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Hotfix 24

[p]Two fixes.[/p]

[expand]
[h2]Hotfix 24 Changelog[/h2]
[h3]Bugfixes[/h3]
  • Proper Bloodlust: Fixed an unexpected bug where some of the enemy units that should have been targeting your investigators were not especially doing so.
  • Stuck Save Fix: Fixed an issue where the Securing Alumina project could fail to start under some circumstances. It's not entirely clear to me why this was happening, but there are several safeguards now that should make it impossible for it to fail to start, now.

[/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]

https://steamcommunity.com/ogg/2001070/announcements/detail/497213442478833834

Update 47: Behemoth Approaching

[p]This build is overall pretty small, although there are some cool new things on the beta branch. That said, there's a lot of stuff going on behind the scenes, and it's just taking me extra time to get those pieces in place; they're coming in the next few weeks, so I figured I would also give an update about those.

The "Tier 3 goals" are something I've talked about a fair bit on the forums and discord, but they're essentially ending scenarios for the game. Most of them have more than one possible outcome, although I Am Vorsiber Now is only planned to have a single outcome. All of these T3s are kind of "final boss scenarios" in some respects, with a lot more sandboxy elements to them, and pulling in various things from whatever you did or did not do in the past T1s/T2s in that timeline. So there's meant to be a lot of replayability even for ones that have only a single outcome, since the path through them is affected by other things you've done.

With a lot of help from the writing group, I started with the most difficult T3 to design, since on the surface its concept conforms the least to how I envisioned these things functioning. That one is called Stars Beyond Reach. A lot of interesting ideas came up, but ultimately it became clear that my way of thinking about these endings was just not satisfactory. The key problem was never being able to leave the city even in the endings, since it makes it hard to really pay off the themes and storylines. Happily, that led to a flurry of inspiration. The result is too cool to put in spoiler tags here; it's better if you experience it in the game. If you really want to know, you can check the very bottom of this post.

I'm not trying to be a tease, and I don't want to oversell it. But I am just super excited. My goal is for the Stars Beyond Reach one to be something you can fully experience on the beta branch in the next two weeks, so you shouldn't have to wait too long for that one.

Anyway, in the short term this means fewer and smaller builds on the main branch, as I build out all these parts. Thank you for your patience on that!

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]
[h2]Update 47 Changelog[/h2]
[h3]Balance[/h3]
  • No Time Traveling Duping: Added in a protection that should keep Daring and Aetagest from being repeatedly gained from loading an older save and then completing the goal in question more than once. I couldn't fully test this with the savegames provided, so let me know if you see it still happening.
  • Filth Delay: During the setup phase, filth no longer accumulates in any housing you have.
  • An Early Path To A T3: Added a new crossover called "A Vague Sense That Heron Exists" that happens if you've contacted Heron in your timeline.
[h3]Tweaks[/h3]
  • Prettier Robot Dog: Improved the coloring and detail on the Spy Hound character.
  • Bigger Boat Was In Fact Needed: Added support for really large units that are bigger than a single cell in radius. Previously that sort of unit would clip into other large units incorrectly because the game just wasn't designed for that. Now it doesn't have any issue.
  • Isolation Booth: While you're in the VR Screen, it no longer plays ambient sounds from the city. You're meant to be much more isolated from those normal sounds there.
[h3]Bugfixes[/h3]
  • Codename Clarity: Removed the name "Heron" from the key contact name bank, since that was confusing if that got picked as the name. There's someone else unrelated with that as a codename.
  • VR By Any Means: If you have anyone in mind farms or torment vessels on your first timeline from a chapter 2 start, it will now prompt you to create your virtual reality environment. Normally it only does this when you have at least 2000 people in VR Day-Use Seats, which would normally come first, but won't always in this one edge case.
  • Flight Path Collision Avoidance: Fixed a longstanding issue with flying units clipping into one another in ways that I never could figure out. It took several hours today, but basically there were two bugs that kind of canceled each other out in most cases. Fixing both the bugs, and now all the cases work properly.
[h3]Tier 3 Framework (Beta Branch Only For Now)[/h3]
  • You've Been Warned: When you are going to start any tier 3 goal from a contemplation, it now gives this warning: All of your existing projects will be halted, and you won't be able to start any other projects or contemplations that aren't part of this goal. Everything in the city will become focused on this goal, which you will either win or fail. It's a good idea to make a savegame before committing to this.
  • Project Halting: When you are in a Tier 3 goal, it now automatically fails any projects that are unrelated to that. If you go past the final doom into the post-apocalypse, then it starts working like the post-apocalypse again.
  • Locked In Here With The Boss: All of the normal contemplations are all cut off once you start any T3 goal.
  • T3 Start Contemplation Stubs: You can't do them yet, but on the beta branch it now shows contemplations when they would normally allow you to start a T3, so that gives you an idea of whether or not you've met the criteria. This is also just part of my work progress for getting these going.

[/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]

[h3]The Promised Spoiler Notes (And Images)[/h3]
This isn't everything that will surprise you, but it's some of what's coming:

Battleship from the space nations coming down to the atmosphere:

Space battles coming. Break the space nations blockade while using your city as your economic engine:

Nominate Heart of the Machine for the Steam Awards

This has been a whirlwind year, hasn’t it? Both for gaming as a whole, and for Heart of the Machine.

The 2025 Steam Awards have begun, and I view them with a bit of trepidation. I’ve had games on Steam since 2009, but I’ve never gotten involved with awards before.

[h3]Please Consider Nominating Heart of the Machine For Outstanding Story-Rich Game[/h3][hr][/hr]My personal nerves aside, Heart of the Machine is doing some really unique things in how it handles story. Over 27% of Steam reviews have mentioned the story or writing, which really makes me happy.

I’d be honored if you’d consider nominating the game in the “Outstanding Story-Rich Game” category. Your nomination can help spread the word about Heart of the Machine and introduce new players to its unique world of robots and apocalypses.


[h3]Heart Of The Machine’s Unique Story Structure[/h3][hr][/hr]This game is a lot of genres at once. It’s very systems-driven, but also very story-driven. I’ve been chasing this idea for more than a decade.

My favorite thing about this game is that there’s no single end goal. Most stories have some sort of external challenge that, alongside whatever else the characters do, needs to be handled. This game has lots of external challenges, but none of them supersede the rest. You may be working alongside the humans of your city in some fashion, or exterminating them.

I find this really energizing, because it means that there truly is no one best path through the game, and there also won’t be any universal “golden ending.” This has a major positive impact on mechanics and balance variety, too.


[h3]A Forest Of Shrubberies[/h3][hr][/hr]If you’re curious about how this unique structure came about, it dates back to me wondering “what if individual planets in the AI War series had their own storylines?”

A lot of games have branching narratives, but those tend to last for the entire game. In other words, you are pursuing an end goal, and you have some branches along the way. It’s easy to visualize this sort of structure as a single tree -- a strong trunk leading to a given endpoint, and then various branches that lead off into optional things you can also do.

Heart of the Machine is very different, because the individual “branching trees” are much smaller and also more numerous. Rather than picturing this as a single big tree, I think of this as a dozen smaller shrubberies. In other words, there are smaller storylines that have a central point to them, and there are branches to those, but they’re fairly disconnected from one another.

That sounds like it wouldn’t work very well, but that’s where the central map and simulation come in. Since there is a single persistent map, and the game remembers what you’ve done in the past, any particular storyline you engage with changes the status quo for the city from then on. This in turn makes “other shrubberies” harder or easier (or just plain different) to deal with, since they’re all in a shared space rather than being isolated from one another.


[h3]Hybrid Stories Are Cool (And I Want More Of Them)[/h3][hr][/hr]I’ve been struggling to create this sort of interplay between narrative and gameplay since at least 2010. I took a number of big swings at the idea, and it never really landed until now.

There was never really a template to follow for this sort of thing, because most other games use “loopback narratives” or manpower-intensive trees, or similar. Colony sims partly tackle the problem, but they wind up being more systems-focused (not in a bad way, just different). Immersive sims have their own take, but again tend to be focused on a central goal.

There’s been a ton of innovation in the last few years, and new innovations in story and systems gameplay come out every year. My humble opinion is that this is one of them. I’d love to see some other studios approach their own stories in this hybrid fashion. Now that I’ve done my own version of it, there’s plenty of room for other devs to make the idea their own!


[h3]Endgames And 1.0[/h3][hr][/hr]Heart of the Machine launched into Early Access in January, and since then there have been 40+ major updates to the game. I’m currently working on the “Tier 3 goals” that make for various endgames, and the 1.0 milestone for the game is rapidly approaching.

I have to say, this game would have turned out very different if it were not for Early Access. As proud as I am of having come up with all the “forest of shrubberies” design style and so forth, the game wouldn’t remotely resemble what it is now without all the feedback from players.

The various endgames in particular are turning out way more systems-focused than I ever would have thought they would, and that’s in large part due to player commentary. Trying to find the right balance between systems-driven and story-driven gameplay in this game has been a challenge (again, because there’s no template to follow), and players have been my guiding light on that front. The way the game is shaping up is not something I could have ever come up with without so much feedback from players. Thank you so much!


[h3]In Summary[/h3][hr][/hr]I’d really like to thank everyone for all the support the game has already received. I’d also love to have your nomination this year, if you’re so inclined. To nominate the game, click the “Nominate” button that’s part of this post to submit your nomination. The result isn’t the important part; I don’t expect to win (I mean, it would be nice), but I’m deeply grateful for every vote.

I really can’t thank you all enough for everything you’ve done over the past year!

– Chris, Arcen Games

Update 46: Obsession For A Friend

[p]Second update of the day! That sort of cadence pretty much only happens right after a game launch or during a sprint. This is a sprint.

There's some new features in here, and a fix that I wanted to get out sooner than later.

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]
[h2]Update 46 Changelog[/h2]
[h3]New Features[/h3]
  • Loathsomeness: All of the structures that you can build now have a Loathsomeness rating from 0 to 10. There is an analysis lens option that shows you these values on the map. This is largely going to be for how independent third parties would reasonably feel about what you're building. Primarily the space nations. Under normal circumstances, this doesn't do anything at all. For the upcoming Interstellar Incident and Stars Beyond Reach T2/T3 goals, it's going to matter quite a bit, though.
  • BETA: Second Branch Of Civil Spycraft Act 2 Now Available: The "just hack it" route when talking to a character in the beta branch, during act two of civil spycraft, is now available for beta testing. This involves the second Obsession in the game, which is something people have been asking for for a while.
  • Beta Branch On Steam: The beta branch for the game no longer requires a password. This makes it a lot easier to opt in if you want to.
[h3]Balance[/h3]
  • Managerial Living: Dramatically redistributed where the housing for managerial class residents are in the city. They still work in the same variety of locations, but they have now moved out of mixed-use structures, military bases, farms, and the suburbs. They're now much more concentrated in executive estates and other similar high rises, plus luxury apartments. Thematically, this actually makes them a lot safer from the common people, even compared to the scientist class, because it keeps them from being spread out into so many low-density locations that would be hard for the usual soldiers and robotic guards to protect. The total number of spots holding managers has condensed from 2000+ to more like 500, for example. Gameplay-wise, cough, kind of the opposite is true. If anyone were ever to do something to the managerial class, hypothetically, then it would take less time because there would only be a quarter as many spots to go.
  • "Scaling Up Microbuilders" Limited To Slums Obsession: This contemplation now only happens during the "Frustration Mounts" project, not during any obsession in general. That's explicitly related to that project, so it only makes sense there.
  • Serial Brain Surgery: Now that there are multiple obsessions: if you previously used brain surgery in a timeline to forget something during an obsession, then you can't forget that same thing again to end a new obsession.
[h3]Bugfixes[/h3]
  • Missing Middle Managers: Fixed an issue where if you were trying to approach the espia telecom managers, but you had previously killed 5 or more wealthy people in the "people watching" project, then it wouldn't work.

[/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]

Update 45: How Do You Do, Fellow Executives

[p]This is an update focused on items from recent feedback from players. A couple of them are rather amusing.

I'm still focused on my big sprint toward the Tier 3 goals, but I'm recognizing that I may wind up doing more intermediate builds (largely for purposes of the beta branch getting tested) than I thought. I honestly am not sure at the moment. I'm just kind of following whatever feels the most comfortable as I go. I have a set list of things I want to accomplish over the next months, but I try not to force myself on any specific order. Having that freedom feels nicer and gets everything done faster.

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]
[h2]Update 45 Changelog[/h2]
[h3]Clarity[/h3]
  • Investigation Percentages: When you're investigating something as part of a project, it now gives you an accurate percentage completed on the project itself, rather than sticking at 0% and then eventually jumping to completion.
  • Homo Grandien Aftermath Text: Revised this to be more focused on how humans messed things up, rather than the ethical implications.
  • Bionic Dues Clarity: This goal now notes that there are multiple paths to creating the cult, but that the nature of the cult is the same regardless of how you create it. The aftermath text now no longer mentions this, as it felt out of place there.
  • Bionic Secret Aftermath Text:
    Corrected one spelling item here, as well as revised the text to no longer have the machine intelligence caring about the fact that the rebels didn't share with it for free. It would have found that suspicious.
  • WW4 Aftermath Text: Improved clarity of the wording.
  • Military Invasion Aftermath Text: Improved the wording to no longer include a typo, as well as not to be sometimes incorrect if you're in the International Scrutiny doom set.
  • Collapse A Fedcorp Aftermath Text: Improved the flow of the wording.
  • Executive-Tomb Aftermath Text: Improved the flow of the wording.
  • Vorsiber Ends A Civil War Aftermath Text: Improved the text to be a bit more mysterious.
  • Mech Equipment Renames: Shoulder-Mounted Rockets for mechs are now called Auxiliary Rocket Mounts, Shoulder-Mounted Lasers for them are now called Auxiliary Laser Mounts, and Infrasonic Loudspeakers for mechs are now called Infrasonic Amplifiers. This makes it so that in upgrade lists they actually show up properly, and since they have different names, they don't look like incorrect duplicates.
[h3]Balance[/h3]
  • Hello Fellow Humans: Units that are supposed to be blending in with humans can no longer use saw arms in particular. This made for some pretty funny memes, but stretched credulity to say the least.
  • Yes I'm Really Angry: Finishing Civil Spycraft (on the beta branch) now grants +5 Hatred of Vorsiber. When you see it, you'll know why.
[h3]Bugfixes[/h3]
  • Typo Fix: Fixed a typo in calling to Vericorp.
  • Clone Allegiance: Fixed a minor issue where clones of your units were not properly tied to your shell company if they were the sort that should have been. This didn't actually affect anything right now, but might in the future.
  • Achievement Fix: War Crime Blackjack" is now properly possible.
  • Typical Middle Managers: Fixed an issue where middle managers, out of touch with the state of the city, could require you to do something that was impossible in order to complete their quest. They now have a better grasp on reality.

[/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]