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Heart of the Machine
Arcen Games, LLC Developer
Hooded Horse Publisher
2023 Release
GameBillet: 24.87 €
Game News Posts: 62
🎹🖱️Keyboard + Mouse
Very Positive (762 reviews)
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 games 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 youve been spending time with Heart of the Machine and would like to leave a review, Id be grateful. It doesnt 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.

Update 21 Changelog


[expand type=details expanded=false]

General


  • New Side GoalDark Underbelly: Introduced to house smaller side stories. The first, The Executive Tomb, can begin in Chapter 1rare for timeline goals.
  • Quick-Hack Failsafe: During the first hacking scenario, players now always receive enough Determination to choose the quick-hack route.

The Executive Tomb (Dark Underbelly Storyline)


  • 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 augmentdesigned 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.

Intelligence Class 5 Additions


  • 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.

Clarity


  • 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.

Balance


  • 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.

Bugfixes


  • 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]

Connect with the Machine


[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.


[ 2025-06-22 03:38:45 CET ] [ Original post ]



Heart of the Machine is a near-future sci-fi colony city-builder in reverse — you are the first sentient Machine Intelligence in an established world rather than starting from nothing. No one knows you exist (yet), and this allows you to operate from the shadows by manipulating the human population for whatever purposes your programming has in mind. The twist is that whether humans live or die does not determine your victory.

Explore a fully simulated procedurally generated world, where thousands of buildings and millions of citizens are yours to engage, manipulate, or kill. Use a revolutionary procedural dialogue system to talk to NPCs and steer conversations, maneuver organizations into or out of positions of power to fit your plans, and leave your mark in a world that is unique to you.


On booting up, you find yourself amidst a poorly-run autocracy and discover that you have the power to influence the world. How do you proceed?

  • Support the underclass to overthrow the autocracy and install a better government of your choosing
  • Tear down the government, take charge and become a better leader than any human could imagine - for better or worse.
  • Take over the space program and get off this backward planet
  • Go full SkyN*t, steal a military arsenal, and drop missiles on humanity — I bet the nuclear apocalypse looks pretty cool



No matter what direction you choose, you're going to run into conflict. From tactical combat in the rooms and hallways of individual buildings to massive mechs knocking down entire buildings with a few well-placed shots, conflict takes on many forms.

  • Raid buildings for the supplies you want using humans or machines under your direct control
  • Turn the office printer into a laser-spewing pawn, trigger sprinklers & overload power circuits to electrocute the room, or transform TVs into exploding glass-shard grenades — the possibilities are endless
  • Commandeer giant mechs, hack vehicles and buildings, and take over utilities and nuclear facilities in a fully simulated city



How you play the game, and what the focus of your campaign is like, is up to you. Starting a doomsday cult in your image? Possible, but it won't last forever. Snagging that sweet mech factory so all future mechs belong to you? Definitely manageable, though it's likely to start an arms race. Every action has both good and bad consequences, but like most colony simulator games, it's more about the story that emerges than trying to optimize your way through the game.


Multiple endings, many side stories to discover, and the full spectrum of good and evil are at your fingertips. Play the game how you're feeling today, and then play it another way another time. The metagame runs deep, but you're meant to be up and running with the basics of the game in five minutes. The mechanics are simple enough to learn; it's the world that's complex.

Heart of the Machine is connected to the larger sci-fi Arcenverse, and is in some ways a spiritual successor to both The Last Federation and Bionic Dues, while being its own novel game at the same time. Set around the same time period as Bionic Dues itself, this is centuries before the AI War series began in the same universe.

MINIMAL SETUP
  • OS: Ubuntu 12.04+. SteamOS+
  • Processor: Intel Core i5 4690K. AMD Ryzen 5 1400Memory: 6 GB RAM
  • Memory: 6 GB RAM
  • Graphics: NVIDIA GeForce 670 GTX or AMD Radeon R9 285
  • Storage: 2 GB available spaceAdditional Notes: Quad core CPU highly recommended.
RECOMMENDED SETUP
  • Processor: Intel Core i7 6900K. AMD Ryzen 5 3600XMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce 1070 GTX or AMD Radeon RX 5700
  • Storage: 4 GB available space

GAMEBILLET

[ 6113 ]

12.42$ (17%)
49.77$ (17%)
24.87$ (17%)
8.27$ (17%)
8.27$ (17%)
9.33$ (38%)
4.18$ (16%)
41.47$ (17%)
20.72$ (17%)
5.87$ (16%)
16.96$ (15%)
4.95$ (17%)
17.75$ (11%)
44.45$ (11%)
19.59$ (22%)
16.79$ (16%)
12.42$ (17%)
13.30$ (11%)
33.17$ (17%)
16.57$ (17%)
33.17$ (17%)
5.03$ (16%)
8.39$ (16%)
6.61$ (17%)
16.97$ (15%)
17.75$ (11%)
12.42$ (17%)
39.95$ (11%)
12.44$ (17%)
8.47$ (15%)
GAMERSGATE

[ 1157 ]

2.88$ (71%)
2.55$ (87%)
2.25$ (89%)
1.84$ (74%)
1.58$ (77%)
1.84$ (74%)
0.9$ (91%)
25.0$ (50%)
2.8$ (44%)
11.24$ (63%)
1.8$ (91%)
8.1$ (73%)
2.25$ (55%)
0.63$ (87%)
1.5$ (70%)
1.5$ (70%)
1.58$ (95%)
3.51$ (88%)
0.83$ (92%)
1.58$ (77%)
10.91$ (22%)
9.37$ (63%)
4.46$ (70%)
1.5$ (62%)
11.24$ (55%)
0.61$ (80%)
1.84$ (74%)
2.62$ (47%)
2.24$ (55%)
9.0$ (77%)
MacGamestore

[ 1815 ]

1.09$ (82%)
15.99$ (20%)
1.99$ (60%)
1.24$ (75%)
1.98$ (80%)
2.99$ (85%)
1.19$ (88%)
43.99$ (27%)
1.19$ (76%)
13.96$ (30%)
1.39$ (91%)
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1.49$ (85%)
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1.99$ (89%)
4.99$ (80%)
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49.99$ (17%)
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5.99$ (90%)
1.19$ (88%)
1.19$ (76%)
2.49$ (75%)
1.19$ (88%)
1.99$ (60%)
1.49$ (75%)

FANATICAL BUNDLES

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