Zeta Leporis RTS - Jaspo
Changelog

-Removed redundant button location variables from production buildings and mechbots.
-Selecting battlestations of different classes no longer prevents VO from playing and unit UI from displaying.
-Sprite alpha of units under construction now decreases when they take damage.
-AI now properly takes into account the overall shipyard limit when determining how many of each type of shipyard to make.
-AI construction can no longer get stuck trying to make more shipyards than are allowed.

multiplayer (work in progress)
-Host and client controllers are now created as intended upon multiplayer match creation.
-Host now handles client mouse input...somewhat. Production menus still don't work.
-Client view is now set to the proper starting location at match start.
-Host and clients now use the same units (special client versions of units proved to be impractical).
-Client construction now displays somewhat more properly. Various related issues remain.
-Clients no longer attempt to control the AI players.
-Client buildings now register construction completion and switch properly to constructed state.
-Upgraded client buildings now replace their previous versions properly.
-Multiplayer clients no longer display alliances from the host player's perspective. Allied units are still improperly labeled as enemy units.
10:08pm
Your Mother - okj

Hello son and daughters. We have prepared a game update for you to stay chill and have a nice summer time with your mother.

  • New mother: Summer Mother. You can play volleyball with her.

  • Steam workshop big update: You can now customize all the mother's outfits. For example, you can create your own version of The Great Mother, Mother With Timer, Idol Mother, etc... (just replace the corresponding .exp3/.motion3 files)

Have a great summer!

Cards, the Universe and Everything - AvidJoe

Hey folks!

We’ve had a bunch of players let us know that the Error 167 is currently gatecrashing various parts of the game.

Just wanted to say: a big thank you for your reports, we see it too, and we’re on it - fully caffeinated and furiously typing like it’s the final boss fight.

Thanks a ton for all the heads-ups and for bearing with us while we dig into what’s going on.

We’ll keep you in the loop with any updates.

AvidJoe and the CUE team.

DOOMER SIMULATOR - leo lilbit
  • Added a hidden achievement

  • Fixed several minor bugs

June 18th was allocated for rest, but the community inspired adding an easter egg. Please do not share screenshots of what you encounter, so as not to deprive other players of the joy of discovery.

Creator-initial - icon
Adjust the overall color tone of the game
Adjust the game start scene animation
Heart of the Machine - Matt (Hooded Horse)
Update 19 is careful work. It clarifies early systems, streamlines key interactions, and strengthens the rhythm between planning and execution. Internal Robotics are easier to interpret. Vehicles move with consistency. Extraction Drones respond the moment they’re called.

Shelter Coordinators act with purpose. Loadouts arrive prepared. And the broader systems now hold together with greater coherence. The foundation remains the same but what’s different is how fluidly everything moves around it.

If you’ve been playing Heart of the Machine and feel it’s earned a review, that'd be great. 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. The difference between “Mostly Positive” and “Mixed” doesn’t just reflect perception; it can influence momentum, visibility, and whether a player even considers clicking through. For a project like this — developed by a single person over many years, every review makes a difference.

Thanks for reading, and for playing.

Update 19 Changelog
[expand type=details expanded=false]
Clarity
  • Internal Robotics Notation Updated: Internal Robotics display now shows “required / available (maximum),” improving clarity when planning builds.
  • Build Menu Construction Limit Display: The build menu now shows how many structures of a given type you can construct with current Internal Robotics, removing the need for mental math.
  • Simplified Vehicle and Mech Movement: Vehicles and mechs now move like androids—no more dedicated movement mode or hotbar entry required.
Balance
  • Shelter Coordinator Courage Increased: Shelter Coordinators and unarmed human allies are no longer frightened by Pressure Points and will venture out as expected.
  • Shelter Coordinator Speed Increased: These units now perform their jobs significantly faster, eliminating long-standing sluggishness.
  • Cutter Extraction Requirements Removed: The Cutter can now use Extraction Drone attacks without needing to weaken targets first, improving flow in Chapter 1.
  • Immediate Extraction Drone Activation: Extraction Drones now activate immediately, instead of taking three turns, making them viable for advanced strategies.
  • Force Conversation Auto-Equipped: Keanus, Carvers, Exators, Peacekeepers, Sledge, Ravens, and Harbingers now start with Force Conversation equipped.
  • Flamethrowers Auto-Equipped: Flamethrowers are now pre-equipped on Harbingers, Predators, Keanus, Carvers, Exators, PMC Impostors, and both CombatUnit types.
  • Slayer Mode Auto-Equipped: Slayer Mode is now automatically equipped on PMC Impostors, Mimics (both types), Keanus, Carvers, Exators, Predators, and Harbingers.
Bugfixes
  • Rare Exceptions Resolved: Several rare exception errors have been fixed to improve stability in edge cases.
  • Black Market Merchant Exit Fixed: Black market visitors now correctly depart after the initial purchase during the first timeline.
  • Ruins Transition Fixed: Machine structures embedded in human buildings now become rebuildable ruins after destruction instead of entering a broken state.
[/expand]
Full notes here.

Connect with the Machine

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.
ランブルバースト - 夕輝ひかり
【Notice of Bug and Request for Your Cooperation】

We have identified the following issue currently occurring in the game:


◆Bug Details

When a special move is activated during a normal attack combo, under certain conditions, the player may become unable to perform normal attacks after the special move ends.


◆Status and Response

We have tried various methods to resolve this issue, but at this point, a complete fix is proving to be difficult. We will continue to investigate the cause and work on a solution, but please understand that it may take some time to fully resolve the problem.


◆Request

To avoid encountering this issue, we kindly ask that you refrain from activating special moves while performing attack combos, if possible.
We apologize for the inconvenience and greatly appreciate your cooperation in helping maintain a smooth gameplay experience.


We sincerely apologize for any trouble this may cause.
We are committed to continuing our efforts to improve the game and provide the best possible experience for all players.
Thank you for your understanding and continued support.

悠久之树 - 迦美奈

本次停机维护已完成,各位探求者大人可正常登录游戏,重启您的神代冒险。

登录游戏后请及时前往邮箱,领取常规维护补偿【绚晶石*600】,感谢您的耐心等待与包容理解,祝您冒险愉快!

DragonLoop - 沙因

游戏售价为36.首发折扣10%,折后为32.4元。在游戏里你可以体验到

特色的时空循环系统

高速流畅的动作系统

5个大区,10多种多用技能,20+精英和boss战

我们作为2人开发的小队经历了三年多开发,得到了许多支持。游戏现在上架,我们希望这个游戏能给你带来快乐。

Backroom Company - Kelly

Hello, this is the Backroom Company development team.

First of all, thank you so much for your interest in and support for Backroom Company. We are an indie game studio based in Korea, and we are doing our best to provide a better gameplay experience by delivering quick hotfixes and updates.

As the game is currently in Early Access, some bugs and errors may still occur. We apologize for any inconvenience and promise to address any reported issues as quickly as possible.

We will continue to provide regular updates. Since this is an Early Access version, we highly value your feedback and aim to develop a more polished game together with our community. However, as every player has different preferences and playstyles, we kindly ask for your understanding that we may not be able to accommodate every request.

We will do our best to make Backroom Company an even better experience. Thank you again for your continued support!

  1. The June 18 patch was successfully completed. (KST 16:00)

    The following fixes and updates have been applied through this patch.
    Please check the details below to enhance your gameplay experience.


    🧠 \[New HUD Applied]
    • The entire UI has been redesigned for improved readability and immersion.

    • When your health is low, the health bar will flash red to enhance visual feedback.

    • A stronger warning animation plays as remaining time decreases, increasing tension.

    • The settings menu has also been updated to match the new design.

    🗿 \[Artifact System Added]
    • Artifacts can now spawn on the map or drop when certain conditions are met.

    • Collected artifacts can be sent to the Hub via dumbwaiter and activated after condensing.

    • Each artifact has a unique effect and may come with a penalty, requiring strategic choices.

    • Customize your exploration build by combining various artifacts to suit your playstyle.

    ⚙️ \[CPU Optimization]
    • Improved CPU efficiency to optimize overall game performance.

    🌊 \[Water Ripple Added]
    • When walking on water, natural ripples are now rendered more smoothly.

    🌀 \[Noclip Effect Added]
    • Added noclip visual effect when transitioning from the waiting room to the hub at game start.


    \[Improvements & Bug Fixes]
    • Fixed an issue where the limited number of revives was not resetting properly.

    • Fixed an issue where monitors could be operated with the keyboard upon reconnecting during a Story Stage.


    We hope you continue to enjoy exploring the unknown spaces of Backroom Company. We will keep working hard to provide the best service.

    Thank you always for your support!

...

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