• Fixed a major glitch in level 2 (Athington - The Shadow of Death -) where sometimes, when shutting down or restarting the game after talking to one refugee, the refugee counter showed "Zero Refugees Found." This problem also caused another issue. If the player did find the third refugee, they were unable to reach them.
Fixed a rare bug that would get you stuck in the initial weapon select if the game thought you had applied upgrades applied on the wrong item
Fixed a UI bug that displayed Fencing Construction’s +1 magazine size after its turbocharge, making it seem like the magazine increase was part of the turbocharge rather than the base upgrade
Devastator grenades now bounce off Bruiser’s shield
Fixed an issue where completing main objectives counted for backlog tasks that required side objective completions
Fixed an issue where upgrade popups always said ‘new’ even if you had already discovered the upgrade
Fixed an incorrect translation in Brazilian Portuguese for mission modifiers that make normal damage apply an element to you
Hovering over the player level in your inventory shows how it’s calculated
Upgrades that can be turbocharged now show a prompt letting you know that you can hold E to view turbocharged stats
Adjusted the volume of some sounds that were too quiet or loud
We are excited to announce that we are nearing the completion of the first four songs of the game.
Music in games elevates the experience. Each melody adds an additional layer to the story being told. What art and game mechanics cannot express, music fills in.
We are excited to share the beautiful score that will accompany the release of Chapter 1. Stay tuned.
And if you haven't wishlisted The Sorcerer's Sword yet, I invite you to please do so.

This build includes the first half, roughly, of Civil Spycraft. I wasn't intending to release that in parts, but it turns out it works well that way. The beta branch (English only) includes 95% of the second act of Civil Spycraft if you want to see that. This build looks small based on the release notes, but there's a large amount of gameplay and story in here.
You may notice I'm slowing down a bit lately with the releases, but that's actually because I'm working on really large pieces of content. Expect that to continue for another 4 weeks or so. I'm wrapping up the last of Civil Spycraft, and then diving headfirst into a bunch of Tier 3 goals for the first time. That's all very exciting, but it makes it harder to do smaller intermediate releases. You'll see about one per week during this period, and you'll also notice that I'm a lot less responsive to feature requests or bugs that aren't severe.
After this sprint, I'm going to be back onto feature requests, lesser bugs, and so forth. Sometimes these things come in waves!
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.
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Hello,
After I finished chapter 2's base structure, I was using a service to playtest it.
Many issues arouse, and I am working to fix them.
In addition, as I mentioned, I am adding new talents and improving existing talent/equipment and content of chapter 2 as well.
I have also fixed a lot of issues that have always exist in the Demo as well.
Some quality of life improvements such as:
Pointing on enemy health bar will show the HP in numbers.
Map names appear in mini map
Weapons now show the attack and damage values for your specific stats.
Showing vacant equipment slots names.
Sort button for your inventory
Quite a few bug fixes in Chapter 2, that also affect chapter 1.
One of the major bug fixes, is the smoothness of the walking.
The player would walk a few tiles straight, but there was often a small "stall" between tiles.
This was not a performance issue, it was a logical bug.
I have put a fix to this issue in Demo 2.1.1, and now both monitor and VR should play a lot smoother and feel better.
A few audio bugs were fixed as well, where the audio was not set down even when you did set down it in the options.


Sadly VR is not yet Supported on Linux.
This is an issue with Unity, I will see what I can do to make it work.
I have update the Linux Demo with the latest Demo fixes as well.
Linux build is 1.14.
There is good progress and I am hoping to start working on chapter 3.
As always, if you have any feedback, comment or suggestions, you can comment here or in the discussions.
Thanks you,
Ofer.
Save and Load of Collectables and Timer
Leaderboards fixed.
Small window on start that should explain better how to play the game:

From the silent veil of the night… steps Mortred — The Elf Assassin.
Swift. Precise. Deadlier than the cold that follows her strikes.
With Crippling Blade, she launches an icy dagger that slows her prey — the first warning that escape is no longer possible.
Her Ghost Shift bends space itself, pulling her instantly toward her target, arriving before they can even draw breath.
Fueled by instinct and skill, Lethal Intent turns every attack into a gamble of deadly precision, each strike carrying the chance to end the fight in a heartbeat.
And when the perfect moment arrives… she invokes Fatal Precision.
Her next attack becomes unstoppable — no dodge, no deflection, no escape.
Only silence… followed by the whisper of steel.
Mortred — The Elf Assassin.
Death has never moved so fast.
Stay Epic. Stay Brave.
added decisions tab - the decisions are special actions providing extra possibilities. They are the first step to adding scripting and historical events to the game. For now there are only several default decisions
added rivers - they are only visual addon for now and they don't impact economy or military, however it may change in the future. Currently there are only some rivers of Europe in the game and several from the the other continents
upgraded AI - since now the artificial intelligence should be more aggressive and work in a slightly different way. Player can now set the level of aggressiveness of the AI
the mechanics of investments, puppeting other countries and intelligence have been changed a little and should be now more useful
fixed some balance issues and bugs, changed prices of some buildings and law modifiers, fixed some map imperfections
This update is NOT compatible with older saves!
Hope you enjoy!