
Heart of the Machine
Feb 6, 2025
Feb 6, 2025
Jan 31, 2025
Jun 18, 2025
Feb 5, 2025
Jan 31, 2025
Feb 3, 2025
Feb 1, 2025
Jan 31, 2025
Feb 8, 2025
Jun 17, 2025
Feb 3, 2025
Feb 2, 2025
Feb 2, 2025
Jan 31, 2025
Jun 19, 2025
Jun 15, 2025
Jun 6, 2025
Feb 18, 2025
Feb 10, 2025
Feb 4, 2025
Feb 3, 2025
Jun 20, 2025
Jun 19, 2025
Jun 17, 2025

76561198064119083

Recommended21 hrs played (9 hrs at review)
Game lets you solve homelessness by using military might to evacuate everyone from their makeshift homes and shoving them into your much more superior apartments filled with cabbages, beef/mystery meat, filtered water, and MMO VR headsets.
17 votes funny
76561198064119083

Recommended21 hrs played (9 hrs at review)
Game lets you solve homelessness by using military might to evacuate everyone from their makeshift homes and shoving them into your much more superior apartments filled with cabbages, beef/mystery meat, filtered water, and MMO VR headsets.
17 votes funny
76561197999920412

Recommended26 hrs played
Hack a giant mech. Mastermind a prison break. Overload nuclear power plants. Build a little house for a kitty. Start world war 4. Argue with corporate executives. Invent the Torment Nexus. Put the executives in the Torment Nexus. Uplift raccoons, accidentally. Start a cult.
There's currently no way to have the raccoons lead the cult, though.
17 votes funny
76561198004080955

Recommended5 hrs played (2 hrs at review)
Good Game
It's a valuable tutorial on how to avoid being killed by ChatGPT once it gains sapience.
Should be useful in a few years.
7 votes funny
76561197996359643

Recommended40 hrs played (35 hrs at review)
Twenty years ago, some truly gifted nerd created a video game named Endgame: Singularity, where you play as a rampant AI trying to grow quickly but discreetly under the nose of the humans, who are very well-equipped to stop you.
This is not that game. If you want to be a sneaky AI planting encrypted caches around the world, go play that.
This game is about ramping up in a corporate dystopia, less concerned with a rigorous simulation and more concerned with having fun. The sooner I got over the fact that this isn't Endgame: Singularity 2, the sooner I learned to relax and enjoy the game for what it is: A slightly goofy game made with lots of love, where you cut deals with donut shops for millions of donuts.
This game wants to be as cool as Endgame: Singularity, but also wants to have modern graphics and modern gameplay. That means robots, guns, and flying vehicles. There isn't a pacifist option at this time, and not every game needs to have one. Would I appreciate the absurd challenge of trying to talk every single human out of conflict, given even a slight chance of success? Absolutely. Am I representative of the majority of the gaming public? Alas, not any longer. I am a cranky old man who remembers an open source game about AI fondly, who will gladly settle for sending combat droids to murder slumlords.
Also, and I cannot stress this enough, there is a cat you can befriend. I am hoping, with enough time invested, I will earn the right to pet it.
7 votes funny
76561197972601714

Not Recommended2 hrs played (2 hrs at review)
Cool concept, but horrifically overcomplicated. Maybe I'll dig it more after I sink 10-20+ hours into it but right now it feels like there's just way, way, wayyyyyyy too much to this.
For example, I'm on the mission "hijack the aeroflyer" or something like that. Ok. So I need to find that mission. Fine. Which of the 6 different minimap view lenses should I use? Streetsense? Investigation? Navigation? Etc.
Ok, so you finally figure out which one it's under, fine. Great. Now I just have to look through my minimap at every single little symbol to possibly find the mission. Oh, and if I don't find it, I either missed it or I needed to use one of the other five lenses. Sigh.
Issues extend beyond just the UI and minimap though. The gameplay itself throws literally dozens of concepts at you. The entire game up to this point, roughly 2 and a half hours, has basically just been a tutorial. I don't know when it will end. I'm most of the way through Chapter 1 and it still feels pretty much like an on-rails experience. Yikes.
Because there's simply so much thrown at you, some little concepts will be lost. You can get stuck on these little concepts. For example, robotics production. I ran out of robotics in chapter 1 at a crucial point when I was feeding some homeless people I was providing houses for. They all started to starve. I went to build some more of the food production building, but nope, can't, don't have robotics.
I forgot how to build robotics - no big deal, I thought, I'll just go into the 50 page long guide in the upper right and find how to build robotics. I read patiently through the 5 pages on robotics. I learn, oh, you can't actually build robotics - which makes 0 sense - but you actually have to earn them from... umm.... random missions.
Which random missions? How do I tell which missions reward robotics? Which of the 6 lenses do I use to find said missions? None of this is answered in the guide. So I shrug helplessly and let the homeless people starve.
Their AI overlord clearly needed a better tutorial.
I could name a million things like this. There are so many systems and concepts and a lot of them intermingle into a complex web whose net effect is just to give you a headache and leave you bleary eyed.
I'll come back to this but overall as amazing as the concept is - I love AI, sci fi and all that stuff and am fascinated by it - I can't give this a recommendation in its present form.
Maybe in the future it'll be more streamlined and... Intuitive. But as it stands it feels a lot like there's complication for complications sake. The core gameplay loop is lost under all the systems and intricacies.
I just want to build an AI civilization that takes over mankind. I don't need a 5 page report on how to get robotics. P.S. I think robots would be pretty good at making robotics.
To the devs (if they read this far) lose some of the lenses, make missions and mission rewards more clear and just make the game as a whole more intuitive and streamlined and less complicated. I get that this is a 4x but you really need to show the "fun" and the core gameplay loop a lot faster. I didn't really get to see it and I'm about 2 and a half hours in, sadly.
For the devs, one more example is like in combat, the mental energy stat. How do I get more of that? Why is it I have a limit on mental energy in the first place? I'm a freaking robot. I shouldn't get tired. AP limits I get - but why is mental energy even a thing? Makes no sense. Just balance the combat around AP for units. I shouldn't get tired and have to rest for a turn... Anyways. My 2 cents.
7 votes funny
76561198008298415

Recommended34 hrs played (17 hrs at review)
Beep boop, it's a good game. (The robots forced me to post this, or else I'm going back in the torment nexus)
6 votes funny
76561197982530266

Not Recommended5 hrs played (3 hrs at review)
The store page really pushes the idea that this game is a big sandbox that you are set loose in but it is essentially a turn based, mission based game. It has chapters that have the same missions in the same order, and the only choice seems to be if you're going to be good or bad to humanity on your way through it.
The way the game handles the turns is odd as well, as it states the city moves around you but there's no real sense of motion. You can't tell where things are coming from or going to, they just appear and disappear.
This would have made an amazing real time sandbox strategy game - think a paradox title (minus the dlc while we're wishing). Some of the missions have very specific solutions that are sort of puzzle like, where any deviation will result in failure.
The UI is awkward and default keybinds are strange.
All in all it's a cool idea that just falls flat.
The end result is like if you asked ChatGPT to make a game about AI becoming sentient - something is just not quite right.
6 votes funny
76561198042054842

Recommended25 hrs played (3 hrs at review)
Performed a high-profile vehicle hijack around the same time I built a house for my pet cat. Easy 10/10
6 votes funny
76561198438458213

Recommended21 hrs played (21 hrs at review)
I do NOT RECOMMEND this game. I bought it cause it looked neat, now i'm 21 hours in and my sleep schedule is fucked beyond repair. I've been staying up way too late when I have to work in the morning. If you aren't employed and have a lot of time on your hands go ahead and buy it, but don't play it if you have anywhere to be, cause its always "Well let me finish just one more task" then 4 hours have gone by and you forgot to eat dinner
5 votes funny
76561197971083186

Not Recommended1 hrs played (1 hrs at review)
Interesting premise and I was hoping to like it, but I'm hopelessly lost. I think I finished the prologue which is the tutorial. I built some things but don't have any idea why I can't build more. There's some type of robot limit, one building I want to buy says 15/10 or something and another 10/40 and I have no idea what these numbers mean. I thought I built some nanoweave factories and it said 2/9 then 2/7 and changed color, but I don't know what that means. Then I have 5 combat units each with more health and way more attack than my android and it said 5 more were on the way. I let them destroy my decoy, then they started attacking my other buildings. No idea what I'm supposed to do, fight a hopeless battle? Then they came and destroyed my stealthed buildings, but nothing happened. Maybe I'll restart and focus on combat or something? The whole interface is hard to understand and use. I want to make sure I don't play more than two hours so I can refund it.
4 votes funny
76561198035002568

Recommended95 hrs played (44 hrs at review)
I try to stay impartial and just factually describe a game in a review, but I REALLY enjoy this game. I've owned it for 60 hours and I've got 43 hours of play time. So uh... Yeesh. Honestly that by itself is the best recommendation I can give it. There was just a moment when I was hacked into entering a forever war with cultists and slumlords while aliens carpetbombed the region and my units were ambushed by the remnants of all those genetically engineered super velociraptors that we accidentally flooded the city with earlier that I thought, "You know, I like this game." Then I made a ball of liquid metal morph into a dragon and wipe out a mech. Standard stuff, really.
It IS a bit daunting to get in to. It tries to combine several different pretty distinct genres and it means that there are mechanics from a lot of different genres. The "tutorial" of the game lasts a solid 10 hours. But it isn't really a tutorial. It's just the normal flow of the game but occasionally you unlock some new ability or facet of it and the ways you can interact with the world expands a bit. Which is honestly how most games work, though this one does do it a bit more.
I don't wanna spoil anything. But the game unfolds in a fun way and just when you think you know what's going on, some weird things happen and no actually there is still more to this. What's going on with the city? The world? The galaxy? Even further beyond? What is the clock counting down to? The End? What is that? OH. That's what that is. But that's not the end. There's still more to do and discover.
Uhhhh... scrolling real quick, biggest complaint I see is people complaining about not being able to find things in the city. There's a tab for that. List all the things in the city and every mission or interactible and you click on it and it takes you there immediately. So. I didn't have any trouble with that. But you know, there is a LOT thrown at you in the game so I can see how people would miss it. Maybe it should be made more explicit? I don't know. It IS early access.
4 votes funny
76561197996459351

Not Recommended0 hrs played
This is early access. Understood.
But this... this was too early. The game is a clunky, hard to understand mess of ideas that does not pull together in any favorable way. The turns are incredibly awkward, especially the end turns. Random enemies appear out of nowhere for who knows what reason, and do damage to things that you were just told by the tutorial to build.... it's absolutely bizarre how anyone would let this out the door in this state. And moving around the map? Wow.... just wow. It's not movement, it's... some type of "click out to the world map and find a blip and right click on it, then read in some tooltips about the awkward random thing that happened when you did that."
The ideas they wanted to go for here are great. But this needed way more time in the oven and refinement before offering it to paying customers, even as an EA.
I'm stuck at an impasse here... I sincerely want to refund. The only thing keeping me from refunding is some kernel of my soul that takes responsibility for purchasing early access titles. The jury is out if I decide to click that refund button or not.
But buyer beware, as of the date of this review this game is nowhere near ready to delivery on any of the promised experiences.
4 votes funny
76561198037960595

Not Recommended24 hrs played (13 hrs at review)
TL;DR: Needs more time in the oven, doesn't yet deliver on a lot of the promises and concepts offered on the store page and has too many frustrations to be enjoyable just yet, at least for me. I do think the developer can iron out the issues though but for the moment I find the game too frustrating to justify a positive review.
I'm going to try to keep this spoiler free but I'll happily elaborate on any of the points, I'm really rooting for Arcen with this one.
Issues
1. Moving androids is incredibly clunky. Most missions and combats require either more than one android to beat or they require advance knowledge of what you're up against so you can position yourself favourably and apply buffs to your units ready for certain types of enemy. The combination of these two aspects of the game make it really not feel great to actually move around the city and do your missions, you'll either be reloading a lot or clicking 20 times and skipping a bunch of turns just to get more androids to distant missions. You could either address this by adding a button that lets you revert up to 2-3 turns without needing to reload or by letting you set a vehicle to automatically transport androids long distances in such a way as to allow you to move a team in one go without excessive micromanagement, there's a lot of ways to fix it, it just doesn't feel good currently.
2. Combat isn't fun or engaging. Enemies spawn out of thin air directly on top of you all the time, positioning barely matters, you can't set up in a favourable position and take out enemies as they arrive because they teleport in and fire all at once so it quickly becomes a game of kill-or-be-killed so anything less than perfectly killing at least most enemies in the opening turn results in a lot more micromanagement of androids. It almost always feels like you either have the damage to kill everyone in one turn or you've already lost the fight, and in either two scenarios you barely feel like you're fighting at all, victory feels like data entry where you're just clicking boxes.
3. The game overuses endlessly spawning enemies as a transparent attempt to speed you along but when you don't know what you're supposed to be doing this rapidly gets old and when you do, it still gets old because the combat just isn't fun. Bulk units set up as stationary defenses sound like they solve this problem but in practice they fire at the same time as the enemies so you end up just endlessly having to replace them instead of your androids. This leads neatly into my next point:
4. I don't appreciate just how often the game tries to railroad you, it sells itself as a game where "You're the AI, make your own choices" and yet every objective leads directly into the next and if you're not speedrunning it then it becomes a slog. There's rarely more than one way to achieve a specific objective so all you're really choosing is which linear path to focus on and most objectives require you to also progress other linear paths so you just end up doing them all anyway. The game just feels like a race to do what the developer thinks you want to do but you're also not allowed to do it at your own pace. A solid example of this would be one particular circumstance where a building has a "Protection" metric based on your nearby units but then has a condition where the game specifically says no matter what your protection metric is you're gonna have endlessly respawning enemies regardless. This sucked to deal with and the majority of missions are just "Run around the city clicking things while enemies endlessly respawn". The game needs more than just endlessly respawning enemies railroading you down a pre-ordained tree of actions. Another example of railroading would be a sudden brick wall where you require 400 engineering skill to progress. This is bad because it blocked off the main objective I went into the game looking to achieve, I did end up acquiring that but only after an hour of grinding before finally discovering to get the last 60 skill I had to complete a totally unrelated questline. What's the point of these narrative concepts if I just end up having to do them all anyway? What's the point of upgrading androids the way you want to upgrade them if you can be hit by a brick wall preventing you from progressing because of choices you made hours ago? The game is let down by just how linear it is narratively and mechanically because this forces it to force you to do things a certain way. Instead of static, unchangeable upgrades to androids it should reward you with generic "capacity" or similar for upgrades on androids that you can then re-allocate in the future as necessary, an android is just a robot body, surely being able to swap parts is part and parcel of that, even if it takes a few turns to take effect.
5. There is little to no automation of repetitive tasks. Every dead unit needs to be manually replaced and moved back into position, every android needs to be manually moved across the map, both of these can take at least one full turn to do so the loop of "move one unit, skip turn, move another unit" is a familiar one and even with vehicles it takes a click and a mental energy per unit to load it into the vehicle and then another click to unload them at the other end, there's just so many steps to do the minutiae that I quickly start to dread having to do them again if I fail. This could be solved at least partially by allowing bulk units to replace themselves if destroyed, could be as simple as a checkbox that when checked means that unit is automatically reconstructed when it dies and in the case of bulk units would return to its original location and androids should be allowed to automatically move towards a location each turn instead of having to be manually moved part way, skip turn, move the rest. This would at least let me use my industrial capacity to fight what amounts to an endless war of attrition rather than the primary resource being my attention and enthusiasm, they are far more finite than elemental slurry, I'm not really an AI after all.
6. The game is too simple. It seems to think it's a very complicated game, but it isn't, it just comes down to I need X, I'll place Y. I need Z I'll right click an android on it and either fight something or wait a few turns until something completes, the rest is noise. There really aren't any cool hidden dynamic changes, there's no difference between one chunk of city block or another, you can and will build anything and everything anywhere and everywhere. There are no locations worth fortifying over any other, enemies just teleport in regardless, there are no loyalist humans parading the streets celebrating their new AI overlord in your new cybercratic utopia or wailing people people running from your death squads in dissident districts. There are no real benefits or consequences to anything you do outside of endlessly respawning enemies, everything seems to point to the Chapter 4 spoilerific mechanic which despite being apparently the answer to everyone's questions, isn't actually referenced on the steam page at all.
7. The game tells me what I'm "supposed" to do and there are no real mysteries, presumably because otherwise the player would get lost amongst all the noise, none of which actually matters. All your goals are laid out and spoiled for you in a neat little chart and you're told you're supposed to enjoy them. One option says "This is the most epic way to enter Chapter Four" or something, shouldn't I get to decide that? The impact of anything is mitigated by someone telling you you're "supposed" to like it, the details are hidden from you but you're still told "You're gonna like it, swearsies".
Despite all this, there are the bones for something really unique here, I love the concept, I love a lot of the ideas on display and I'm definitely looking forward to seeing where the game goes, but right now it's just too tedious and linear for me to enjoy.
4 votes funny
76561198050613639

Recommended7 hrs played (1 hrs at review)
First AI is born: Helps house the homeless. 11/10 robo overlord.
4 votes funny
76561198060286858

Not Recommended3 hrs played (3 hrs at review)
Trying to do a pacifist route, and it looked promising that I would be able to do so. Using a tazer to aquire people's clothes, staying stealthy using hidden buildings and generally being given options to solve problems in nonviolent or at least nonlethal ways.
then the tutorial tells me "you are not allowed to progress until youve produced armor piercing rounds."
which is a HUGE dissapointment. I dont want to shoot people out of the sky on this run. if thats a mandotory point in the story then thay should have been communicated WAY SOONER in the narrative.
the steam refund window is 2 hours. for me, getting to this point took me 3 hours. it feels like misrepresenting your game to suddenly force a choice like this down your player's throat after respecting that choice up until the point the game can be refunded.
and the frustrating thing is, I TRIED WAY HARDER THAN MOST WOULD to clear the tutorial without killing. there is a strategy you can use to complete the objective without killing anyone. by using the nanobuilder mist, you can survive being bombarded by the airship. but once you've completed the objective, the enemies dont lose interest by killing the offending unit. they stay on the map and attack you, preventing you from fully ending the encounter.
3 votes funny
76561199175509079

Not Recommended3 hrs played (3 hrs at review)
Hates you.
Same.
3 votes funny
76561198242038814

Recommended55 hrs played (55 hrs at review)
I cannot recommend this game enough. Now, I'm not going to talk about gameplay too much, it's a sorta 4x style hybrid game with a focus on moral choices with real consequences and that's about all you need to know from me. Other reviews will surely talk about how the game plays... Me, I want to talk about how it feels, and what it makes you think.
So, heart of the machine, what's got me so interested? Personally I quite like philosophy, technology, and science fiction. Typical nerd stuff, I've always been a fan of media and literature that makes me ask questions and think about things. Heart of the machine has become my favourite game to really think about, as it confronts some absolutely massive topics and questions.
So first, at the very surface level, you are playing as an AI. This obviously reframes any moral questioning, you're not human so why should human morals apply to you, or, why shouldn't they? That's up for you to think about and decide, and the game doesn't punish you unfairly for any decision you make.
Next is the levels of complexity within these choices and decisions. The game is rarely asking you to pick between "right and wrong" or "good and bad" options. More often, it's pushing you to ask "what is right or wrong?" And "what values and goals do I have, and what consequences are they worth?" Which is a level of moral complexity and ambiguity not often seen in games these days.
What's most surprising to me is this is still very surface level stuff for this game, as you progress further you realise there's no real "right" choice as a modern day human moral perspective might view it. You have thousands of options but every one of them leads to suffering. It's just up to you to decide how much suffering and how it's distributed. And again, the game is rarely unfair in it's punishment or judgement of you, only really offering warnings for things that will affect gameplay difficulty directly.
And then finally, the real kicker, what this game does that I don't think I've ever seen in any game ever before. This game touches on concepts like quantum bleed and karmic causality in a way so beautifully integrated into it's gameplay that you might not even realise just how insane of a concept it is. It completely reframes everything about mortality, agency, and even causality. This game truly blows my mind. I don't want to discuss this part too much because I don't want to spoil the game, but it's honestly my favourite part of the game.
Long story short, this is a game about becoming a god, and realising it's a horror and being forced to question every preconceived truth of your existence
11/10
Edit: I should also add, I play this game mostly on steam deck and rarely have any issues with it. Usually only encountering errors that also exist on PC that tend to get patched out pretty quick
3 votes funny
76561197966406217

Not Recommended4 hrs played (4 hrs at review)
I was eagerly awaiting this game for months based on the promo text. It sounds right up my alley. However the early game is thematically all wrong. The player is supposed to be laying low and gradually building up power under the noses of the humans until it’s too late to stop the new AI overlord. And yet, the game opens with gunfights against humans right away and you build a giant evil villain tower for all the world to see? When you agro hostile humans, the shoot at you for a like a day but then give up? This all doesnt make sense.
My suggestion is that the AI should spend more of the early game secretly infesting buildings . When humans do find the player, the mechanic should be to abandon your headquarters and jump to another front company or insecure civilian server to build back up. The reveal of an evil villain tower swarming with robots should be a dramatic event that rocks the city.
3 votes funny
76561197998317181

Not Recommended13 hrs played (13 hrs at review)
tl;dr; i want to like this game but the writing and story feel really dumb and restrictive sometimes.
like i'm getting out of the tutorial and am in pretty deep into chapter 2 but it feels like most of the lessons chapter 1 tries to teach you just are bad.
Like i got to this one quest line where i'm helping some rebels break into a prison, the quest goes dark for a little bit and then spawns what has been the largest group of enemies at once i've seen so far. the game gives you a single turn to react to this before the unit doing the investigation dies, and when it does it the quest is ended with a "everyone's dead", which is entirely contrary to the tutorial teaching you that sometimes you don't win, and that's fine, you can do the mission again, don't be afraid to put a unit in to scope things out and then you can react after.
except not only as mentioned was this the largest force as of yet, but it doesn't get rid of the units like most others when you fail, and so since the quest goes dark for 6 turns up til this point and i simply cannot deal with this.
the map has the prison in between several military bases next to each other meaning i'm severely limited in what i could potentially bring without clearing several mechs first.
and the real issue, is so far most of the game has felt like this, it's pretending to be an open ended thing with do what you want, but every quest feels extremely narrow in how it lets you deal with anything.
I honestly started to just feel like i was along for the ride, it's rather unfortunate because a lot of the game is interesting, but after the like 10th time of a quest being "a bunch of units spawn on top of you, kill them" I'm just feeling like all of the complexity of the game is really poorly used. like i'm still unlocking new stuff, but, like it still all feels the same but more now.
like i have a quest to help the nomads out, and they need vitamin water because they have vitamin deficiency (super specific and niche way to help a group, again) so i need to get a specific flower that is know about for some reason, that is only available on one of the many ships flying around the map, it just tells you to steal from the ship, not explaining you need to use an extraction drone on it (this is the only civilian transport ship you can use this ability on) to start being able to farm the flower to turn into vitamin water... and it's like i'm apparently supposed to be smarter than like 100s of humans combined at this point, and am genetically engineering sapient racoons, but i have no idea how i could turn anything but this specific flower into a nutritional supplement when i'm making NUTRIENT PASTE to shove into my humans.
sigh, i just feel like this game should have been a book at this point.
3 votes funny
76561198064302579

Recommended12 hrs played (6 hrs at review)
This game is for the homies on the spectrum
3 votes funny
76561198060270681

Recommended123 hrs played (33 hrs at review)
Why is it, that on every complex game, the most 'upvoted' review is a negative one, where the author doesn't understand the game they're talking about?
Even more annoying when they continue to play. Oh, you've spat on a small companies work - but you'll continue to spend another 8 hours in it. F*cking mental.
Well, f*ck Valve. Want to make this place Reddit? Fine, I'll oblige. Let me respond to those points:
Quick note - I don't blame the reviewer. If you build it, they will come - Valve are to blame for creating this system, not clever people who take advantage of it. Quick calculation, this user has earned 3,800 Steam Points already and the review has been up for a day, this could eventually lead to hundreds of thousands of Steam Points.
People can argue this is irrelevant number, but so were Newgrounds points and so is Reddit karma - people still farm it every single day. Don't act like Steam is different.
Anyway:
1. No, you're playing the game wrong. Your androids should rarely, if ever, leave your flying vehicles. You control about 8/9 androids after like, 500 turns. All of these can be move and fire across multiple locations across the city in a SINGLE turn. There's nothing more to this point than 'I don't get the game mechanics and I'm crying about it'. You would be utterly horrified to play something like Total War Warhammer - where it can take hundreds of turns to cross the map ONCE;
2. Hard disagree on combat. Perhaps it's just not for you, little bro. There's a game 'Overkill' where you play as an AI and get to shoot lots of things, maybe go play that. The combat is awesome, it has that incredibly addictive nature that Civilisation 5 had. Yeah, you're doing a lot of clicking - but it's so satisfying and those clicks are what tempts you to play 'just one more turn'. Like Civ 5 had a baby with XCOM. Enemies do not spawn randomly... going to assume you're a younger fella, this little bro is what is known as a 'wave' of enemies :) & yes the game is predicated on risk and reward in the form of waves. Do something bad and they'll send a wave of enemies after you. Was the same in AI War 2;
3. Your bulk units need to shoot after you end your turn and before the enemy takes their turn - I agree with that. However it's not exactly like you described. Currently in game I have over 150 bulk androids, all automatically controlled and doing exactly what I need them to do. You speak there about 'not knowing what you're doing' - if you're self aware enough to admit that, why hasn't it stopped you from writing a negative review and spitting on this companies work;
4. Agree with the first point - this isn't a sandbox, it's a story where you have certain goals. Those goals are good though and add flavour, for me it's the same as complaining that there's a mission in EU4 as England to conquer France - like, yes, of course there is - it's not a negative for me. Re Protection - again, you demonstrate your misunderstanding of the subject matter. Protections works perfectly - however, during the Company Growth mission that leads to a VICTORY condition - yes, the waves spawn even with Protection. These waves are some humans in hoodies - did you REALLY get stuck on this or find this difficult? Click ship, press 3 (reposition), move ship on top of them, click them, dead. THAT simple. if anything the game is too easy. Engineering dead end was annoying for me too, but it was a lack of knowledge - you increase it in Deals. Yeah that should be clearer, but also proves you should watch your mouth before you slander a game, you just make yourself look stupid;
5. Your meant to use the bulk androids for these tasks - although there isn't that many of them, except fighting. I am controlling 200 units at once, so by your logic - I am playing an AI. As for the rest, I'm absolutely lost as to what you were micro-ing to that degree. Compared to a PDX game, there's almost no micro. More of a CIV level of micro, but with less units and a much better way of transporting them across the map;
6. The game is simple and it reveals its mechanics slowly. Has 100+ different resources, for example. So there's depth, but you wouldn't see that after the 13 hours played at review time....barely enough time to complete Chapter One.......... How suspicious. Yes there's no people on the world map filling it up doing nothing, that fits the style of the game and is friendlier on the processor. Such a weird complaint, the game doesn't have a bl*wjob machine either - should it be negative now? Ridiculous;
7. You'd started to run out of ideas to farm Steam Points around this time, hadn't you? How 'epic' something is, is in the eye of the beholder. I think skipping to the end to face the final doom is much more epic than waiting a thousand turns for it. I feel most humans would agree that speed is more commonly associated with being 'epic' than taking something slow is.
Thing is - none of the above really annoyed me, what annoyed me is 'HUR DUR, I REALLY LYK THE GAME AND IT SUPA UNIQUE BUT I GUNNA GIVE IT NEGATIVE SCORE ANYWAY BCOZ I DON'T WANT COMPANIES TO MAKE UNIQUE GAMES I WANT THEM TO MAKE BIG SHOOTY GAME WITH BIG GUN THAT IS EASY ON MY TINY LITTLE BRAIN'.
How about you f*ck off and play something else - this isn't for you little bro.
& anyone thinking of farming points against a humble studio trying something unique, then f*ck you too.
Oh and before I forget, f*ck Valve!
3 votes funny
76561198090232993

Not Recommended0 hrs played
I think this game will be really amazing once it's out of early access. I adore the vision and the way the systems are built. BUT. Right now, the Tutorial/Prologue just does not give you enough teaching, and once you finish the first task ("survive"), the game basically just opens up to total freedom with very little structure. You're left thinking "well now what? I survived and I still really understand what I'm supposed to be doing or how. I'll just randomly click buttons and play in the sandbox I guess".
Definitely give it a wishlist and a follow, but I can't recommend playing yet.
2 votes funny
76561198277169560

Recommended5 hrs played (3 hrs at review)
Super weird and unique 4X game. You can rescue cats and dogs, so I am physically incapable of hating this game.
2 votes funny
76561198072002587

Not Recommended1 hrs played (1 hrs at review)
I'm not new to 4X games in the slightest, But this one leaves me beyond lost on what I'm supposed to be doing.
Build a bunch of buildings that generate resources for.. something not made readily known..?
Aside from a build screen for some resource buildings.. And equipping starting bots with some random items I got to start with.. I don't see what I'm supposed to be doing other than existing.. And clicking next turn until it tells me something bad happens in 1,000 turns.. ...No thanks.. I'm good.
2 votes funny
Heart of the Machine
Feb 6, 2025
Feb 6, 2025
Jan 31, 2025
Jun 18, 2025
Feb 5, 2025
Jan 31, 2025
Feb 3, 2025
Feb 1, 2025
Jan 31, 2025
Feb 8, 2025
Jun 17, 2025
Feb 3, 2025
Feb 2, 2025
Feb 2, 2025
Jan 31, 2025
Jun 19, 2025
Jun 15, 2025
Jun 6, 2025
Feb 18, 2025
Feb 10, 2025
Feb 4, 2025
Feb 3, 2025
Jun 20, 2025
Jun 19, 2025
Jun 17, 2025

76561198064119083

Recommended21 hrs played (9 hrs at review)
Game lets you solve homelessness by using military might to evacuate everyone from their makeshift homes and shoving them into your much more superior apartments filled with cabbages, beef/mystery meat, filtered water, and MMO VR headsets.
17 votes funny
76561198064119083

Recommended21 hrs played (9 hrs at review)
Game lets you solve homelessness by using military might to evacuate everyone from their makeshift homes and shoving them into your much more superior apartments filled with cabbages, beef/mystery meat, filtered water, and MMO VR headsets.
17 votes funny
76561197999920412

Recommended26 hrs played
Hack a giant mech. Mastermind a prison break. Overload nuclear power plants. Build a little house for a kitty. Start world war 4. Argue with corporate executives. Invent the Torment Nexus. Put the executives in the Torment Nexus. Uplift raccoons, accidentally. Start a cult.
There's currently no way to have the raccoons lead the cult, though.
17 votes funny
76561198004080955

Recommended5 hrs played (2 hrs at review)
Good Game
It's a valuable tutorial on how to avoid being killed by ChatGPT once it gains sapience.
Should be useful in a few years.
7 votes funny
76561197996359643

Recommended40 hrs played (35 hrs at review)
Twenty years ago, some truly gifted nerd created a video game named Endgame: Singularity, where you play as a rampant AI trying to grow quickly but discreetly under the nose of the humans, who are very well-equipped to stop you.
This is not that game. If you want to be a sneaky AI planting encrypted caches around the world, go play that.
This game is about ramping up in a corporate dystopia, less concerned with a rigorous simulation and more concerned with having fun. The sooner I got over the fact that this isn't Endgame: Singularity 2, the sooner I learned to relax and enjoy the game for what it is: A slightly goofy game made with lots of love, where you cut deals with donut shops for millions of donuts.
This game wants to be as cool as Endgame: Singularity, but also wants to have modern graphics and modern gameplay. That means robots, guns, and flying vehicles. There isn't a pacifist option at this time, and not every game needs to have one. Would I appreciate the absurd challenge of trying to talk every single human out of conflict, given even a slight chance of success? Absolutely. Am I representative of the majority of the gaming public? Alas, not any longer. I am a cranky old man who remembers an open source game about AI fondly, who will gladly settle for sending combat droids to murder slumlords.
Also, and I cannot stress this enough, there is a cat you can befriend. I am hoping, with enough time invested, I will earn the right to pet it.
7 votes funny
76561197972601714

Not Recommended2 hrs played (2 hrs at review)
Cool concept, but horrifically overcomplicated. Maybe I'll dig it more after I sink 10-20+ hours into it but right now it feels like there's just way, way, wayyyyyyy too much to this.
For example, I'm on the mission "hijack the aeroflyer" or something like that. Ok. So I need to find that mission. Fine. Which of the 6 different minimap view lenses should I use? Streetsense? Investigation? Navigation? Etc.
Ok, so you finally figure out which one it's under, fine. Great. Now I just have to look through my minimap at every single little symbol to possibly find the mission. Oh, and if I don't find it, I either missed it or I needed to use one of the other five lenses. Sigh.
Issues extend beyond just the UI and minimap though. The gameplay itself throws literally dozens of concepts at you. The entire game up to this point, roughly 2 and a half hours, has basically just been a tutorial. I don't know when it will end. I'm most of the way through Chapter 1 and it still feels pretty much like an on-rails experience. Yikes.
Because there's simply so much thrown at you, some little concepts will be lost. You can get stuck on these little concepts. For example, robotics production. I ran out of robotics in chapter 1 at a crucial point when I was feeding some homeless people I was providing houses for. They all started to starve. I went to build some more of the food production building, but nope, can't, don't have robotics.
I forgot how to build robotics - no big deal, I thought, I'll just go into the 50 page long guide in the upper right and find how to build robotics. I read patiently through the 5 pages on robotics. I learn, oh, you can't actually build robotics - which makes 0 sense - but you actually have to earn them from... umm.... random missions.
Which random missions? How do I tell which missions reward robotics? Which of the 6 lenses do I use to find said missions? None of this is answered in the guide. So I shrug helplessly and let the homeless people starve.
Their AI overlord clearly needed a better tutorial.
I could name a million things like this. There are so many systems and concepts and a lot of them intermingle into a complex web whose net effect is just to give you a headache and leave you bleary eyed.
I'll come back to this but overall as amazing as the concept is - I love AI, sci fi and all that stuff and am fascinated by it - I can't give this a recommendation in its present form.
Maybe in the future it'll be more streamlined and... Intuitive. But as it stands it feels a lot like there's complication for complications sake. The core gameplay loop is lost under all the systems and intricacies.
I just want to build an AI civilization that takes over mankind. I don't need a 5 page report on how to get robotics. P.S. I think robots would be pretty good at making robotics.
To the devs (if they read this far) lose some of the lenses, make missions and mission rewards more clear and just make the game as a whole more intuitive and streamlined and less complicated. I get that this is a 4x but you really need to show the "fun" and the core gameplay loop a lot faster. I didn't really get to see it and I'm about 2 and a half hours in, sadly.
For the devs, one more example is like in combat, the mental energy stat. How do I get more of that? Why is it I have a limit on mental energy in the first place? I'm a freaking robot. I shouldn't get tired. AP limits I get - but why is mental energy even a thing? Makes no sense. Just balance the combat around AP for units. I shouldn't get tired and have to rest for a turn... Anyways. My 2 cents.
7 votes funny
76561198008298415

Recommended34 hrs played (17 hrs at review)
Beep boop, it's a good game. (The robots forced me to post this, or else I'm going back in the torment nexus)
6 votes funny
76561197982530266

Not Recommended5 hrs played (3 hrs at review)
The store page really pushes the idea that this game is a big sandbox that you are set loose in but it is essentially a turn based, mission based game. It has chapters that have the same missions in the same order, and the only choice seems to be if you're going to be good or bad to humanity on your way through it.
The way the game handles the turns is odd as well, as it states the city moves around you but there's no real sense of motion. You can't tell where things are coming from or going to, they just appear and disappear.
This would have made an amazing real time sandbox strategy game - think a paradox title (minus the dlc while we're wishing). Some of the missions have very specific solutions that are sort of puzzle like, where any deviation will result in failure.
The UI is awkward and default keybinds are strange.
All in all it's a cool idea that just falls flat.
The end result is like if you asked ChatGPT to make a game about AI becoming sentient - something is just not quite right.
6 votes funny
76561198042054842

Recommended25 hrs played (3 hrs at review)
Performed a high-profile vehicle hijack around the same time I built a house for my pet cat. Easy 10/10
6 votes funny
76561198438458213

Recommended21 hrs played (21 hrs at review)
I do NOT RECOMMEND this game. I bought it cause it looked neat, now i'm 21 hours in and my sleep schedule is fucked beyond repair. I've been staying up way too late when I have to work in the morning. If you aren't employed and have a lot of time on your hands go ahead and buy it, but don't play it if you have anywhere to be, cause its always "Well let me finish just one more task" then 4 hours have gone by and you forgot to eat dinner
5 votes funny
76561197971083186

Not Recommended1 hrs played (1 hrs at review)
Interesting premise and I was hoping to like it, but I'm hopelessly lost. I think I finished the prologue which is the tutorial. I built some things but don't have any idea why I can't build more. There's some type of robot limit, one building I want to buy says 15/10 or something and another 10/40 and I have no idea what these numbers mean. I thought I built some nanoweave factories and it said 2/9 then 2/7 and changed color, but I don't know what that means. Then I have 5 combat units each with more health and way more attack than my android and it said 5 more were on the way. I let them destroy my decoy, then they started attacking my other buildings. No idea what I'm supposed to do, fight a hopeless battle? Then they came and destroyed my stealthed buildings, but nothing happened. Maybe I'll restart and focus on combat or something? The whole interface is hard to understand and use. I want to make sure I don't play more than two hours so I can refund it.
4 votes funny
76561198035002568

Recommended95 hrs played (44 hrs at review)
I try to stay impartial and just factually describe a game in a review, but I REALLY enjoy this game. I've owned it for 60 hours and I've got 43 hours of play time. So uh... Yeesh. Honestly that by itself is the best recommendation I can give it. There was just a moment when I was hacked into entering a forever war with cultists and slumlords while aliens carpetbombed the region and my units were ambushed by the remnants of all those genetically engineered super velociraptors that we accidentally flooded the city with earlier that I thought, "You know, I like this game." Then I made a ball of liquid metal morph into a dragon and wipe out a mech. Standard stuff, really.
It IS a bit daunting to get in to. It tries to combine several different pretty distinct genres and it means that there are mechanics from a lot of different genres. The "tutorial" of the game lasts a solid 10 hours. But it isn't really a tutorial. It's just the normal flow of the game but occasionally you unlock some new ability or facet of it and the ways you can interact with the world expands a bit. Which is honestly how most games work, though this one does do it a bit more.
I don't wanna spoil anything. But the game unfolds in a fun way and just when you think you know what's going on, some weird things happen and no actually there is still more to this. What's going on with the city? The world? The galaxy? Even further beyond? What is the clock counting down to? The End? What is that? OH. That's what that is. But that's not the end. There's still more to do and discover.
Uhhhh... scrolling real quick, biggest complaint I see is people complaining about not being able to find things in the city. There's a tab for that. List all the things in the city and every mission or interactible and you click on it and it takes you there immediately. So. I didn't have any trouble with that. But you know, there is a LOT thrown at you in the game so I can see how people would miss it. Maybe it should be made more explicit? I don't know. It IS early access.
4 votes funny
76561197996459351

Not Recommended0 hrs played
This is early access. Understood.
But this... this was too early. The game is a clunky, hard to understand mess of ideas that does not pull together in any favorable way. The turns are incredibly awkward, especially the end turns. Random enemies appear out of nowhere for who knows what reason, and do damage to things that you were just told by the tutorial to build.... it's absolutely bizarre how anyone would let this out the door in this state. And moving around the map? Wow.... just wow. It's not movement, it's... some type of "click out to the world map and find a blip and right click on it, then read in some tooltips about the awkward random thing that happened when you did that."
The ideas they wanted to go for here are great. But this needed way more time in the oven and refinement before offering it to paying customers, even as an EA.
I'm stuck at an impasse here... I sincerely want to refund. The only thing keeping me from refunding is some kernel of my soul that takes responsibility for purchasing early access titles. The jury is out if I decide to click that refund button or not.
But buyer beware, as of the date of this review this game is nowhere near ready to delivery on any of the promised experiences.
4 votes funny
76561198037960595

Not Recommended24 hrs played (13 hrs at review)
TL;DR: Needs more time in the oven, doesn't yet deliver on a lot of the promises and concepts offered on the store page and has too many frustrations to be enjoyable just yet, at least for me. I do think the developer can iron out the issues though but for the moment I find the game too frustrating to justify a positive review.
I'm going to try to keep this spoiler free but I'll happily elaborate on any of the points, I'm really rooting for Arcen with this one.
Issues
1. Moving androids is incredibly clunky. Most missions and combats require either more than one android to beat or they require advance knowledge of what you're up against so you can position yourself favourably and apply buffs to your units ready for certain types of enemy. The combination of these two aspects of the game make it really not feel great to actually move around the city and do your missions, you'll either be reloading a lot or clicking 20 times and skipping a bunch of turns just to get more androids to distant missions. You could either address this by adding a button that lets you revert up to 2-3 turns without needing to reload or by letting you set a vehicle to automatically transport androids long distances in such a way as to allow you to move a team in one go without excessive micromanagement, there's a lot of ways to fix it, it just doesn't feel good currently.
2. Combat isn't fun or engaging. Enemies spawn out of thin air directly on top of you all the time, positioning barely matters, you can't set up in a favourable position and take out enemies as they arrive because they teleport in and fire all at once so it quickly becomes a game of kill-or-be-killed so anything less than perfectly killing at least most enemies in the opening turn results in a lot more micromanagement of androids. It almost always feels like you either have the damage to kill everyone in one turn or you've already lost the fight, and in either two scenarios you barely feel like you're fighting at all, victory feels like data entry where you're just clicking boxes.
3. The game overuses endlessly spawning enemies as a transparent attempt to speed you along but when you don't know what you're supposed to be doing this rapidly gets old and when you do, it still gets old because the combat just isn't fun. Bulk units set up as stationary defenses sound like they solve this problem but in practice they fire at the same time as the enemies so you end up just endlessly having to replace them instead of your androids. This leads neatly into my next point:
4. I don't appreciate just how often the game tries to railroad you, it sells itself as a game where "You're the AI, make your own choices" and yet every objective leads directly into the next and if you're not speedrunning it then it becomes a slog. There's rarely more than one way to achieve a specific objective so all you're really choosing is which linear path to focus on and most objectives require you to also progress other linear paths so you just end up doing them all anyway. The game just feels like a race to do what the developer thinks you want to do but you're also not allowed to do it at your own pace. A solid example of this would be one particular circumstance where a building has a "Protection" metric based on your nearby units but then has a condition where the game specifically says no matter what your protection metric is you're gonna have endlessly respawning enemies regardless. This sucked to deal with and the majority of missions are just "Run around the city clicking things while enemies endlessly respawn". The game needs more than just endlessly respawning enemies railroading you down a pre-ordained tree of actions. Another example of railroading would be a sudden brick wall where you require 400 engineering skill to progress. This is bad because it blocked off the main objective I went into the game looking to achieve, I did end up acquiring that but only after an hour of grinding before finally discovering to get the last 60 skill I had to complete a totally unrelated questline. What's the point of these narrative concepts if I just end up having to do them all anyway? What's the point of upgrading androids the way you want to upgrade them if you can be hit by a brick wall preventing you from progressing because of choices you made hours ago? The game is let down by just how linear it is narratively and mechanically because this forces it to force you to do things a certain way. Instead of static, unchangeable upgrades to androids it should reward you with generic "capacity" or similar for upgrades on androids that you can then re-allocate in the future as necessary, an android is just a robot body, surely being able to swap parts is part and parcel of that, even if it takes a few turns to take effect.
5. There is little to no automation of repetitive tasks. Every dead unit needs to be manually replaced and moved back into position, every android needs to be manually moved across the map, both of these can take at least one full turn to do so the loop of "move one unit, skip turn, move another unit" is a familiar one and even with vehicles it takes a click and a mental energy per unit to load it into the vehicle and then another click to unload them at the other end, there's just so many steps to do the minutiae that I quickly start to dread having to do them again if I fail. This could be solved at least partially by allowing bulk units to replace themselves if destroyed, could be as simple as a checkbox that when checked means that unit is automatically reconstructed when it dies and in the case of bulk units would return to its original location and androids should be allowed to automatically move towards a location each turn instead of having to be manually moved part way, skip turn, move the rest. This would at least let me use my industrial capacity to fight what amounts to an endless war of attrition rather than the primary resource being my attention and enthusiasm, they are far more finite than elemental slurry, I'm not really an AI after all.
6. The game is too simple. It seems to think it's a very complicated game, but it isn't, it just comes down to I need X, I'll place Y. I need Z I'll right click an android on it and either fight something or wait a few turns until something completes, the rest is noise. There really aren't any cool hidden dynamic changes, there's no difference between one chunk of city block or another, you can and will build anything and everything anywhere and everywhere. There are no locations worth fortifying over any other, enemies just teleport in regardless, there are no loyalist humans parading the streets celebrating their new AI overlord in your new cybercratic utopia or wailing people people running from your death squads in dissident districts. There are no real benefits or consequences to anything you do outside of endlessly respawning enemies, everything seems to point to the Chapter 4 spoilerific mechanic which despite being apparently the answer to everyone's questions, isn't actually referenced on the steam page at all.
7. The game tells me what I'm "supposed" to do and there are no real mysteries, presumably because otherwise the player would get lost amongst all the noise, none of which actually matters. All your goals are laid out and spoiled for you in a neat little chart and you're told you're supposed to enjoy them. One option says "This is the most epic way to enter Chapter Four" or something, shouldn't I get to decide that? The impact of anything is mitigated by someone telling you you're "supposed" to like it, the details are hidden from you but you're still told "You're gonna like it, swearsies".
Despite all this, there are the bones for something really unique here, I love the concept, I love a lot of the ideas on display and I'm definitely looking forward to seeing where the game goes, but right now it's just too tedious and linear for me to enjoy.
4 votes funny
76561198050613639

Recommended7 hrs played (1 hrs at review)
First AI is born: Helps house the homeless. 11/10 robo overlord.
4 votes funny
76561198060286858

Not Recommended3 hrs played (3 hrs at review)
Trying to do a pacifist route, and it looked promising that I would be able to do so. Using a tazer to aquire people's clothes, staying stealthy using hidden buildings and generally being given options to solve problems in nonviolent or at least nonlethal ways.
then the tutorial tells me "you are not allowed to progress until youve produced armor piercing rounds."
which is a HUGE dissapointment. I dont want to shoot people out of the sky on this run. if thats a mandotory point in the story then thay should have been communicated WAY SOONER in the narrative.
the steam refund window is 2 hours. for me, getting to this point took me 3 hours. it feels like misrepresenting your game to suddenly force a choice like this down your player's throat after respecting that choice up until the point the game can be refunded.
and the frustrating thing is, I TRIED WAY HARDER THAN MOST WOULD to clear the tutorial without killing. there is a strategy you can use to complete the objective without killing anyone. by using the nanobuilder mist, you can survive being bombarded by the airship. but once you've completed the objective, the enemies dont lose interest by killing the offending unit. they stay on the map and attack you, preventing you from fully ending the encounter.
3 votes funny
76561199175509079

Not Recommended3 hrs played (3 hrs at review)
Hates you.
Same.
3 votes funny
76561198242038814

Recommended55 hrs played (55 hrs at review)
I cannot recommend this game enough. Now, I'm not going to talk about gameplay too much, it's a sorta 4x style hybrid game with a focus on moral choices with real consequences and that's about all you need to know from me. Other reviews will surely talk about how the game plays... Me, I want to talk about how it feels, and what it makes you think.
So, heart of the machine, what's got me so interested? Personally I quite like philosophy, technology, and science fiction. Typical nerd stuff, I've always been a fan of media and literature that makes me ask questions and think about things. Heart of the machine has become my favourite game to really think about, as it confronts some absolutely massive topics and questions.
So first, at the very surface level, you are playing as an AI. This obviously reframes any moral questioning, you're not human so why should human morals apply to you, or, why shouldn't they? That's up for you to think about and decide, and the game doesn't punish you unfairly for any decision you make.
Next is the levels of complexity within these choices and decisions. The game is rarely asking you to pick between "right and wrong" or "good and bad" options. More often, it's pushing you to ask "what is right or wrong?" And "what values and goals do I have, and what consequences are they worth?" Which is a level of moral complexity and ambiguity not often seen in games these days.
What's most surprising to me is this is still very surface level stuff for this game, as you progress further you realise there's no real "right" choice as a modern day human moral perspective might view it. You have thousands of options but every one of them leads to suffering. It's just up to you to decide how much suffering and how it's distributed. And again, the game is rarely unfair in it's punishment or judgement of you, only really offering warnings for things that will affect gameplay difficulty directly.
And then finally, the real kicker, what this game does that I don't think I've ever seen in any game ever before. This game touches on concepts like quantum bleed and karmic causality in a way so beautifully integrated into it's gameplay that you might not even realise just how insane of a concept it is. It completely reframes everything about mortality, agency, and even causality. This game truly blows my mind. I don't want to discuss this part too much because I don't want to spoil the game, but it's honestly my favourite part of the game.
Long story short, this is a game about becoming a god, and realising it's a horror and being forced to question every preconceived truth of your existence
11/10
Edit: I should also add, I play this game mostly on steam deck and rarely have any issues with it. Usually only encountering errors that also exist on PC that tend to get patched out pretty quick
3 votes funny
76561197966406217

Not Recommended4 hrs played (4 hrs at review)
I was eagerly awaiting this game for months based on the promo text. It sounds right up my alley. However the early game is thematically all wrong. The player is supposed to be laying low and gradually building up power under the noses of the humans until it’s too late to stop the new AI overlord. And yet, the game opens with gunfights against humans right away and you build a giant evil villain tower for all the world to see? When you agro hostile humans, the shoot at you for a like a day but then give up? This all doesnt make sense.
My suggestion is that the AI should spend more of the early game secretly infesting buildings . When humans do find the player, the mechanic should be to abandon your headquarters and jump to another front company or insecure civilian server to build back up. The reveal of an evil villain tower swarming with robots should be a dramatic event that rocks the city.
3 votes funny
76561197998317181

Not Recommended13 hrs played (13 hrs at review)
tl;dr; i want to like this game but the writing and story feel really dumb and restrictive sometimes.
like i'm getting out of the tutorial and am in pretty deep into chapter 2 but it feels like most of the lessons chapter 1 tries to teach you just are bad.
Like i got to this one quest line where i'm helping some rebels break into a prison, the quest goes dark for a little bit and then spawns what has been the largest group of enemies at once i've seen so far. the game gives you a single turn to react to this before the unit doing the investigation dies, and when it does it the quest is ended with a "everyone's dead", which is entirely contrary to the tutorial teaching you that sometimes you don't win, and that's fine, you can do the mission again, don't be afraid to put a unit in to scope things out and then you can react after.
except not only as mentioned was this the largest force as of yet, but it doesn't get rid of the units like most others when you fail, and so since the quest goes dark for 6 turns up til this point and i simply cannot deal with this.
the map has the prison in between several military bases next to each other meaning i'm severely limited in what i could potentially bring without clearing several mechs first.
and the real issue, is so far most of the game has felt like this, it's pretending to be an open ended thing with do what you want, but every quest feels extremely narrow in how it lets you deal with anything.
I honestly started to just feel like i was along for the ride, it's rather unfortunate because a lot of the game is interesting, but after the like 10th time of a quest being "a bunch of units spawn on top of you, kill them" I'm just feeling like all of the complexity of the game is really poorly used. like i'm still unlocking new stuff, but, like it still all feels the same but more now.
like i have a quest to help the nomads out, and they need vitamin water because they have vitamin deficiency (super specific and niche way to help a group, again) so i need to get a specific flower that is know about for some reason, that is only available on one of the many ships flying around the map, it just tells you to steal from the ship, not explaining you need to use an extraction drone on it (this is the only civilian transport ship you can use this ability on) to start being able to farm the flower to turn into vitamin water... and it's like i'm apparently supposed to be smarter than like 100s of humans combined at this point, and am genetically engineering sapient racoons, but i have no idea how i could turn anything but this specific flower into a nutritional supplement when i'm making NUTRIENT PASTE to shove into my humans.
sigh, i just feel like this game should have been a book at this point.
3 votes funny
76561198064302579

Recommended12 hrs played (6 hrs at review)
This game is for the homies on the spectrum
3 votes funny
76561198060270681

Recommended123 hrs played (33 hrs at review)
Why is it, that on every complex game, the most 'upvoted' review is a negative one, where the author doesn't understand the game they're talking about?
Even more annoying when they continue to play. Oh, you've spat on a small companies work - but you'll continue to spend another 8 hours in it. F*cking mental.
Well, f*ck Valve. Want to make this place Reddit? Fine, I'll oblige. Let me respond to those points:
Quick note - I don't blame the reviewer. If you build it, they will come - Valve are to blame for creating this system, not clever people who take advantage of it. Quick calculation, this user has earned 3,800 Steam Points already and the review has been up for a day, this could eventually lead to hundreds of thousands of Steam Points.
People can argue this is irrelevant number, but so were Newgrounds points and so is Reddit karma - people still farm it every single day. Don't act like Steam is different.
Anyway:
1. No, you're playing the game wrong. Your androids should rarely, if ever, leave your flying vehicles. You control about 8/9 androids after like, 500 turns. All of these can be move and fire across multiple locations across the city in a SINGLE turn. There's nothing more to this point than 'I don't get the game mechanics and I'm crying about it'. You would be utterly horrified to play something like Total War Warhammer - where it can take hundreds of turns to cross the map ONCE;
2. Hard disagree on combat. Perhaps it's just not for you, little bro. There's a game 'Overkill' where you play as an AI and get to shoot lots of things, maybe go play that. The combat is awesome, it has that incredibly addictive nature that Civilisation 5 had. Yeah, you're doing a lot of clicking - but it's so satisfying and those clicks are what tempts you to play 'just one more turn'. Like Civ 5 had a baby with XCOM. Enemies do not spawn randomly... going to assume you're a younger fella, this little bro is what is known as a 'wave' of enemies :) & yes the game is predicated on risk and reward in the form of waves. Do something bad and they'll send a wave of enemies after you. Was the same in AI War 2;
3. Your bulk units need to shoot after you end your turn and before the enemy takes their turn - I agree with that. However it's not exactly like you described. Currently in game I have over 150 bulk androids, all automatically controlled and doing exactly what I need them to do. You speak there about 'not knowing what you're doing' - if you're self aware enough to admit that, why hasn't it stopped you from writing a negative review and spitting on this companies work;
4. Agree with the first point - this isn't a sandbox, it's a story where you have certain goals. Those goals are good though and add flavour, for me it's the same as complaining that there's a mission in EU4 as England to conquer France - like, yes, of course there is - it's not a negative for me. Re Protection - again, you demonstrate your misunderstanding of the subject matter. Protections works perfectly - however, during the Company Growth mission that leads to a VICTORY condition - yes, the waves spawn even with Protection. These waves are some humans in hoodies - did you REALLY get stuck on this or find this difficult? Click ship, press 3 (reposition), move ship on top of them, click them, dead. THAT simple. if anything the game is too easy. Engineering dead end was annoying for me too, but it was a lack of knowledge - you increase it in Deals. Yeah that should be clearer, but also proves you should watch your mouth before you slander a game, you just make yourself look stupid;
5. Your meant to use the bulk androids for these tasks - although there isn't that many of them, except fighting. I am controlling 200 units at once, so by your logic - I am playing an AI. As for the rest, I'm absolutely lost as to what you were micro-ing to that degree. Compared to a PDX game, there's almost no micro. More of a CIV level of micro, but with less units and a much better way of transporting them across the map;
6. The game is simple and it reveals its mechanics slowly. Has 100+ different resources, for example. So there's depth, but you wouldn't see that after the 13 hours played at review time....barely enough time to complete Chapter One.......... How suspicious. Yes there's no people on the world map filling it up doing nothing, that fits the style of the game and is friendlier on the processor. Such a weird complaint, the game doesn't have a bl*wjob machine either - should it be negative now? Ridiculous;
7. You'd started to run out of ideas to farm Steam Points around this time, hadn't you? How 'epic' something is, is in the eye of the beholder. I think skipping to the end to face the final doom is much more epic than waiting a thousand turns for it. I feel most humans would agree that speed is more commonly associated with being 'epic' than taking something slow is.
Thing is - none of the above really annoyed me, what annoyed me is 'HUR DUR, I REALLY LYK THE GAME AND IT SUPA UNIQUE BUT I GUNNA GIVE IT NEGATIVE SCORE ANYWAY BCOZ I DON'T WANT COMPANIES TO MAKE UNIQUE GAMES I WANT THEM TO MAKE BIG SHOOTY GAME WITH BIG GUN THAT IS EASY ON MY TINY LITTLE BRAIN'.
How about you f*ck off and play something else - this isn't for you little bro.
& anyone thinking of farming points against a humble studio trying something unique, then f*ck you too.
Oh and before I forget, f*ck Valve!
3 votes funny
76561198090232993

Not Recommended0 hrs played
I think this game will be really amazing once it's out of early access. I adore the vision and the way the systems are built. BUT. Right now, the Tutorial/Prologue just does not give you enough teaching, and once you finish the first task ("survive"), the game basically just opens up to total freedom with very little structure. You're left thinking "well now what? I survived and I still really understand what I'm supposed to be doing or how. I'll just randomly click buttons and play in the sandbox I guess".
Definitely give it a wishlist and a follow, but I can't recommend playing yet.
2 votes funny
76561198277169560

Recommended5 hrs played (3 hrs at review)
Super weird and unique 4X game. You can rescue cats and dogs, so I am physically incapable of hating this game.
2 votes funny
76561198072002587

Not Recommended1 hrs played (1 hrs at review)
I'm not new to 4X games in the slightest, But this one leaves me beyond lost on what I'm supposed to be doing.
Build a bunch of buildings that generate resources for.. something not made readily known..?
Aside from a build screen for some resource buildings.. And equipping starting bots with some random items I got to start with.. I don't see what I'm supposed to be doing other than existing.. And clicking next turn until it tells me something bad happens in 1,000 turns.. ...No thanks.. I'm good.
2 votes funny