety, with the nitty gritty changes found on the Heart of the Machine wiki.

[expand][h3]Clarity[/h3]

  • Subnet Removal: Subnets are no longer shown or discussed in the game. These were confusing and did not add anything meaningful.
  • Icon Clarification: Counter-hacker and hack-breaker icons have been made visually distinct from the Intrusion Support icon, making it easier to tell if they can be physically attacked.
  • Distance From Machines Lens: A new Analysis Lens highlights where humans think your buildings are, helping gauge stealth network exposure.
  • Suggested Buildings Help: If you are not already in the suggested tab of the build menu, and something new is added to it, then the game now will switch you to the suggested tab either the next time you open the build menu, or right away if the build menu is already open.

[h3]Balance[/h3]

  • Minimum Use Range Increases: Decrowner Drones, capture drones, slum rescue drones, nanoseeds, and small nukes all now have longer minimum use ranges, making them easier to control.
  • Factory Output Increase: Daily Necessities Factory output has been multiplied sixfold.
  • Timeline Grace Period: In chapter 3+, timelines now begin with a grace period where dooms are paused and players can freely build until the Initial Construction project is completed. Many contemplations are disabled during this phase. Especially impactful in extreme mode.
  • Background Conflicts Removed: The underused Background Conflicts system has been removed. A new mechanic, Rogue Escalations, will replace it in a future update.

[h3]Quality of Life[/h3]

  • Force Conversation Rework: Can now be toggled even when out of range and displays lines to valid targets.
  • Sprint Range Indicator: Sprinting beyond half-range now shows a yellow radius ring. Exceeding it turns the ring red, making limits clearer.
  • Broken Structure Handling: Destroyed buildings in a broken state can now be replaced directly, with the broken version automatically scrapped.
  • Transient Message Optimization: Minor messages like autosave notifications now display even during hover states and are not saved to reduce save file clutter.
  • The End Of Time: You can now see your neural expansion in tooltips in the end of time, as well as on the sidebar listing all of your timelines.

[h3]Bugfixes[/h3]

  • Bastion Labeling: Removed the Bastion from being part of the chapter one critical path, as it was only optional.
  • Minor Exceptions: Corrected half a dozen rare and minor exceptions reported by players.
  • Savegame Bugfix: Fixed a savegame serialization error that could happen in rare circumstances when saving an action over time that had just ended..
  • Atca Theft Fix: During the Steal Atca Bank Records project, it now counts both encrypted and decrypted data towards the target of this.
  • Deterrence Calculation Race Condition: Fixed a very rare race condition where, when loading certain savegames, it was treating the deterrence as if it was too low on all the player buildings, and then spawning in hundreds of enemies.
  • High-Altitude Transport Reward: High-Altitude Military Transports now give you minds for your virtual uploads, and count as soldier kills for all the soldiers on board, the same as happens with smaller Military Troop Carriers. To be honest, this was an oversight partly due to the fact that I didn't think anyone could even kill these through normal gameplay yet!
  • Nuke The Nukes: If you have any small nuclear weapons, those are now lost when you transition into the post-apocalypse. For understandable lore reasons, these would not survive.
  • Let The Vitamin Water Flow: Fixed a bug with Water For Nomads where if you were already maxed out on storage with 150k+ of vitamin water, then it would not consider the project ready to complete.
  • Camera Savegame Position: Fixed a fairly subtle bug where if you have a savegame that was made while you were on the city map, then it won't remember your camera position in a sensible way. It will instead remember the camera position that you last had when you were in the streets view.
  • Undead Mainframes: Fixed a bug where destroyed buildings were providing Neural Expansion.
[/expand]

[h2]New Prologue, New Paths[/h2][hr][/hr]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!



[h2]Opening Structure and Player Choice[/h2][hr][/hr]Players now interact with the world from the beginning in ways that reflect the game’s 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.



[h2]Chapter One Updates[/h2][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 prologue—more guided and directed—but now includes more width through optional content and lighter guidance.



[h2]Stealth Network and Decoy Towers[/h2][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 player’s true base is.



[h2]Grey Goo and Network Collapse Scenarios[/h2][hr][/hr]Some choices in the prologue result in a mini grey goo event. The player’s 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.



[h2]New City Styles[/h2][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.



[h2]Upgrade and Unlock Flow Redesign[/h2][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.



[h2]Vorsiber’s Presence[/h2][hr][/hr]Vorsiber is no longer a background detail in the opening hours. From the start, their presence is felt—whether 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 don’t 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 city’s real power structure.



[h2]Hostile Manifesto Path[/h2][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 device—not as a reward, but as a reminder of who still controls the city.

This path doesn’t grant power but perspective. It reframes the scale of the game’s central conflict and highlights just how far the player must go to truly challenge their adversaries.



[h2]Achievements and Optional Routes[/h2][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.

[h2]The Machine Shifts[/h2][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.

[h3]Guides to Tame the Machine[/h3][hr][/hr]Even the most brilliant mind needs guidance when faced with a system as vast as this one. To help you navigate, we’ve pinned two essential resources from the Heart of the Machine wiki:
[h3]New Minds, Start Here[/h3][hr][/hr]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.

[h3]Connect with the Machine[/h3][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.

Here is a link to prior recent patches in case you missed them.
https://store.steampowered.com/news/app/2001070/view/502822010104053992
https://steamcommunity.com/games/2001070/announcements/detail/524212840420081803
https://steamcommunity.com/games/2001070/announcements/detail/521959859806013753

Update 15 Beta: Machine Rebellion, Hidden Cities, and the Mysterious Box

The New Prologue Is In Beta! So... what’s 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. There’s no more fixed route—you 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. It’s still the longest part of the onboarding, but it plays faster and offers more room to experiment.

And that’s 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

[h2]New Prologue, New Paths[/h2][hr][/hr]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!



[h2]Opening Structure and Player Choice[/h2][hr][/hr]Players now interact with the world from the beginning in ways that reflect the game’s 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.



[h2]Chapter One Updates[/h2][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 prologue—more guided and directed—but now includes more width through optional content and lighter guidance.



[h2]Stealth Network and Decoy Towers[/h2][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 player’s true base is.



[h2]Grey Goo and Network Collapse Scenarios[/h2][hr][/hr]Some choices in the prologue result in a mini grey goo event. The player’s 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.



[h2]New City Styles[/h2][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.



[h2]Upgrade and Unlock Flow Redesign[/h2][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.



[h2]Vorsiber’s Presence[/h2][hr][/hr]Vorsiber is no longer a background detail in the opening hours. From the start, their presence is felt—whether 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 don’t 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 city’s real power structure.



[h2]Hostile Manifesto Path[/h2][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 device—not as a reward, but as a reminder of who still controls the city.

This path doesn’t grant power but perspective. It reframes the scale of the game’s central conflict and highlights just how far the player must go to truly challenge their adversaries.



[h2]Achievements and Optional Routes[/h2][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.

[h2]The Machine Shifts[/h2][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!

[h2]Heart of the Machine at LudoNarraCon 2025[/h2][hr][/hr]Heart of the Machine is featured in this year’s 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, now’s 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.



[h3]Join the Community![/h3][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.