This is another really big update in a relatively short succession. Major updates are normally supposed to have larger gaps between them, but this is just how it worked out.
This build includes a huge amount of new stuff related to the VR World and Torment Vessels, and how you can manage those. This is something that people have been waiting on since the start of Early Access, and it was one of the biggest "early things that are incomplete" that a lot of people would notice.
This build also has a bunch of updates to the modding framework to make it more powerful (and to make it fully function in general). There have been several folks who already were working on some mods, most notably Pingcode and Puffin. However, they very generously donated their work to be part of the actual main game, so there haven't been any actual example mods around for prospective modders to look at. I've therefore added two of those (one that is more xml-focused, the other of which includes code) that are now shipped with the game. As mods to play with, they're not terribly interesting, but they're kind of case studies.
There's other bits in this build as well, but those are the highlights. Big builds have been coming rapidly in the last week, which is just kind of a coincidence. There's going to be a bit of a quiet period while I get the next batch of big builds ready to go -- Civil Spycraft is up next, and then I'm on to the Tier 3 goals, etc. There are, overall, 5 big sprints left before this game is ready for 1.0.
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.
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.
Thanks for reading and for playing.
[expand type=details expanded=false]Full notes here.
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.

We've returned from PAX Aus, where we showcased a significantly expanded demo compared to last year's maiden voyage. This build is much closer to representing the core game loop and vision for the game!
The reception from players and onlookers alike has been incredibly positive. So many have been generous in offering thoughts and feedback, reflecting a genuine interest in both the concept and the development process. To everyone who took the time to play, watch, or share their input - thank you all very much. Your support and investment in this project means a great deal.

Hands are back on deck, and equipped with valuable feedback from the event, we're now focused on smoothing out and building out the demo further. It's designed to serve as the tutorial and onboarding experience for the full game.
Expected changes and additions include:
UI/UX fixes for optimal communication and flow
Doubling the number of abilities available
Added mob type
Arena battle
Boss battle
More excitingly, our next major milestone is getting the demo onto Steam and into as many hands as possible!

As we move towards the full demo release, we've transitioned our playtesting to Steam. We'll be conducting extensive playtesting sessions to identify bugs, test flow and communication, assess performance (both single-player and co-op), and refine balance.
If you'd like to join our playtesting group, use this link to join our Discord server, register your interest with the admin, and keep an eye on announcements for the next testing round!
Want to follow along with our development journey and help shape the game? Join our Discord and socials through our Linktree to stay connected, share your input, and be part of charting the skies of the Celestial Isles.
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Hello everyone, this is JipangYi Games.
We’re excited to announce that the demo for Haetae: Guardians is now live on Steam! 🎉
In this demo, you can experience:
Top-down action-adventure combat
The opening story and exploration
Core gameplay features like dodging, summoning, and skill-based combat
This version is still under development, and your feedback will be invaluable in shaping the final release.
Please share your thoughts, suggestions, or bug reports in the community hub —
we’ll be reading everything carefully. 💬

A new Arena of Solare season is just around the corner.This time, we've revamped the scoring system to better differentiate ranks based on Arena points, introduced a new battlefield, and made balance changes to certain equipment.
On top of that, rewards for matches above the Shining Spear emblem have been upgraded, and a new victory pose feature has been added to make your wins feel even more rewarding. We hope you'll dive into the new Arena of Solare season and enjoy all the new updates.





















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The Arena of Solare Victory Pose feature has been added with the Oct 23 (Thu) update.
You can now choose from a variety of Social Actions, including Dances, to customize your own unique victory pose.
- For more information, please go to [Update Details - October 23, 2025].

New Adventurer?
Adventurers logging in within 60 days (1440 hours) of creating a Family.
* New Adventurer benefits last 60 days after creating your secondary password.
Returning Adventurer?
Adventurers who haven’t logged in to the game for at least 30 days (720 hours) and haven’t used the Web Central Market (Black Desert+/official website) for at least 30 days
* Returning Adventurer benefits last for 30 days after logging in with the above conditions met.
※You can check the benefit periods for Newand Returning
Adventurers via the Black Spirit window at the top left of the screen.

























































Hey all, this patch mostly focuses on QOL adds and tweaks. Provided there are no big issues found, this will be the last patch for a bit while I work on a larger update with more content.
Near hit direction indicators
Voice input device setting
Change your loadout for 10 seconds after respawning, or until you attack
Vault control tip UI that appears when you’re able to vault
Grab control tip UI that appears when hovering over dropped items
Profile button in the player score popup which opens the player’s Steam profile
Stats button in the player score popup which opens the player’s stats
Mic icon in the scoreboard when a player is speaking
Relocated the blue flag on the Valley map for easier access
Improved direction indicator animation tween
Increased proximity voice chat distance
Removed invisible barriers along the center cliff on the Mountain Temple map
Improved space low/muffled audio effect
Incorrect crosshair when first spawning with a melee item in your loadout
Connection failures when joining servers
Able to jump over the invisible barriers in some spots
Which means it's just about time for Early Access Update #5. This update (releasing in four days!) will bring you the first of our survivor missions, an all new starting pair, as well as the ability to save multiple runs.
We're a New Zealand based team and we'll be releasing the update for everyone on Steam on Tuesday 28 October NZDT at around 1:00pm. This is:
Monday 27 Oct @ 5:00pm PDT
Monday 27 Oct @ 8:00pm EDT
Tuesday 28 Oct @ 12:00am GMT
Tuesday 28 Oct @ 3:00am MSK
Tuesday 28 Oct @ 8:00am CST
Tuesday 28 Oct @ 11:00am AEDT
You can find your exact local time (and a countdown!) on our Discord: https://discord.gg/Xd8RPnRZjx
We're also excited to announce that we'll be taking part in this year's Steam Scream VI. Hope you nab yourself a spooky deal...

(For all PR and content creator inquiries, get in touch with https://pikpok@deadgoodmedia.com.)
See you soon!
Harriet
& the Into the Dead team