Invasion Machine news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak7
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score66% positive
- Total reviews624
- Release dateFeb 26, 2020
- DeveloperPixel Machine
- PublisherPixel Machine
Genres: Indie, Simulation, Strategy, Early Access
Company pages: Developer: Pixel MachinePublisher: Pixel Machine
Invasion Machine Steam news
Invasion Machine news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Small Hotfix Update - 28 December 2025
Small Fixes and a QoL update The community has reported a bug related to the last update - in some cases it was possible for a single troop to soak up all ammo from a stockpile for themselves, exceeding their allowed max carried ammo count. This has now been fixed. Also, there's been consistent issues with troops getting stuck on the edges of the main road. That was caused by the road's collider mesh being too chunky at the edges. I've now replaced the whole collider with a smoother, simpler mesh, and the issue should now be finally fixed for good. As far as I know, this only happened around the main road, but please keep letting me know if there's another spot where it might occur. Changelog version 0.15 hotfix #1: * FIXED: there was a bug in the game, where a unit could stock up on more ammo than theoretically allowed, causing a single unit to soak up all available ammo from stockpile…
- A small update to the Unit Dispatch window - 21 December 2025
A small UI update I've re-designed the Unit Dispatch window to make it a bit more usable - it will now be permanently glued to the left side of the screen, like most of the other UI elements I've been adding recently. This gives me much more screen space for displaying more units at a time, which should reduce scrolling. I'm now also grouping the available units by type, and sorting them in a repeatable and more understandable way. Previously, the units could show up in this window pretty much in any order they wanted to, making it impossible to find what you wanted quickly. In the next update I will also introduce permanent assignments for passengers in the cars - the cars will remember who their last assigned driver was, and will let you skip finding a new driver each time you want to dispatch the car back to the map.
- A long overdue update is now live - 30 November 2025
I'm still here and kicking, as well as the game is. As some of you already know, I've been having some major health issues, and it completely ruined my (admittedly patchy) schedule of pushing updates to the game. I haven't been vocal about it recently, but I have been working to upgrade anything I could, nonetheless, in my recluse. Also, I've recently got better and if everything goes well, I should again be able to get back to more regular and meaningful updates. For now, I present you the summary update of all the things that I have been able to fix since the last major version got released. 1. the biggest change will probably be the newly added ammo management - I've always wanted to have more management elements in the game (if you leave your units deployed on the map, I'd want them to eventually get tired, hungry and run out of ammunition, forcing you to run ressuply convoys to the…
- An experimental update in the test branch - allied patrols are back in the game - 20 October 2024
Experimental changes I've been working on re-adding the Allied Patrols feature to the game - the independent patrols that are spawned and controlled directly by your Command. This this used to be a feature very early in the game, and later had to be temporarily disabled because of some major issues with AI. Basically, the patrols ran on a very primitive script, that couldn't do much more than take them from point A to point B on the map. Now, I've ported the code to the new AI behavior tree system that the rest of the game uses. This should allow them to react properly to any unexpected situations on the map. I'm still in the process of testing this change, and some support scripts might work improperly at times, hence - for now the update will remain in the Public Testing branch. How these independent patrols work They are supposed to ease the burden of doing some of the more tedious t…
- A long overdue update - 22 September 2024
I've just made a long overdue update active for all the players To start off with an explanation - due to multiple health and personal issues mounting up, I was unable to make any serious progress with the game for the past months, and the project was pretty much stuck. Fortunately, this seems to be behind me now, and I've just made a new patch public, collecting all the bigger and smaller fixes that were waiting for their finishing touches and publication. The most important change some of you will notice, is that the longer gameplays will now feel less "dead" - the game will continue to spawn more AI activity, than before. Previously, for some of you at least, the game would continue to activate less and less AI missions the longer you played. Full changelist: version 0.14: * FIX: the game previously featured a very restrictive limit on the number of AI missions running at the same ti…
- A minor update - rebalancing of the player units, more aggressive AI - 17 December 2023
Minor update Before I continue working on the next updates to the high value targets system, I wanted to make some small fixes and very needed fixes to two areas of the game - the player vehicles and the AI responses in combat. Player Vehicles will now be driving noticeably faster - I've tuned their engines to increase the acceleration and responsiveness, cause I always was finding myself sending the helicopter everywhere instead of the ground vehicles in playtests, since I didn't want to wait for the sluggish cars to arrive where I sent them. Every player car will now be (a little) snappier, The enemy AI in combat was getting too confused in the latest builds, causing many of the enemy units not to shoot back at you at all, when engaged. This was caused by them trying to do multiple reactions too often, or eveb at once - trying to flank you, run away, shoot back, but find a better plac…
- The long overdue update 0.12 is out - 3 December 2023
Foreword The project hasn't had any updates for a long time, last year, so it's high time to explain what's going on. The delays were due to my health problems - I had been seriously ill in recent months, and it has completely halted any serious progress on the project for a while. Now, however, as my health is slowly returning to normal, I can start working again. The project's status has not changed - it is not canceled and new content will be introduced again, in the future. Current update I released a new build of the game to all branches (since the main one was already rather outdated) - the new version 0.12 includes the first version of the "case building" game loop - from now on, villages on the map will sometimes house high-value targets - special enemy units that can directly trigger and spawn AI missions against your forces. Your goal will be to identify and arrest these HVTs…
- New test build: fixes for the casevac system - 2 April 2023
Casevac - Bugs in the older versions It turns out the older builds of the game have a bug that prevents you from successfully evacuating your wounded. In almost all cases the game will just declare them DOA as your vehicle leaves the map. In other cases, it will not register the wounded enemies or civilians evacuated from the map, and therefore will not reward you with Command Points, for your troubles. Fix #1 - a new "bleed out" logic for the wounded The game will now tell you exactly how much time you have left for the evacuation of your wounded, before they perish. This should let you do proper triage, if you want to (leave those who'll never make it in time, and focus on those who still have a chance). In previous builds the "bleeding out" mechanic was hidden from the player, and rather unpredictable (the wounded could just randomly die at any point in time), making the whole medic/…
- Version 0.10 is now live - 26 March 2023
The 0.10 update is now live In this build, I've focused on fixing many of the small annoyances and long-standing bugs (engagements abruptly ending for no reason, units getting stuck in traffic, units being unable to leave the map), as well as merging the changes from the last two hotfixes (related mostly to the broken logic of arrests). New features I'm in the process of reworking the Command Missions - this part of the game consists mostly of the oldest code in the entire project, and has been written in a way that didn't allow me much flexibility. Some of you may remember that at some point I've decided to completely disable the allied patrols, because their units were constantly getting lost on the map. In the future builds, I will gradually re-create the code needed for making these missions work more reliably, and will soon be able to add these patrol missions back in. "Black Bird…
- A small hotifx and update on the stalled development, recently - 15 January 2023
In the previous post, I've promised to focus on a couple of game issues and start working on the next content updates for the game. The updates were supposed to start coming out before the end of (last) year, and clearly - that didn't happen. I'm sorry about this delay. Because of a bunch of health issues, I've been unable to work on the game at all for the past couple of weeks, so no real progress has really been made recently. The good news is, it seems that I'm now back to normal and was able to resume the development. I know this shouldn't be an excuse, but this game is a solo development project - when I'm down, the development plans always suffer. For now, I've made two fixes that a lot of players complained about, and made them public in the default branch: 0.9 HOTFIX 2: * FIX: it was previously no longer possible to manually control any cars (the input was being registered wrong…
- Hotfix release, fixing the loading issues and searches of houses - 4 December 2022
I've been made aware that some players (maybe even most players?) had issues with loading their newest game saves, as well as issues with searching houses in the villages (where the game wouldn't let you finish a search or remove your units from houses at the end). There's now a hotfix build in the main branch, addressing these problems. Full changelog (version 0.9 HOTFIX 1): * FIX: the game couldn't be loaded in some cases, when saved in the previous build 0.9. Thix is now fixed. * FIX: the game previously wouldn't let you finish the searches for contraband and get your units out of the searched houses, sometimes * FIX: sometimes too many Command Mission windows buttons would show up, obscuring other parts of UI * FIX: the game would previously calculate your Command Points wrong Some people have been reporting an issue with vehicles assigned to transporting vehicles getting... corrupt…
- The changes related to a new game menu are now in the public branch. - 20 November 2022
The 0.9 update is now live in the main branch. This patch introduces a slightly improved main menu, various small bug fixes and the basic configuration for keyboard bindings. Some of the fixes are related to optimization of the pathfinding system, and the game should now run noticeably smoother. Full change log: * NEW: a different main menu, along with an initial version of the "new game" screen, allowing you to customize some basic settings for new campaigns. * the "new game" window will be extended in the future, the idea is to let the player tailor the style of the game to his needs * NEW: you can now customize the key bindings (or reset them back to the default settings) * optimizations - removed the traces of the old navigation system (which was still slowing the game down slightly, even though it was no longer used by the AI), updated the new navigation system for some performance…
- Update in the experimental branch - optimizations and changes to the main menu - 13 November 2022
If you're playing the game using one of the experimental branches, you'll now see an updated main game menu. I started working some more on the customizability of the game, starting with a rudimentary "new game" window. You'll from now on be able to select a number of basic settings for your new campaigns - the placement of pre-positioned enemy units on the map, the amount of command points earned for your actions, and so on. In the future updates I will gradually be adding more settings and customizations here, with the idea being to eventually allow you to adjust the style of the gameplay to the way you like to play. The game will now also boot into the main menu instead of going directly to a pre-populated game map. In other news, the experimental build has some additional optimizations - I've removed traces of the old pathfinding system (which, though no longer used, slowed the game…
- Update 0.8.4 - enemy radio communications, I-Com, AI changes - 23 October 2022
Version 0.8.4 is now live The new patch adds a few new features, as well as a lot of very important fixes to the game. The thing you might notice right away is that the enemies will now call for reinforcements, and in many cases - coordinate their attacks better. This is because the game now simulates radio communications for them. Enemy radio calls can be intercepted with the new I-Com vehicle (as long as you have an interpreter to pair it with). It should help a lot with locating the mortar teams, and in general tell you a little more about what the AI is planning. The other thing I focused on was the balancing. All the basic units now cost less CP, the menu for buying new units will now actually show up even if you have less than 50 points. The enemy mortars have been nerfed - they will no longer respond to calls from the opposite side of the map, and their accuracy will be much, muc…
- Update in the test branch - radio communications, I-Com - 16 October 2022
There's a new update in the test branch - adding radio communication to AI units As I said the last time, I always wanted to add some sort of communication devices to the game, where the unfriendly civilians and the enemy teams could start using their radios to organize bigger attacks, share the locations of your troops, etc. This is what I started working on with this update of the game. As usual, I'm first releasing the update into the test branch of the game. I plan on pushing it into the main release channel next week. From now on, (almost) all the enemy patrols and ambush missions will have units carrying a radio. In various situations, they're gonna use it to request reinforcements and coordinate with other teams. In most cases this means that if you attack an enemy patrol, you may soon find yourself defending from multiple enemy teams, coming to their help. I've also rebuilt the…
- Update in the public branch - the changes to civilian simulation are now live - 25 September 2022
I've released all the changes mentioned in the previous update to the public branch. The simulation of the towns is now rebuilt, and supports much more extensive changes for the features I have planned for the future. I have also added the water wells, as promised before. Each house on the map will now expect to have access to water from a well. You can select to build the wells from the "Build Structures" menu. Full changelog: * NEW: rebuilt the civilian life simulation. The villages will be becoming much more important in the future versions of the game, with the locals doing many more activities, and their attitudes to you affecting the game more. * step one of this rebuild is making the locals care about their food and money levels, and allowing them to work in the stores in villages. * Civilians will now buy food in the markets located in their villages * Civilians might now start…
- Update in the test branch: resources management for the civilians, other news - 28 August 2022
New update in the public test branch I will be focusing more on making the villages (and the villagers) more important in the game. Their simulation is still very basic, and in the future having control over them should be the main focus of the game. Your goal should be to control the villages, build support in them, and to try and make the life better for the locals. So far it's not really working. I've released the first update trying to address this in the test branch. The villages now have proper resources management, with the civilians buying food (and consuming it, which wasn't the case before), going to work more regularly (if they have work), and in general - being much more active. In the future updates, I will also add basic utilities - water, electricity and telecommunications. The player will be responsible for reconnecting and maintaining them. The update will go public in…
- Fog of War and enemy mortar teams now part of the main game build - 5 June 2022
Released version 0.8.2 - including fixes and new content The fog of war The biggest and most noticeable change, if you weren't playing on one of the test branches - is the fog of war. From now on, you will not be able to see enemy or civilian units, unless you have your own men positioned nearby. You can still see the details of the houses, events in the villages, and so on, but all the cars and men will remain hidden. Enemy mortar teams The enemy AI is now able to call in mortar strikes on your units. The way this works, is if the AI spotter (some enemies on the map have a "spot any player units and report back to the AI commander" tasks assigned) finds your men, he'll now most likely call in a mortar strike on you. That is, a new (or an already pre-positioned) mortar team will head your way and open fire. Mortar teams will remain firing for a set amount of time (or until engaged), and…
- Fog of war added to the test branches of the game - 2 May 2022
Testing a new feature - the fog of war The test branches of the game now feature the fog of war system. From now on, you'll only be able to see the enemy and civilian units on the map if you have your own men positioned near them. How the system works: If the camera is moved too far away from your nearest unit, the neutral and enemy units will disappear from the map. I've also added a slight visual effect to make this more obvious when it happens. Any enemies that have already been confirmed (those with the red enemy icon active) will clear the fow the same way your units do (because otherwise it would be hard to target them). Why: I don't want the players to be able to find and destroy every single enemy unit on the map, as soon as it appears. The AI is always trying to issue some missions to it's units (like finding out where your units are, working on their relations with the locals…
- Small hotfix - amending the issue with dispatching vehicles - 24 April 2022
Some of the players reported an issue where the vehicle dispatch would stop working for them, after the game's been left running for a longer while. This was due to the dispatch script trying to find unit that should no longer actually be there (dead or otherwise gone from the map). Fixed now. I will also push the fog of war update soon, but at first - I will only release it the test branches - I'm afraid it might still need some more testing, before it's safe to deliver it to the general public.
Patch notes and updates
Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.
