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Update 23: Better Vehicles, Easier Repairs, And Faster Furniture

[p]This build makes vehicles far more useful, adds key clarity and quality of life improvements, improves balance, and has a raft of bugfixes.

It shocks me that it's been 15 days since the last update, but I've been very busy working on the game. This new build has a lot of improvements, there will be another smaller build with yet more improvements later this week, and there's a big new content update that will be arriving next week. I also needed to take some time to plan out some of the remainder of the year in more detail internally. Still working on that, but there's a lot of exciting pieces.

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 23 Changelog[/h2]
[h3]Clarity[/h3]
  • Chapter Updates: Updated the descriptions of the chapters, and have made it show all five planned chapters rather than just the 4 that exist at the moment. This gives players a bit of a roadmap of what to expect as they play, while at the same time not hitting anyone with unwanted spoilers.
  • VR Research Categories: The wording on several of the VR research categories now mention what sort of internal robotics they contain.
  • Handbook Update: The existing "Building Caps" handbook entry has been updated to reference the new format that internal robotics are shown in.
  • UI Tour Ease Of Use: If you are in the UI tour, all movement and such is locked. If you try to click on the screen now, it pops up a message saying "To Progress: Must Click The UI Tour Popup." This way there is some immediate feedback and the game does not seem locked up, if the player doesn't realize they're still in the ui tour. It also allows you to click where the tour panel arrow is pointing, rather than on the tour panel itself.

[h3]Quality Of Life Improvements[/h3]
  • Timeline Repair: If a timeline file is missing, and you try to dive into it, it now gives you a message explaining what is going on. If you would like to then delete the timeline, you can do so.
  • Flexible "Mode Shift" Abilities: Having a unit in a "mode shift" (slayer mode, horrify mode, or demoralize mode are the only three right now), and then using a targeted ability (items, for the most part, but also demolish mode or hacking), no longer takes you out of the "mode shift" types.
  • No Unwanted Friendly Fire: If you are not in slayer mode, and you do an attack that would harm or kill a noncombatant via AOE splash damage, it now will not hit those targets.
  • Suppressing Fire Indicators: When suppressing fire will be applied to enemies, by an attack you will make, it now puts an icon above their heads to indicate this.
  • Structural Engineering Ease Of Use: If you're already in range of a building that you're going to have an android do structural engineering on, then the android no longer moves from its current spot.

[h3]Balance[/h3]
  • Easier Access To AG-31 Relumine: Unlocking the AG-31 Relumine is now a crossover, which makes it so that this weapon is available on timelines beyond the one you unlocked it at.
  • Small Apartment Viability: Human Apartments and Refugee Towers both now cost only 1 Steward rather than 4 and 2, respectively. This helps make the Human Apartments not obscenely outclassed by the Residential Megastructures, while still being outclassed by about 2.5x. Before they were outclassed by over 10x.
  • Spectre Buff: The Spectre vehicle now has a default area of effect attack range of 12. This makes it the only cloaking vehicle to have AOE attacks implicit in itself.
  • VS-102 Albatross Buff: The VS-102 Albatross now grants 50 attack power in addition to its other functions.
  • Drone Quality Rework: Iris, Troopship, Mech Carrier, and Bastion have been pretty heavily nerfed on this front. Spectre has been incredibly buffed. The selection of vehicles with high drone quality now makes them more unique.
  • Wraith vs Spectre Rebalance: One of the weapon hardpoints has been removed from the Wraith and added to the Spectre. The innate firepower of the Wraith is still higher, so before you get any weapons equipment, this makes absolutely no difference.
  • Cutter Buffs: Slightly more attack range, slightly lower capacity cost, and dramatically more movement range.
  • More Spectre Buffs: Slightly more attack range and slightly lower capacity cost.
  • Iris Buff: Very slightly lower capacity cost.
  • More Stewards At Maximum: The final maximum cap of Steward internal robotics has been increased from 500 to 1460.
  • Protesters: Added in logic to keep your units, and rebel units, from firing on protesters. Corporate and military units will still target protesters, as they are huge jerks.
  • Furniture Gathering Overhaul: Completely rebalanced how citizens gather furniture at your territory control flags. They now work dramatically faster, put furniture in your central inventory, gather when your central inventory has less than 15k furniture stockpiled, show how much each unit gathers as it does so, and show what is gathered in the ledger and other related locations.

[h3]Bugfixes[/h3]
  • Explosive Building Fixes: Fixed a bug with explosive buildings where if you had multiple of them, it was not calculating their explosion radius properly. Also fixed an issue with area explosions where they were not factoring the radius of the buildings they were striking, but only their center point. This was mostly notable with very small explosions.
  • Chapter 3 Notification: Fixed an issue where, when it became possible to move to chapter 3, the game was not pointing to the button that would take you there. You had to happen to notice it on your own.
  • Suppressing Fire Range: Fixed an issue where suppressing fire was being applied beyond the actual attack range of the unit doing the attack. This made it way more powerful than intended, mainly because it was hitting so many more units.
  • Negative Resource Correction: If a given resource goes negative for any reason, it now corrects that to be zero instead.
  • Too Rich To Repair: Fixed several math overflow issues that could happen if you were super wealthy in a certain resource. This could cause you to be unable to produce certain resources, or unable to have contraband jammers heal your structures, or unable for your repair spiders to repair structures, and things of that nature.
  • "Improved Apartments" Project Math: Fixed an issue with Improved Apartments where that project was incorrectly calculating your income per turn -- it was looking at your net income, not your gross income, which meant the project could stall out under various conditions. It now properly looks at your gross income. It will also now never ask for more than 40k gross income, which is how much you get from a single territory control flag.
  • Production Chain Order: Fixed an issue with the order of production chains for some things branching off yams, cotton, and zinnia so that they now always happen in a proper order that won't result in random kinks in the production system. If you were running a "just in time" situation before, where you barely had enough per turn, then these wrong priorities could result in excess on one turn and a shortage the next.
  • Deals And Filth: Fixed an order-of-operations issue that was making it so that deal costs and income were not showing up properly in the ledger, and so that filth was not being canceled in apartments at the appropriate time. This was leading to the ledger being misleading and not warning you about a lack of toilet paper, and it was also causing there to be a large visible surplus of toilet paper that was seemingly unused, which was incredibly confusing.
  • Vehicle And Mech Movement: Fixed a bug from a recent build with the reworking of vehicle and mech movement that made it so that they could keep moving after they were out of action points or even after you were out of mental energy.
  • Many Other Small Fixes: A half dozen or so methods have been hardened against minor exceptions that could cause unwanted popups. Also fixed a number of small text issues.

[/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]

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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]
[h2]Update 22 Changelog[/h2][h3]Clarity[/h3]
  • [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]
[h3]Balance[/h3]
  • [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]
[h3]Timeline Shenanigans[/h3]
  • [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]
[h3]Unit Intelligence[/h3]
  • [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]
[h3]Bugfixes[/h3]
  • [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]

[/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 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.

[h2]Update 21 Changelog[/h2]
[expand]

[h3]General[/h3]

  • 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.

[h3]The Executive Tomb (Dark Underbelly Storyline)[/h3]

  • 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.

[h3]Intelligence Class 5 Additions[/h3]

  • 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.

[h3]Clarity[/h3]

  • 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.

[h3]Balance[/h3]

  • 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.

[h3]Bugfixes[/h3]

  • 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.
[/expand]
[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.

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][h2]Update 20 Changelog[/h2][h3]Features[/h3]
  • [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]
[h3]Clarity[/h3]
  • [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]
[h3]Balance[/h3]
  • [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]
[h3]Bugfixes[/h3]
  • [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][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]