Real Time Strategy (RTS)

Machinefall

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Machinefall

Quick fix after release

Added adjustable zoom speed setting Added edge scroll in orbital view Added unit selection filter for vehicles without passengers. Removed the limit for unit firing range in vehicles and construction distance between refugee camps.

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Machinefall

is out now!

![is out now!](https://clan.fastly.steamstatic.com/images/45417963/b190176855a090ac082a45c66b00ddbfa3c6d358.png) After 2.5 years of development, **Machinefall ** is finally released. This has been an incredible journey. Every line of code, every game asset, every bug fix, every late night, it was all built by a single developer with one goal: to create a game worth your time. I couldn't have made it here without all of you. Thank you to everyone who playtested, shared feedback, reported bugs, cheered me on, and believed in the project. Your support helped shape ** Machinefall ** into the game it is today. Seeing ** Machinefall** finally in your hands is both exciting and surreal. I hope you enjoy exploring its world as much as I enjoyed creating it. If you decide to play, I'd love to hear what you think. Your feedback, screenshots, videos, and reviews mean more than you know and will help the game continue to grow. Thank you for being part of this journey. Jan Zizka

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Machinefall

Under the Hood

![Under the Hood](https://clan.fastly.steamstatic.com/images/45417963/42d40957631ccfb6c049a87361d7db35b72442f3.png) This article is a bit more technical. If you want to learn about the gameplay, features, and mechanics instead, go ahead and try the demo! ## The concept From the very beginning, the goal was to create a simulation capable of handling large numbers of both player controlled units and enemies on a global scale. The key to achieving this is separating unit rendering from the simulation itself. The simulation runs in the background in discrete time steps, while only the units currently visible on screen are rendered, ideally at 60 FPS. ## How does the simulation work? So, you don't want to limit the number of units in your game. How do you keep everything running smoothly? The most computationally expensive task is pathfinding. Workers go about their daily routines autonomously, constantly searching for paths. Then you launch a large scale invasion and suddenly issue movement orders to hundreds of units at once. The key concept here is a dynamic simulation step time. The simulation runs in discrete time chunks. At the start of the game, when there are only a handful of units, it updates three times per second. As the number of units grows, the time between simulation steps increases. If all pathfinding tasks cannot be completed within the allotted time, the remaining tasks are postponed until the next simulation step. If this happens repeatedly, it indicates that the simulation has reached its performance limit, and the step time is increased slightly. Conversely, if the simulation consistently finishes well ahead of schedule, the step time can be reduced. ## But what about responsiveness? What happens if the simulation step grows to a couple of seconds? Do you have to wait that long before your units start moving in the middle of a battle? No. Direct player commands have the highest priority and are executed as soon as possible. Of course, every simulation has its limits, and the maximum scale ultimately depends on your hardware. ## And the enemy horde? Enemies are simulated differently. The individual enemy units swarming across the screen are merely a visual representation of a unit count stored for each tile. Their movement behaves more like a fluid simulation than traditional unit based pathfinding. ## Navigating the Globe Creating a world scale map introduces big challenge: pathfinding. The map consists of 8,192 × 4,096 tiles, over 33 million tiles in total. You also want players to be able to send units from one side of the world to the other. Since the game includes naval units, pathfinding has to work seamlessly across land, sea, and rivers. A traditional approach that searches every adjacent tile would consume far too much CPU time and memory. The solution is hierarchical pathfinding. The entire map is covered by a grid of nodes further apart connected by precomputed navigation data. When searching for a short path for example, within the area covered by a few screens, the game performs a direct search on the map tiles. For long distance travel across a continent, it instead searches the higher level node network. A good real world analogy is planning a route within your city versus planning one across an entire state or country. When navigating locally, you only need a detailed street map. But if your destination is in another city, you first use a highway map to plan the overall route, deciding which cities you'll pass through. Once you reach each destination along the way, you switch back to the detailed local street map to connect the highways to your final destination.

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Machinefall

Steam Next Fest Has Ended – Thank You!

![Steam Next Fest Has Ended – Thank You!](https://clan.fastly.steamstatic.com/images/45417963/891dd65cbab9e2ff0af45bf6dbf29c3b9aefb67f.png) Steam Next Fest Has Ended – Thank You! Steam Next Fest has officially come to an end, and I want to thank everyone who took the time to play the Machinefall demo! As a solo developer, seeing so many players try the game, leave reviews, and share feedback has been incredibly motivating. I'm grateful for all the support and encouragement from the community. Most importantly, thank you for the valuable feedback, bug reports, suggestions, and reviews. ## New Demo Update Available I've just released a new demo update based on player feedback. This update includes: - New features - Quality-of-life improvements - Bug fixes and stability improvements - Gameplay adjustments requested by players If you've already played the demo, I encourage you to give the updated version a try and let me know what you think. If you're new to Machinefall, there's never been a better time to jump in. Thank you again for your support and for helping shape the future of Machinefall. More updates are on the way! — Jan

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Machinefall

About the Full Version of Machinefall

![About the Full Version of Machinefall](https://clan.fastly.steamstatic.com/images/45417963/a0cc409883e34d5aa99b1b82a90e18da4ca09ab8.png) About the Full Version of Machinefall This article contains information about the full game, which will be released on July 10, 2026. Keep in mind that it contains major spoilers. If you want to enjoy exploring the game on your own, you may want to skip this article. ## From Tribal Village Leader to Industrial Mogul The scope of the game is vast, both in terms of map size and technological progression. A full campaign playthrough takes more than 10 hours. Your main objective is to defeat enemy strongholds and ultimately face a powerful boss at the end of the game. The early stages give you some freedom to learn the ropes and familiarize yourself with the game mechanics. However, the farther you venture from your home base, the stronger the enemies become. You do not need to conquer the entire map, only the enemy strongholds. The strategy you choose is entirely up to you. You can establish a chain of bases connected by supply routes or build a single mega city where all your resources and assets are concentrated. You may prefer to send multiple small raiding parties to weaken the enemy or assemble a mighty army capable of crushing even the strongest opponents in a full-scale assault. ![Patch notes image](https://clan.fastly.steamstatic.com/images/45417963/eee2935bb522bc879b10ebb0440a8d0785e9b061.png) ## Your Army New soldiers and workers are recruited by liberating cities, so expanding your territory is essential. Sometimes this means crossing entire oceans. As soldiers gain combat experience, they earn ranks. Higher ranked soldiers have more hit points, stronger attacks, and access to better equipment. Each soldier can wield either a melee or a ranged weapon. Balancing the composition of your army is crucial to protecting vulnerable ranged units. The best way to command units in battle is through formations. Simply draw a formation line on the ground to hold your position or flank the enemy. Use rivers, mountain ranges, and defensive walls to position your troops strategically. ![Patch notes image](https://clan.fastly.steamstatic.com/images/45417963/10384620cc31b35196d9e41c40680d052953cdc5.png) ## Vehicles The game features ground, naval, and air vehicles. They can fulfill a variety of roles, including combat, resource transportation, and troop transport. Sometimes all at once. Vehicles can operate in buildings, fight alongside frontline units, or support armies from behind the lines. They are also essential for delivering ammunition and medical supplies. ### Ground Vehicles - Carts - Trucks - Tanks ### Ships - Rafts - Barges ### Airships - Hotair balloons - Zeppelins ![Patch notes image](https://clan.fastly.steamstatic.com/images/45417963/ca79faba5741ea786700592c6ea80d31b8aee0f0.png) ## City Building and Resource Management To reduce excessive micromanagement, cities operate largely on their own. You simply place the buildings you need, and workers handle construction, resource processing, and production automatically. You can even construct a City Hall, choose a city plan, and watch a new settlement grow on its own. ![Patch notes image](https://clan.fastly.steamstatic.com/images/45417963/f4483cdd01e250b803f7bb1be8b430f6895e85e5.png) ## Logistics Transporting resources over long distances requires an efficient logistics network. You can set up routes connecting depots, ports, and airfields across land, sea, and air. ## Defenses Protect your cities by constructing walls and towers. Soldiers can man these fortifications and operate mounted weapons such as ballistas, catapults, machine-gun emplacements, and cannon towers. All defensive weapons require a steady supply of ammunition to remain effective. ## The Enemy Your enemies attack in swarms of insect-like mechanical bugs. Some attack with claws and bites, others spit acid, and some explode on impact. A special breed of giant bug occasionally roams the world, wreaking havoc on your supply lines and armies. Large numbers of bugs spawn in cities located within unexplored territories. Once defeated, their presence in that area becomes significantly weaker. They do not spawn at all in liberated cities. ![Patch notes image](https://clan.fastly.steamstatic.com/images/45417963/bc8ae12597d6720616fe60be887efc5dad98aee4.png) ## Game Modes The recommended game mode is **Scenario Mode **. It allows you to unlock new technologies and discover game mechanics at a comfortable pace without becoming overwhelmed from the start. For battle hardened veterans, ** Free Game Mode** provides access to all technologies from the beginning. ## Try the Demo Be sure to try the demo during Steam Next Fest, and don't forget to wishlist Machinefall!

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