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Update 63: Care Of Workers And Equipment

[p]This one has a bunch of improvements that players have been asking for over roughly the last month. There's some more on the near horizon with equipment management (that being the biggest player request of all on timelines beyond the first).

I expect to have another exciting release tomorrow, but I wanted to get these improvements out sooner.

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 63 Changelog[/h2]
[h3]Workers And Bulks[/h3]
  • Drastically More Control: Players now have a drastic amount more control in the Workers tab of command mode. Rather than simply disabling or enabling specific unit types, it now allows you to disable or enable each specific type of worker activity for those unit types. These only appear contextually as-needed to not have a bunch of clutter, and it also imports your prior settings in to the new version.
  • Accurate Ranges: When you are deploying bulk units, it now shows the predicted attack range radius based on their default stance. For deter and defend, which is the default for most, this means the attack range is double what it would otherwise have previously shown.
[h3]Equipment Management[/h3]
  • Relaxed Cooldowns: When you are editing equipment, the cooldown no longer kicks in until you expend an action point for the unit, or until the turn changes. This allows for you to make and commit some changes, then go back and revise them.
  • Realtime Change Visibility: Deterrence and protection are now recalculated immediately when you are messing with loadout changes, rather than not being reflected until you commit your changes.
[h3]Completion Progress Screen[/h3]
  • Full Game Completion Percentage: A new "Completion percentage section is now available in the victory path window. This allows you to see your progress in seeing everything in the game on normal difficulty at a single glance directly from the sidebar.
  • How Much More Of Chapter One?: During chapter one, you can now see what percentage you are through it if you go to this same submenu. It accounts for the split in paths, and does not count side ventures. It's just for how far along the path to chapter two you are, as many people often wonder this.
  • Gimme The Details!: On this subscreen you can see a breakdowns for the percentages of projects completed, normal achievements vs all, normal goals, hard goals, extreme goals, and even misery goals.
[h3]Quality Of Life[/h3]
  • 1.0 Is Getting Close!: The early access message on the main menu has been removed, in preparation for the upcoming launch to 1.0.
  • No More Targeting For Ants: On the map view and far zoom view, highlighted buildings that an item can be used against are now drawn notably more visibly.
  • Ours Goes To A Billion: Added a bit more spacing in the inputs/outputs columns so that numbers above a billion fit comfortably.
[h3]Balance[/h3]
  • Conserve Ammo, Fools!: Normally an NPC unit (including your bulks and workers) will fire on a target that is already slated to die if it has absolutely nothing else to shoot. Now if there is any resource cost to that unit firing (for example if it has a giant railgun that uses prismatic tungsten), it will hold fire in cases that would be overkill.
  • Worker Nerf On Extreme And Misery Modes: Previously, squads of worker androids belonging to the player were getting the same squad-size buffs as enemy squads. This was intentional, but several players have pointed out that it felt bad, as it made the workers dominant in an un-fun way. Bulks and such don't get this sort of benefit. These units still get some buff, but basically they get the buff to the level of Hard difficulty, and don't get further buffed to Extreme or Misery. So, in effect, this increases the difficulty for worker units on both extreme and misery modes, but has no other effect.
  • No Nuking Your Friends: You can no longer launch ICBMs after winning or losing a timeline. In particular after winning, you'd be glassing allies...
  • Okay, Gas Attack Your Friends: When you are in targeting mode for chemical weapons against a civilian populace, that now explicitly kills your own sheltered humans and refugees, and also explicitly marks them as a target.
[h3]Bugfixes[/h3]
  • Get In The Box: Fixed a minor visual issue with percentages on healths between 1000 and 9999 extending out of their box.
  • Investigations From A Distance: Fixed an issue with far zoom mode where it was not showing investigations fully properly at longer distances from the camera's position. It now functions the same as map mode.
  • Ruin Math: Fixed a couple of issues with how the ruins were drawing around the edge of the map in narrow maps. Certain ruins were missing or too sparse.
  • Items From A Distance: Fixed an issue where in far zoom view, highlighted buildings that an item can be used against were being only drawn if fairly close to the camera.
  • Don't Forget To Torment The Traumatized: Traumatized ex-cons are no longer overlooked by the Improved Torment Processor if you are throwing everyone in the torment nexus
  • Data-Mining After Uncovering A Secret: Fixed an issue where Decrypted Stolen Vericorp Data was never being datamined. It now will be, once you have decrypted enough to discover the message hidden in the encrypted version.
  • Infinite Science!: Fixed an issue where Decrypted Espia Spy Data was never being datamined. It now will be, once you have finished the "Find Those Branch Managers" project.
  • Liquid Air No Longer Confuses The TPS Report: Fixed an issue with the Fractional Distillery where it had the same work priority as Hampson–Linde Cyclers, so they would often complain on TPS reports if you had equal inputs and outputs due to this. It was based on what order you constructed the buildings in, and not in a helpful way. Spent far too long on this, sigh.
  • Corrected Accidental Lobotomy When You Tormented More Than 21 Million People At Once: Fixed a bug where if you were tormenting more than about 21 million humans, it would roll over the math and give you a lobotomy. It now uses 64bit math properly.
  • Scary Deserialization Bug Fixed: Fixed a very specific bug in the custom serializer I wrote back in 2022. If the absolute value of a saved number was greater than 2.14 billion, but less than 4.29 billion, it would not deserialize properly. It's amazing that this survived all my unit tests, let alone a further four years in active use. At any rate, if you had 3 billion units of water on hand, then when you saved you would have zero left.
  • Modern Jobs For Big Numbers: Converted a bunch of code about jobs and resources to be fully 64bit, to avoid any overflow errors. I didn't see any actual problems come out of this, because I think the intermediate change to a number would have to be larger than 2.1 billion and that's very unlikely. That said, I prefer to be safe rather than sorry with this.
  • Remember To Forget Those You Kill: Fixed an issue where a unit was being targeted by one of your NPCs and died and got thrown in the recycler, your unit's tooltip would act like it still had an objective but would say "[null unit type]."
  • Fixed Big Red Button Sometimes Being Absent: When you open the regional map while having command mode open, it no longer suppresses the ability bar for launching rockets at sites outside the city.
  • Better Census For Living Tenants: Adjusted quite a bit of logic with how "the number of people living at this building" is calculated. It was previously erroneously saying how many people CAN live there, which is not the same thing as the number of people who do live there. This is primarily for purposes of things like when a building gets blown up, or hit by a chemical weapons attack, or when the people demand more entertainment or culture or whatever.

[/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 62: Cloud Clarity

[p]This build has various improvements based on player feedback, and some fixes specifically for the content currently on the beta branch, too. More to come in soon in this vein!

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 62 Changelog[/h2]
[h3]Clarity[/h3]
  • Young Beancounters: In the very early game, when you're recruiting androids via StreetSense, it now shows you what capacity is required out of what capacity you have.
  • Making Mention Of Far Zoom: At the point where the camera would previously stop you from zooming out any further, it now swaps to a "far zoom" mode that is kind of a hybrid of the map view and the streets view.I'll Be Watching Me: StreetSense has been adjusted to show your units by default rather than hiding them. I always felt like this lens was a bit borderline for that to go either way, and you can still adjust this in the filter for that lens -- all I've adjusted is the default.Making Mention Of Focus Mode: There is a new handbook entry which explains about using the Ctrl key to focus your view and either see or hide units in certain lenses. This pops up automatically the first time you are in a lens that defaults to having units hidden. For most people, they will see it when they are reaching the Contemplation lens for the first time. This is expected to be particularly useful for players who are returning after a break, but honestly for everyone.
[h3]Visual Improvements[/h3]
  • Cloud Transitions: There were at least three people who were confused by the transition between regular streets view and the far zoom, and it was a jarring transition in general. So I've added a visual smoke/fog effect that plays really quickly across the entire screen when you make that transition now, and also a very slight sound cue at the same time.
  • More-Expansive Wasteland Ruins: Added more variance to the height of the ruins surrounding the city, and also made it so that in the far zoom, the ruins stretch a lot further but get a lot shorter. This now feels like a slice out of a larger map that contains the city, rather than an arbitrarily small amount of ruins directly surrounding the city. This is a thing that has been running around my mind for literally months, so I'm glad it performs well.
  • Key NPC Glow-Ups: Revised the visuals a bit for the titan, station, and spyhounds. Basically just making it so that they all three show up nicer when in a conversation view.
[h3]Balance[/h3]
  • More-Numerous Time Adventure Juice: A number of the side goals now give Aetagest in addition to Daring. People were overall coming up more short of Aetagest than desired in recent builds since I shifted things to give more Daring.
[h3]Bugfixes[/h3]
  • International Scrutiny Was 3x Too Miserable: Completely revised the doom counter for misery mode. It is now about 83% of the extreme mode values, the same as Vorsiber's Wrath, rather than being like 30% of extreme like it previously was. That was insanely too fast!
  • Accidentally Inverted Wizardry: Fixed the achievement for "Dark Arts" being backwards -- it was triggering on regular physical attacks, rather than system damage ones.
  • Down In Front!: Fixed an issue where if normally a lens would hide units by default, but you toggle that off in the settings, then holding ctrl would no longer let you hide the units. It now works as expected.
  • Filthy Typo: Fixed a typo in the "filth and furniture" handbook entry.
[h3]Beta Branch Fixes[/h3]
  • Nukes Held Back For Science: Vorsiber is slightly less impatient if you're doing specific things in CCA.
  • I Swear I Won: Fixed an issue where the timeline was not actually marked as victorious if you won Cybercratic Ambitions on the beta branch. It will retroactively mark the timeline as won for any timelines that were completed in that way.
  • People Stop Being Unhappy When Dead/Trapped-In-Torment: At least in a way that is tracked, I mean.
  • It's Amazing People Still Immigrate: Immigrants coming to the city no longer cause the city to not register as "everyone" being in the torment vessels, since it takes a bit to process new people in with the rest.
  • Electricity Relief: People living off-grid outside of your arcologies no longer need so dang much electricity. Protip: move them into arcologies and they won't need any at all, beyond what the arcologies use. But this keeps people from having to pave over their city with electrical distribution lines before their arcologies are up.

[/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 61: Optimizations And Far Zoom

[p]Whew, I've been away for 10 days, in terms of builds. That seems like forever to me! I've been hard at work that whole time, working on the really mind-numbing work of detailed performance optimizations.

This build also includes a new "far zoom" mode that lets you zoom out from the city view to have a map-like view, although it's a bit different from the actual map view. The far zoom mode is meant to bring together the best of both views in one, and to be an additional way to engage with the world, rather than outright replacing the map.

I wanted to get all my performance improvements done in one batch, so it took the whole time since the last build. I'm seeing polygon reduction tools in my sleep, lately. It got very boring near the end of this stretch, but I think the results were well worth it, and I feel really satisfied by it.

Cybercratic Ambitions needs some more tuning, but is still on the beta branch. I've left a lot of player feedback to the side while I was doing this performance-optimization sprint, but this week I'm going to get back on that. The localization for that one still isn't fully ready yet, so it might be early next week before that leaves the beta branch. We'll see.

Anyway, other than that and working on general fixes, that's pretty much the full set of stuff for 1.0! We're getting very close now.

This build might not seem that exciting, but I really love the far zoom mode. And all those performance optimizations really pay dividends in terms of how the game feels, especially for people on weaker hardware.

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 61 Changelog[/h2]
[h3]Camera Updates[/h3]
  • Bending Zoom To Not Be A Sniper: As you zoom the camera out, it now bends the view inclination to look more downwards. This prevents you from being at a crazy high zoom just laterally. That was probably not something many people did, but it made the camera work in a really funky way if you tried it (since you're seemingly low to the ground but actually on the end of a giant gimbal, for example, so the lateral rotation would be amplified).
  • Far Zoom (Like AI War): At the point where the camera would previously stop you from zooming out any further, it now swaps to a "far zoom" mode that is kind of a hybrid of the map view and the streets view.
[h3]Aesthetics[/h3]
  • Building Visual Style: A variety of buildings have been tweaked a bit to be more attractive while I've been in there optimizing them. For the most part, not being overly bright in a way that clashes with the rest of the game view.
[h3]Balance[/h3]
  • More-Numerous Time Adventure Juice: A number of the side goals now give Aetagest in addition to Daring. People were overall coming up more short of Aetagest than desired in recent builds since I shifted things to give more Daring.
[h3]Performance Improvements[/h3]
  • "Groves" For Out Of Bounds Buildings: All of the out of bounds ruins around the edge of the city are now handled completely differently from before, baked into clumps. The repetition is hard to see even if you're looking for it, and it makes savegames about 7% smaller than before, and most importantly the cpu and rendering load of these is dramatically less (90% reduction from before). This is particularly important for the far zoom mode, but it helps performance on the regular streets view, too.
  • Background Math: A variety of math to do with the rendering of buildings and other objects has now been moved to a background thread that runs almost every update, but may take longer than an update. This allows the main thread to run faster when under heavy load (due to an older CPU or drawing tens of thousands of things at once), while taking more advantage of cores that are less busy.
  • Mech Draw Distance: All of the human-created mechs now have increased draw distance and LOD counts, so that they are both lighter on the GPU load, and also no longer have any pop-in when you're scrolling around on the streets view.
  • Vehicle Draw Distance: Optimized various large flying vehicles with extra LODs, also increasing their draw distance in the streets view while doing so. The overall effect is removing pop-in while also improving framerate.
  • Save And Load Window Performance: Greatly improved the performance of having the save and load windows open, most notably if they had a huge number of savegames in them.
  • Escaping The Matrix: Implemented a pure-C# version of the TRS matrix calculation. This is a notable speed improvement when a large number of objects are being drawn at once. Unity's built-in version involves calls to some C++ code, and it's slower for no benefit.
  • The Bit That Took The Longest: Updated hundreds of buildings to have LODs, creating thousands of new models since the last build. This uses 60mb more of RAM and disk space, in exchange for a 93-96% reduction in number of polygons rendered.
[h3]Bugfixes[/h3]
  • Doom 8 Actually Arrives On Misery: Fixed an issue where on misery mode, in international scrutiny, the timing for the 8th doom was not set correctly and would happen way after the final doom.
  • Calling Heron Early: After doing certain decryption, the ability to contact Heron early is now possible. This doesn't actually open up much, but it's fun to be able to do.
  • Network Flicker: Fixed a longstanding issue where when you swapped between map view and the regular view, the network borders would flicker for a moment as they had to be recalculated.
  • Achievement Oversight: Fixed an issue where "How About A Nice Game Of Chess?" was never actually completed, so did not work. To get this in the new build, if you should otherwise have it, you must launch a single nuclear ICBM, and then you should have it after the turn changes.

[/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]

Major Update 60: Cats, ICBMs, And Chapter Five

[p]All right, this build is... big. Really big. You can pet cats, launch ICBMs, have ICBMs launched at you, find a new calling for nickelbot, murder everybody (even more than usual), develop a new endgame unit, and more.

Overall, this is the "genocidal" endgame path. Where you kind of stack war crimes on war crimes. The way it turns out is something the beta players have been enjoying for the last month and a half, so I'm glad that more folks will get to see that. The big update for next week (currently on the beta branch) is the route where you actually play well with others (or... don't at the last second, in various ways).

That's actually a fun point: both the kind of evil and good routes have some aspects to them that are heartwarming and fun (on the evil route), or allow you to make a heel turn (on the good route). I don't like when things are binary, I like nice shades of grey.

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]Major Update 60 Changelog[/h2]
[h3]Tier 3 Goal: Peace After Brutality (PAB)[/h3]
  • The Evil Route: This is unquestionably the evil way to end a timeline, but there are some surprising twists along the way that are much more wholesome. Granted, that comes after war crimes stacked on war crimes.
  • Don't Forget To Save Before You Start: Most of the playtesters over the last month have reported getting their butts thoroughly kicked the first time they tried this, and then report winning afterward. The consensus has been that it's really fun, but the hardest section of the game yet.
  • Think Carefully: You might be tempted to rush once certain things kick off, but just... consider using some restraint at first. If you get too ICBM-happy too fast, it could actually backfire on you.
  • New Homunculus Unit: This unit is only used in this scenario, and it's one that I really enjoy.
  • New Dark Matter Crab Unit: Again specific to this scenario. And another favorite, sheesh. I didn't hold back with these endgame scenarios.
  • Semi-Secret Ending Route: Most playtesters found the primary route easily, but just had trouble winning it. The secret route is one you might not notice without looking for it. A pretty strong hint for you: Kill everybody. Don't do much with ICBMs. Note that your chemical weapons rockets still work after getting silos.
  • Regional Map: This is a new screen for this one ending scenario, although others may use it in post-launch updates or DLC. It basically allows you to see Siberia (it is topographically-based), and where the cities and other areas are, and make launches against them.
  • Chapter Five: Winning this Tier 3 Goal moves you to Chapter 5 (Postgame), which allows you build on ziggurats.
  • 20 New Achievements: Although eight of them are not actually related to this T3 goal.
[h3]Petting Cats[/h3]
  • Cats Are Okay With It: Sledges, Nickelbots, and True Mimics are now able to pet cats. These are much easier to pet than dogs, for thematic reasons.
[h3]Clarity[/h3]
  • Lens Clutter Reduction: Most lenses now have your units hidden by default, but if you hold the Ctrl key then your units are shown (this is the opposite of how it used to work, but you can disable an option in the lens filters to put it back the other way if you prefer it, per lens). Before, if you didn't know to hold Ctrl, you could barely see what's going on in these views.
  • Construction Clutter Reduction: By default, the network lines are no longer drawn between your structures. You can turn them back on in the settings if you want. This was visual clutter that means absolutely literally nothing now, and was a vestige of a version of the game from before Early Access even started. It's only still in there even as an option for people who like how it looks. This has been bothering me for a while, but I hadn't realized how much it was bothering me.
  • Main View Navigation Details: In the Navigation lens, the tooltips for the districts and POIs now show up when you move your mouse and cursor around even when you're not in the map view.
  • You Now Get Beckoned: If you are intelligence class 4, and The Revelation would be showing, the game now also has a new contemplation. It has information about how you're supposed to proceed, most notably if there's not a T3 ending that you like sitting in the timeline at the moment.
[h3]Balance[/h3]
  • Forgiveness For Shooting At Me: After you have completed your control of a puppet fedcorp, and prior aggro your units had caused with that fedcorp is wiped away. This means that your allies are not going to be primed to shoot at you during PAB, in particular.
  • A Boost To Accidental Cannibalism: Food Forest now also benefits the Liquefactor. It was an oversight that it did not.
[h3]Bugfixes[/h3]
  • No Means... The End: One of the two paths to "no more prison breaks" was not warning that it ends two of the project chains.
  • More Farms Required: Added 10 more farm names to the name bank so that the game won't run out of them if it exceeds 30 farms. This was a rare occurrence, but happened to at least one person.
  • Brutality Speedrun: Fixed an issue where Peace After Brutality could still wind up appearing far too early in a timeline.
  • Don't Trick Me, Game: The game now properly accounts for unaccounted-for missiles if your defender would die before it could use its anti-missile weapons.
  • It Still Counts If You Break It: Fixed an issue where in several different projects, the game could fail to recognize your progress in converting enemy POIs if the POIs were destroyed after you got them.
  • Misuse Of Grace Periods: Fixed an issue where if WW4 was about to start, then you could also start some T3 goals that are incompatible with WW4.
  • The Enemy Of My Enemy Is Still Just Me: Fixed an issue where the units trying to kill you during PAB would also try to kill each other. They now see themselves as acting as a unit. They will still try to kill small animals and civilians in their anger if there's not a better target around.
  • Small Ground Explosions No Longer Reach The Planes: Fixed the Aklitoxin Breeder explosions being able to destroy enemies regardless of armor or height above the ground. This was an oversight that did not apply to the LOX Bunker; I had simply not put in the proper restrictions.
  • Refusal To Speak: Fixed an issue where if you turned down a specific tricky NPC in the first timeline you met them, then they would show back up in that same timeline later on, but not have anything to say, despite seeming to have something to say. They were only meant to show up in OTHER timelines after that point.
  • Die Properly, Citizens: Fixed an issue that didn't really come up much until now where when citizens left the city in tens or hundreds of thousands at a time, NOT in an area local to specific buildings (e.g. nukes or chemical weapons), a bunch of ghost citizens would remain.
  • Clearly Starving: Fixed an issue where the wrong text was being shown in the resource history for humans who die from lack of nutrition in mind farms or torment vessels.
[h3]Beta[/h3]
  • Cybercratic Ambitions (CCA): This is the "good"/cooperative ending for the game, and it's now currently on the beta branch. I'll tell you more about it next week when it arrives on the main branch!

[/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]

Heart of the Machine News Roundup at the Hooded Horse January Publisher Sale

It's hard to find a game that updates more frequently than Heart of the Machine. In just the last few months, its solo developer has released a both major update and some of the most unhinged update notes we've ever seen. Here's a roundup of all the recent development news that you might have missed.

Heart of the Machine is also part of the Hooded Horse January Publisher Sale at 50% off.

Hooded Horse January Publisher Sale

[previewyoutube][/previewyoutube]
[h2]Heart of the Machine News Recap[/h2][hr][/hr]In early December, Heart of the Machine hit 50 updates, and celebrated the occasion with a major update! Update 50 focuses heavily on complexity management, allowing players to adjust how complex their experience is without losing the essence of what makes this game so unique.

Here's a brief overview of what Update 50 brought to the game:
  • Added Complexity/Accessibility options that can be changed at any time
  • Adjusted story mode so players can granularly simplify certain aspects
  • Options to simplify the economy, combat, construction, defenses, and hacking
  • Added an auto-debate option for the debate mini-game
  • Improved clarity in tooltips and UI elements
  • Key balance changes (including more productive spiders)
  • Player experience improvements for the Prologue and Chapter 1
This list only scratches the surface of what each change means for your Heart of the Machine experience. To get the complete picture, you'll want to check out the full changelog:

https://steamcommunity.com/games/2001070/announcements/detail/535495308456493112
Following Update 50, Heart of the Machine has received 9 additional patches! Each one has been packed with balance changes, UI/UX improvements, new story routes, an additional game mode, and more! Here's a quick look at what's been adjusted with each one.
  • Update 51 added the second act of the Civil Spycraft story, and (more importantly) implemented the ability to pet dogs.
  • Update 52 rebalanced biological mainframes, reworked the regional map, and tweaked a few other player experience items
  • Update 53 added a new Tier 1 Goal, made some small quality of life changes, and fixed few bugs, so now your canneries will continue working no matter how many bodies pile up!
  • Update 54 added a second path through Chapter One, introduced the furniture shop, and made some quality-of-life tweaks to late-game timelines.
  • Update 55 was a big performance pass that focused on clarity, balance, and performance optimization with a specific focus on increased framerates.
  • Update 56 focused on late-game difficulty, clarifying a few story paths, and ensuring that all tiny murderous homunculi were properly differentiated from other mechs in the UI.
  • Update 57 added Misery Mode -- a new difficulty level above extreme for the rare min-maxers who like playing AI War on difficulty 10. You know who you are.
  • Update 58 implemented lots of player feedback regarding clarity and balance, added more uses for Hatred, and introduced some new Doom cancellations.
  • Update 59 focused heavily on Daring and Future Sight, making the game more generous with the Daring it provides and ensuring that Future Sight provides far more information than it used to on any timeline beyond the first.
There are, of course, so many more changes in these updates than what's listed here. If you find yourself unable to keep up, please consult this helpful collection of our favorite Heart of the Machine changelog lines for more information.


Thanks for reading, and happy gaming!
- The Hooded Horse Team