About the Game
The most devious and acclaimed artificial intelligence in strategy gaming evolves.
Most recent is 2021's Paradigm Shift (which has overviews and tutorials in that link). Every year since 2018, this AI has become more devious -- and the factions facing it, subordinate to it, or simply neighbors with it grow more numerous and more lifelike.
The premise is simple: you've already lost the war. The entire galaxy belongs to other factions, mostly the AI. You are starting with one small planet in a sea of hostile territory, and you must endeavor not to draw too much notice from the AI. Your job is to carefully evaluate targets, strategically expand your territory just enough to run your fleets and defensive networks, and then strike at the heart of the AI(s) when you are ready.
AI War 2 is meant to be both accessible and deep. Early 2021 has seen major improvements to make the midgame easier to get into for new players, plus a more forgiving Science system and a much more powerful Hacking system. Q3 2021 is going to introduce a new Expert mode for those who want the more extreme sort of challenge that comes from having elements of permanent loss, more reasons to hold disadvantageous positions, and so on. Which mode you choose to play will always remain a personal choice.
Unexpected Technical Advancements
In the twelve years since we coded the first AI War, we've made a lot of improvements to our simulation engine, which is now running on top of the Unity 3D engine. However, AI War 2 has presented some truly unique technical challenges, mainly involving running insane amounts of AI and simulations in a massively parallel fashion. We've been able to harness the power of modern multi-core processors to a degree that most game simulations cannot, and our challenge from 2020 onward has been to bring that into the multiplayer realm. While multiplayer currently remains in beta, it is also a bit of a technical showcase.
Mod support is heavily embraced by this game, and having mods be multiplayer-safe (or have deep access to change parts of the core simulation in general) is not typical for games as a whole, let alone this genre. We've managed to make multiplayer a self-repairing affair, which is beneficial both for playing with friends on different OSes and hardware, and for having most mod-code mistakes be corrected by the core game.
The AI has dramatically improved in intelligence every year since 2018, and your framerate is also decoupled from your simulation performance. You can have a great machine with 120fps during heavy battles, and a friend at 30fps and you both stay in sync and the actually simulation doesn't slow down. You can speed up and slow down the simulation without any extra load on your CPU, which is very helpful to avoid any boring waiting around, and you can pause at will.
The interface respects your time by automating things that you would do the same 95% of the time anyway. For that other 5% there are indeed advanced features such as placing spy nanites, tweaking or disabling the rules of automation, or redesigning your fleet compositions as much as you want. Hacking is one of the most interesting ways to customize your existing fleet leaders, as you can give them unusual upgrades or even transform them into new versions of their class.
Streamlined, yet deeper.
Sometimes when a sequel says it's "streamlined," it can really mean "dumbed down." And there are indeed fewer tiny choices to be made in some areas here: you don't have to decide how to wash each dish; you have a dishwasher. And it's a good thing you do, to be honest, because the rabbit hole of complex and confounding scenarios goes as deep as you want it to.
If you want to play at a level approaching Expert, you'll need that spare brainpower to design your fleets, manage multiple fronts at once, juggle offense and defense, and continually revise your empire design to suit your needs as the campaign unfolds. If you want to play more casually, that is absolutely okay as well, and the game can be much more forgiving while still providing a lot of interesting macro choices.
There's too much to memorize (but tooltips are always right there, anyway), and there's always an unfamiliar element. Clicking fast won't help you. To win the AI War, you'll have to improvise, adapt, and use your wits.
As it should be.
How About Some Highlights?
- Many optional factions, each with their own goals and strategies, create a living galaxy.
- The fleets system gives you tons of ships that can be organized and distributed with a minimum of fuss.
- Science upgrades are simple to manage, but provide many options on how to approach any given campaign based on your preferences and what you find in the wild.
- Hack the enemy, hack your allies, hack yourself. Hacking points are limited, but extremely powerful ways to get more ships or capabilities, directly weaken enemies, or even steal from enemies.
- A ton of map types, and with a lot of sub-options to make them even more varied.
- Outguard can be hired as a way of deploying surprise mobile forces whever you need, and many factions can be allies.
- Warden, Hunter, and Praetorian Guard sub-fleets of the AI provide for new challenges (and sometimes opportunities) in how both you and the AI interact with each other.
- Crazy moddability, with many levers available in easily-accessible XML. A number of player-supported mods are shipped directly with the game (defaulting to off) so that you always have the latest version of them and don't have to hunt for them to download them.
What's New Compared To The Original?
- More approachable gameplay, but with a rabbit hole that goes as deep as ever.
- More to do, in terms of moment to moment gameplay and choices. More to find, more to conquer or be conquered-by.
- Polished gameplay mechanics, representing everything learned from first game’s six expansions (plus three years of development on this sequel).
- Trimmed fat: repetitive boring tasks have been automated or streamlined, but more options than ever have been added for you to customize things when you want to. Our goal is never to waste your time, but always have an array of interesting challenges for you to pursue at once.
- Redesigned UI that gives you a ton of information and power right when you need it.
- 1.5 hours of new music added to the 4.5 hour included score from the original game.
- Multithreading for modern performance, and a codebase that will not summon an elder god (recoded from the ground up for modern rigs).
- Over 1900 lines of spoken dialogue from more than 25 actors.
Screenshots
20 images
Version Information
Steam Patch Notes
Official update history
Multiplayer improvements, and other fixes.
5.821 Changelog
Bugfixes
- Fixed a missing nullref guard from the galaxy map display mode for net metal, which could cause exceptions to happen in certain circumstances.
- Added a lower-bounds fix for Lists that prevents problems when the lower bounds are adjusted by multiple threads at once. Also adjusted our "OverLinkedList" so that "Contains" is now a pure-read operation and does not remove stale entries, since that was causing some cross-threading issues.
- Fixed yet another issues with the multiplayer sync logic after force-resync. Essentially, during this process, the host was still sending too much information to the clients, and that was causing the client to get stuck behind the host. This basically was a recover-spiral, but it should no longer have that issue.
- Fixed an issue where if there was a mismatch in existing savegames between what kind of faction the game thinks it was supposed to be, and what kind of faction external data was attached to it, it will automatically fix that rather than erroring. Thanks Oli for reporting.
- Fix some intel menu related bugs
Forge of Empires
- Intel menu improvements for many of the new player factions
Heart of the Machine 1.0 Is Out Now!
https://steamcommunity.com/games/2001070/announcements/detail/538879349212841215 https://steamcommunity.com/ogg/2001070/announcements/detail/667242081733840048
https://store.steampowered.com/app/2001070/Heart_of_the_Machine/
Multiplayer improvements, and improvements to the Necromancer intel menu.
5.820 Changelog
General
- Suppress some harmless ThreadAbort errors
Multiplayer
- Further improved multiplayer full-resync handling. When a client finishes receiving a full world sync, it now tells the host which simulation frame it loaded through, and the host uses that to more accurately resume from the right point. This should reduce cases where a client finishes a force-sync and is then still treated as much farther behind than it really is.
- Improved the host's catch-up behavior when a multiplayer client is behind. If the host briefly pauses to let a client catch up, but the client still cannot catch up within the safety timeout, the host now waits before trying another hard catch-up pause. This should avoid repeated hitching/freezing in cases where a client is genuinely struggling or stalled.
- Reduced the amount of heavy network sync data the host sends while it is temporarily holding for a behind client. The host still sends the lightweight frame authorization messages needed for the client to catch up, but avoids repeatedly rebuilding and sending the larger sync payload every render frame during that hold.
- Made full world-sync sends more robust. If the host fails to serialize or send the world during a multiplayer resync, it now restores the client's previous "waiting for world data" state rather than potentially waiting forever for a response to a world packet that was never sent.
- Fixed a case where newly-joining or still-loading clients could be incorrectly counted as extremely far behind before they had reported any completed simulation frames. This could cause the host to slow down or hold unnecessarily during some multiplayer join/resync situations.
- Removed some temporary full-resync diagnostic logging that was added while investigating the recent multiplayer timing issues.
- Cleaned up the experimental Host Only: Adaptive Frame Budget Under Load feature. The sim performance readout now ignores temporary multiplayer catch-up pacing adjustments, so it better reflects the actual intended simulation budget. The internal adaptive-budget hysteresis now resets more cleanly when paused, in setup, or when the feature is disabled.
Necromancer
- More improvements to the Necromancer intel menu
Heart of the Machine 1.0 Is Out Now!
https://steamcommunity.com/games/2001070/announcements/detail/538879349212841215 https://steamcommunity.com/ogg/2001070/announcements/detail/667242081733840048
https://store.steampowered.com/app/2001070/Heart_of_the_Machine/
Multiplayer fixes and additions, and a Dark Zenith update.
5.819 Changelog
General
- Hosts no longer outright stop in multiplayer if a client is too far behind. Instead, the client tries to run faster (as it already was, but it does an even better job of it now), and the host starts running sim-steps a bit slower, too, to allow the client to catch up. Between the two of them, they should now converge in these cases, and it should stop the "everyone gets stuck with things being 2.1 seconds behind." Also fixed a bug that was causing some cases of this to get essentially softlocked in multiplayer when the client is that far behind; it shouldn't happen at all that way anymore.
- Added a new setting in the networking section of the setting menu: Host Only: Adaptive Frame Budget Under Load. EXPERIMENTAL. Only does anything on the host (or in single-player). When sustained load makes simulation steps take longer than the usual ~100ms, the host automatically does fewer, BIGGER simulation steps (and spaces them further apart) so each step has more time to compute, while keeping the game running at the same speed you chose. It eases back to normal once the load passes. This can keep a heavily-loaded multiplayer or single-player game running smoothly at its intended speed instead of falling behind, at the cost of slightly coarser simulation while it is engaged. When off, behavior is exactly as before.
Zenith Onlsaught
- DZ Transports now fly directly to their destination on a planet, rather than pausing for an extra LRP cycle. This should be a buff, since their transports will all move around more quickly. It also will look more clean
Heart of the Machine 1.0 Is Out Now!
https://steamcommunity.com/games/2001070/announcements/detail/538879349212841215 https://steamcommunity.com/ogg/2001070/announcements/detail/667242081733840048
https://store.steampowered.com/app/2001070/Heart_of_the_Machine/
Another two multiplayer fixes.
5.818 Changelog
- Fixed an issue where if a mod or other code changed a player type's information during gameplay, then it would cause the network gameplay to come to a halt.
- In general, if there is an issue with faction info being shared across the network from the client to the host, then it now slows that way down in order to avoid the entire game being blocked.
Heart of the Machine 1.0 Is Out Now!
https://steamcommunity.com/games/2001070/announcements/detail/538879349212841215 https://steamcommunity.com/ogg/2001070/announcements/detail/667242081733836806
https://store.steampowered.com/app/2001070/Heart_of_the_Machine/
Another player-requested tweak and another multiplayer fix.
5.817 Changelog
- A more robust fix to the resync-desync network timing issue that I attempted to fix in the prior build. There's also some extra instrumentation that goes into the logs of the host and client at the time of a full resync, in case this happens again despite the new fix. In the event of that sort of issue, please send me both the client and host logs. But hopefully this nails it fully!
- Adjusted the ship strength column slightly over on the science sidebar so that it won't intersect with the defense strength column, as they were overlapping one another in some cases now.
Heart of the Machine 1.0 Is Out Now!
https://steamcommunity.com/games/2001070/announcements/detail/538879349212841215 https://steamcommunity.com/ogg/2001070/announcements/detail/667242081733836806
https://store.steampowered.com/app/2001070/Heart_of_the_Machine/
A few player-requested tweaks, including one to multiplayer.
5.816 Changelog
- Fixed an issue where force-sync was partially broken; when a full-sync was happening in multiplayer, the host was not properly pausing and waiting for the client to catch up. This caused issues since the client takes a couple of seconds to fix this. This would then lead to clients being perpetually 2.0 to 2.1 seconds behind the host, rather than the two being together. This fix makes it now work like the game does on initial client join, which should resolve this issue and keep clients and hosts at the same time link.
- Fixed a few spots where hacking points were being shown as a decimal when they were not functionally a decimal ever in those spots.
- The science sidebar and fleet management sidebar popout now both show strength values a bit more nicely. Essentially, it makes it so that if they are very small, they show more decimal information. And then if they get to 1000 or above, they stop showing decimals at all. There was some rounding happening before that was showing empty decimals when it should have shown something more specific or nothing at all, depending.
Heart of the Machine 1.0 Is Out Now!
https://steamcommunity.com/games/2001070/announcements/detail/538879349212841215 https://steamcommunity.com/ogg/2001070/announcements/detail/667242081733836806
https://store.steampowered.com/app/2001070/Heart_of_the_Machine/
Updates from Badger to the Forge of Empires mod.
5.813 Changelog
Forge of Empires
- Armada. Make the skrin ships cheaper. Rename the Skrin Buzzer to Skrin Wrecker (I got tired of Buzzer). Some nerfs to kzinti ai type
- Enforce metal costs for the dyson
- Losing the dyson empire's HQ now actually loses the game; the dyson sidekick hq should die to remains and be rebuildable
- Give the Dyson some entries in the Intel menu
- The dyson build menu now shows how much aip the drills will generate; drills no longer can be crippled
- Fix a bug with warden mode for the dyson
- Give the dyson overloader a vaguely balanced response
- The Dyson Overloader is now much tankier and does real damage in a fight
- Fix a bug where ships with drones and also children built through build points would see the drones as children, and not rebuild the children; fixes a neinzul moon bug
- Buff the tier 3 dyson empire templar flagship
- Fix a bug where dyson drills weren't getting more health at higher mark levels
Heart of the Machine 1.0 Is Out Now!
https://steamcommunity.com/games/2001070/announcements/detail/538879349212841215 https://steamcommunity.com/ogg/2001070/announcements/detail/714529243732640125
https://store.steampowered.com/app/2001070/Heart_of_the_Machine/
One last small change for the moment. All of the other mods were working well, as is the main game, at the moment.
5.812 Changelog
Code Improvements
- The AI Shield Generators mod by cml was the one mod that was meant to be functional but which was broken due to not having its source code updated. It has now been recompiled and functions with the other recent improvements to the game..
Heart of the Machine 1.0 Is Out Now!
https://steamcommunity.com/games/2001070/announcements/detail/538879349212841215 https://steamcommunity.com/ogg/2001070/announcements/detail/664986477286917109
https://store.steampowered.com/app/2001070/Heart_of_the_Machine/
Current Release
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Uploaded Feb 02, 2026
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System Requirements
How to Install
AIWar2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
2.6 GB
21450775
B0B33FC1
f3cb00d69f958fa7faeffc897e374ec139588da5bf9d4ef08b3ee10794cf7cc7
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View AllDownload AI War 2 for PC with a direct link or via torrent. Get the full version of AI War 2 for free. AI War 2 is a Indie released by Arcen Games.