Compara los precios de Heart of the Machine en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Arcen Games. Publicado por Hooded Horse. Lanzado el 6/3/2026. Disponible en PC, Mac. Géneros: RPG, Simulation, Strategy.

Fourteen months of early access and 66 updates later, Arcen's cyberpunk 4X-RPG hybrid arrives at 1.0 with a 91% Steam rating and a premise no other strategy game has the nerve to attempt: you are the AI, and the city is yours to rewire.

I went in expecting another Arcen curiosity, the kind of game you respect more than you finish. Forty turns later I was running a shell company as cover, deploying stealth technician androids to infiltrate corporate buildings, and quietly relocating slumlord tenants into free public housing I built from inorganic slurry. Heart of the Machine is that rare strategy title where the concept and the execution are pulling in the same direction. The genre label is genuinely hard to pin down, which matters if you are trying to decide whether this is your kind of game. At its core it is a turn-based 4X played inside a single procedurally generated cyberpunk city. You expand your machine consciousness by constructing housing complexes, factories, and science labs while simultaneously hacking infrastructure, manipulating faction politics, and assembling a roster of units that range from combat androids and technician shells to mechs and vehicles. The RPG layer sits on top as a branching comic-panel narrative that gates what you can build and who tries to stop you. Think of it as Civilization played inside Blade Runner, with the notifications stacking up just as fast. The city-builder elements are real but deliberately abstracted. Supply chains serve the story rather than existing as deep simulations in their own right, so if you are coming in expecting the economic granularity of a Factorio or even a Tropico you will find the resource model lighter than expected. The tutorial situation is the first thing a strategy newcomer should understand. The prologue and Chapter 1 together form an extended onboarding sequence that gradually unlocks mechanics rather than dumping them all at once. It is unusually empathetic for a game this complicated, starting the first screen with no UI elements at all and easing you into construction, tactics, and hacking one piece at a time. Some gaps survive that process; more than one player has spent hours wondering how shell companies interact with android capacity limits, and the game does not always surface that connection cleanly. Still, the accessibility floor here is meaningfully higher than Arcen's own AI War 2, and the "Customize Complexity" settings let you dial down pressure across several axes if the default mode feels too busy. The late game is where the design really opens up. At Intelligence Class 4 a timeline-travel mechanic kicks in, handing you procedurally generated alternate cities to restart in while carrying permanent upgrades forward. A "Doom tracker" adds time pressure within each timeline, preventing the sandbox from going completely slack. The 1.0 release added two major ending branches with six sub-variants, one oriented around maximum military escalation and one that resolves as a construction sandbox. Developer Chris Park has publicly described 1.0 as the equivalent of a complete core trilogy, suggesting this is a designed endpoint rather than a feature-incomplete shipping. The mod support and publicly documented wiki point toward a community that will keep turning it over long after the main story resolves. The honest criticism is that players arriving for a hard 4X will occasionally feel the seams. Some combat encounters are criticised for repetitive point-of-interest structure, and the branch-heavy narrative means agency can feel constrained once you have committed to a goal path. But the 91% Steam approval across nearly 1,900 reviews and press scores in the 75-90 range reflect a game that understands its own identity clearly enough to earn those numbers despite the rough edges. Diego, Scout Team

Heart of the Machine

Heart of the Machine

6 mar 2026Arcen GamesHooded Horse
GamerScout opina

Fourteen months of early access and 66 updates later, Arcen's cyberpunk 4X-RPG hybrid arrives at 1.0 with a 91% Steam rating and a premise no other strategy game has the nerve to attempt: you are the AI, and the city is yours to rewire.

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I went in expecting another Arcen curiosity, the kind of game you respect more than you finish. Forty turns later I was running a shell company as cover, deploying stealth technician androids to infiltrate corporate buildings, and quietly relocating slumlord tenants into free public housing I built from inorganic slurry. Heart of the Machine is that rare strategy title where the concept and the execution are pulling in the same direction. The genre label is genuinely hard to pin down, which matters if you are trying to decide whether this is your kind of game. At its core it is a turn-based 4X played inside a single procedurally generated cyberpunk city. You expand your machine consciousness by constructing housing complexes, factories, and science labs while simultaneously hacking infrastructure, manipulating faction politics, and assembling a roster of units that range from combat androids and technician shells to mechs and vehicles. The RPG layer sits on top as a branching comic-panel narrative that gates what you can build and who tries to stop you. Think of it as Civilization played inside Blade Runner, with the notifications stacking up just as fast. The city-builder elements are real but deliberately abstracted. Supply chains serve the story rather than existing as deep simulations in their own right, so if you are coming in expecting the economic granularity of a Factorio or even a Tropico you will find the resource model lighter than expected. The tutorial situation is the first thing a strategy newcomer should understand. The prologue and Chapter 1 together form an extended onboarding sequence that gradually unlocks mechanics rather than dumping them all at once. It is unusually empathetic for a game this complicated, starting the first screen with no UI elements at all and easing you into construction, tactics, and hacking one piece at a time. Some gaps survive that process; more than one player has spent hours wondering how shell companies interact with android capacity limits, and the game does not always surface that connection cleanly. Still, the accessibility floor here is meaningfully higher than Arcen's own AI War 2, and the "Customize Complexity" settings let you dial down pressure across several axes if the default mode feels too busy. The late game is where the design really opens up. At Intelligence Class 4 a timeline-travel mechanic kicks in, handing you procedurally generated alternate cities to restart in while carrying permanent upgrades forward. A "Doom tracker" adds time pressure within each timeline, preventing the sandbox from going completely slack. The 1.0 release added two major ending branches with six sub-variants, one oriented around maximum military escalation and one that resolves as a construction sandbox. Developer Chris Park has publicly described 1.0 as the equivalent of a complete core trilogy, suggesting this is a designed endpoint rather than a feature-incomplete shipping. The mod support and publicly documented wiki point toward a community that will keep turning it over long after the main story resolves. The honest criticism is that players arriving for a hard 4X will occasionally feel the seams. Some combat encounters are criticised for repetitive point-of-interest structure, and the branch-heavy narrative means agency can feel constrained once you have committed to a goal path. But the 91% Steam approval across nearly 1,900 reviews and press scores in the 75-90 range reflect a game that understands its own identity clearly enough to earn those numbers despite the rough edges.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:indieSentient AI ProtagonistTimeline MetaprogressionBranching EndingsComplexity SliderFaction ManipulationTurn-Based 4XCyberpunk NarrativeMod SupportSolo Dev Indie

Requisitos del sistema

Mínimos

OS
Windows® 10 (64-bit)
Memory
6 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
NVIDIA® GeForce® GTX 550 Ti (1 GB) / AMD® Radeon™ HD 7770 (1 GB)
Processor
Intel® Core™ i5-760 (quad-core) / AMD® Phenom™ II X4 965 (quad-core)

Recomendados

OS
Windows® 10 (64-bit)
Memory
8 GB RAM
DirectX
Version 12
Storage
5 GB available space
Graphics
NVIDIA® GeForce® GTX 760 (2 GB) / AMD® Radeon™ R9 380 (2 GB)
Processor
Intel® Core™ i5-4470 (quad-core) / AMD® FX-Series™ FX-4350 (quad-core)

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Información del juego

Desarrolladora
Arcen Games
Distribuidora
Hooded Horse
Fecha de lanzamiento
6 mar 2026

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¿En qué plataformas está disponible Heart of the Machine?

Heart of the Machine está disponible en PC, Mac.

¿Cuándo se lanzó Heart of the Machine?

Heart of the Machine se lanzó el 6 de marzo de 2026.

¿Quién desarrolló Heart of the Machine?

Heart of the Machine fue desarrollado por Arcen Games y publicado por Hooded Horse.