Featured Items
Games
Software Demos News Recommended
Take on the role of a Junior Bureaucrat (Colonial Grade), sent forth to seek fame, promotions, and natural resources to feed the ravenous maw of Imperial Industry & Commerce. History is yours to seize for fame and fortune, for Science, and for the Queen and the glory of the Clockwork Empires!
Release Date: Aug 15, 2014
Watch all 2 trailers

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access is the single most influential tool we can find to receive feedback to improve the game. We've had tremendous success with doing this on smaller scales in the past with Dungeons of Dredmor, but with a larger game, especially a sandbox simulation game, more testing is dramatically more valuable. Early Access will make Clockwork Empires the best game we can possibly make it.

The benefits of Early Access for the players are, of course, early access to the game, and the ability to not only watch the game take shape but to help us shape it with suggestions on how we can improve systems, and be able to log in every month and see notable content additions and systems improvements inspired by your feedback.”

How long will this game be in Early Access?

“We have a list of features to complete which we've discussed in detail on our Clockwork Empires: Development Progress site. We'll release the game when these features are done. Current estimate for their completion is about 9 months, but the most important thing for us is that the features we've discussed and wanted to include in the project make it in.

We also provide weekly development progress updates with changlogs on the Gaslamp Games blog and through the Gaslamp Games mailing list.”

How is the full version planned to differ from the Early Access version?

This our giant Development Progress Report page (as mentioned) which we shall keep updated with each major public release of Clockwork Empires.

In terms of how the full version will differ from the current version:

The full version of Clockwork Empires will have more monsters, more character interactions, more vehicles, more events, a much improved user interface (based on feedback), more biome diversity, multiplayer, and ... of course, we will be improving game performance and resolving any crash bugs that are found as we go. (If anyone sees any crashing, please report it to Gaslamp Games for immediate Purging).”

What is the current state of the Early Access version?

“Upon loading the game, the player is set to the task of building a thriving colony out of a pile of supplies and handful of characters. Making sure they don't starve and aren't killed by monsters are the most important considerations. Your military will shoot monsters if given access to weaponry, and your non-military characters will get to work building houses and workshops, and tilling farms as the player gives them orders to do so.

If you haven't read the giant Development Progress Report page (which we shall keep updated with each major public release of Clockwork Empires), then we urge you to do so.”

Will the game be priced differently during and after Early Access?

“No, we are not planning on changing the price. Price changes tend to be confusing for everyone.

Increasing the price upon release is contrary to the long-standing tradition of games getting cheaper as they get older. Decreasing the price upon release effectively makes people pay a premium to participate in early access. While we feel that participating should be valuable to you, we don't want to set that price as something other than what everyone would have to pay anyway.”

How are you planning on involving the Community in your development process?

“The scale of community involvement is pretty heavily dependent on the size of the community.

To start, we spend time on our forums as well as right here on the Steam forums trying to answer questions directly, letting people know when we've logged bugs they find or responding to content or design suggestions. We've been doing this with our internal test group for the last few months, and with the Earliest Access players for the last month, which has benefited us a ton. At a some point, though, the community can get too big to guarantee that level of communication, at which point we might use other tools to answer questions. Reddit for direct conversations, strawpolls to gauge interest in different feature implementations, stuff like that which can help us hear everyone as effectively as possible. We're open to experimenting with this process to find out what works best, and we'll definitely listen to suggestions from players about how to better communicate with the community.

We have had a running development blog for Clockwork Empires since before we officially announced the project, and we will be keeping that up to date with our progress and changelogs for new versions. We will also keep our Clockwork Empires Development Progress report up to date with our monthly releases. People who want more information can visit the Clockwork Empires Portal to see the latest updates on our twitter account for the game, @ClockwrkEmpires).”
Read more

Buy Clockwork Empires

$29.99

Recent updates View all (4)

Clockwork Empires v31 Update: "Conscript Steelcog versus THE MURDERCULT"

September 16

Our first major monthly Steam patch is now live!

A short list of the more sizeable changes since version 30 includes:

- A new (quite deadly) jungle environment
- A tutorial
- Significant changes to cultists and cult behaviors (now actually dangerous)
- Many new character behavior updates
- Improvements to military controls
- Significant stability improvements

The full changelog can be found here (it wouldn't fit in a Steam community annoucement)

Our development progress page has been updated with the latest changes, and as always, you can see the latest updates over on the Clockwork Empires Community Portal join the discussion on the latest changes here on the Steam forums, over on the Gaslamp forums, or in the comments on the latest blog post!


5 comments Read more

Revision 30C Pushed to Experimental Branch

September 2

The Colonial Ministry wishes to note that Revision 30C has now been pushed to the "Experimental" branch, for those Bureaucrats brave enough to stomach it. This represents work that will be rolled into the next major patch ("Revision 31").

- FIXED: crash when attempting to drop a body
- FIXED: crash caused by going into infinite loop of trying to drop temporary tools
- FIXED: corpse dropping errors
- Alerts can be put on job requirements when job requirements fail, with snooze timers.
- Militia loadouts.
- Gabions!
- First pass at almost-zero draw overhead pass. Enable this in your config.xml if you want to try it; not done, use at your own risk.
- did lots of texture resizing and texture cleanup
- fishpeople now have morale & will run when they've had enough
- fishpeople now have weapons, including guns
- fishpeople attack spawns slightly fewer fishpeople (now that they have weapons)
- crops planted/tended by mad cultists will occasionally be Evil
- Evil plants will be removed by non-mad non-cultists
- fixed up some memory icons
- added sfx to till soil
- made initial till soil shorter
- temp fix for frontier justice witness memory icon
- FIXED herbivore run animations
- adjusted utility of gabion construction (no longer higher than basic military duties)
- removed some FSM console spam, made other parts actually say WTF was printing them (so they are now useful console spammers)
- Clay and Sand are now mined with a shovel rather than a pickaxe
- added fieldstone foundations to a bunch of low-tier buildings
- turned off "make stone bricks" job (stone blocks will be treated separately from bricks)
- added "Military Training" trait (and a couple others, for fun)
- FIXED: fishpeople now have gibs
- FIXED: sleeping is not 10x as fast as intended
- adjusted quality/quantity of fishpeople attacks slightly toward the former
- immigration pulls from a given set of colonist types (rather than all valid)
- colonists given from 1-3 traits. Lower classes get one only. Military characters get "military training".
- wander added to end of dropping item in stockpile
- sleep job is now timed correctly
- doubled berrybush exhaustion chance
- Added a significant number of new memories for citizens to experience.
- First pass on adding particle effects to modules.
- People farming will now sow seeds in addition to hoeing the fields.
- Added new agricultural crops: sugarcane, chilli pepper plant, flax seeds
- some more crops rescaled
- FIXED some missing commodity icons

Huzzah! Huzzah! and all that,

-- Gaslamp Games

12 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About the Game

Take on the role of a Junior Bureaucrat (Colonial Grade), sent forth to seek fame, promotions, and natural resources to feed the ravenous maw of Imperial Industry & Commerce. Build a prosperous colony, fill it with magnificent factories worked by oppressed labourers, and harness the awesome power of steam through fearsome machines invented by determined men and women of Science! History is yours to seize for fame and fortune, for Science, and for the Queen and the glory of the Clockwork Empires!

Features
  • Colonists are simulated with individual personalities, memories, and will be happy or miserable depending on your management.
  • Free-form building: Design your own floorplans & arrange machines, furniture, and decorations as you see fit. (Or stuff everyone into bunkhouses.)
  • Mine ore, chop trees, farm cabbage, brew beer, tin weird caviar and try to keep your people from eating one another!
  • Weird horrible things: Menacing Fishpeople, cults, cannibalism, and more await your colonists.

System Requirements

    Minimum:
    • OS: Windows 7, Operating System of The Lower Classes
    • Processor: Intel i5 Processor or Equivalent ("The Little Scrapper" model)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA or AMD card capable of supporting OpenGL 3.2 Core or Above. INTEL HD3000 AND HD4000 GRAPHICS CARDS ARE NOT SUPPORTED.
    • DirectX: Version 9.0
    • Hard Drive: 4 GB available space
    • Sound Card: Lord Palmerstoke's Sound-Reproducing "Old-Timey" Wax Cylinder Driver
    • Additional Notes: INTEL HD3000 AND HD4000 GRAPHICS CARDS ARE NOT SUPPORTED. The Ministry for Video Game Drivers would like to remind you: true Patriots of the Empire always install their latest Graphics Card Drivers before Enjoying A Bracing Video Game, lest the Blackness Consume Us All.
    Recommended:
    • OS: Windows 7, 64-Bit Version (By Appointment to Her Majesty)
    • Processor: Intel i7 or above, fashioned of Stout Empire Tin and Burnished of Solid Pewter
    • Memory: 8 GB RAM
    • Graphics: A Big, Shiny NVIDIA or AMD Graphics Card With Lots of Fans Stuck to It. (Remember: More Fans Means More Steampunk!)
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Hard Drive: 8 GB available space
    • Sound Card: "His Masters' Voice" Novorusian All-Wailing Gramaphone Module and Borscht Dispensary
    • Additional Notes: The Ministry for Growth and Monitoring encourages you to buy a Really Big Monitor.
Helpful customer reviews
192 of 224 people (86%) found this review helpful
51.5 hrs on record
Early Access Review
First of all, don't be put off by my paltry number of Hours Played; I've been loading this game directly from the .exe (which is a thing you can do, and which more Steam games ought to do, I'm looking at you, Skyrim). Also, sessions that crash apparently don't get added to your Hours Played. Expect crashes, this thing isn't even in Beta.

*edit* Apparently they do count!

This Early Access offering is a good example of the way Early Access should be done - the game itself is only nominally functional - there is currently no save function, for instance, there are still many bugs and crashes, and the interface is undergoing constant revision. Many planned features have yet to be implemented, and the game itself could stand some optimization.

*edit* I'm testing the 'internaltest-' build which has, among other things, a save function. It crashes more than it saves, but still.

The value of an Early Access game is the opportunity to participate in feedback that will shape the direction of the game. Submit suggestions, tweaks, typos, bugs and playability experiences to the Devs. They've shown themselves to be very responsive, and actively solicit player feedback (on the Gaslamp Games forums), and the whole development process has been the model of transparency, with weekly Dev Blog updates and a Twitter presence.

Clockwork Empires has a lovely aesthetic, and great potential, but it's nowhere near finished. Wait for full release (projected to be ~9 months) if you want it feature-complete and polished. I'm in it because the Development Blogs are great, the Devs are active, and I enjoy contributing my 2 cents worth.

This is a game on the same shelf as Dwarf Fortress, Gnomoria, Spacebase DF-9, et al. It's a city builder sim; there's no direct control of your citizens, who you direct largely by creating jobs and juggling priorities. The setting is a sort Victorian-era English colony; your soldiers wear red coats and wield muskets, your menfolk sport glorious handlebar moustaches, and your colonists (literally) gossip about things like the Monarchy. It's brass, elbow grease, laudanum, dodos, and cabbages everywhere. You already know if this stuff appeals to you or not.

Also appearing: fishmen, dark cults, insanity and ritual murder. Still in the works, tentacled horrors, secret geometry, and Lovecraftian modules for your Lumber Mill (!).

If you do get this game, get involved in the Dev side or you're missing a great opportunity; check out the blogs, read the forums, share hilarious stories about mass starvation and game-breaking bugs.

p.s. I forgot to mention cannibalism. Cannibalism is always hilarious. I don't know if fishmen count as cannibalism, but I'm pretty sure your fellow colonists do.

p.p.s Read the system requirements.
Posted: August 15
Was this review helpful? Yes No
57 of 68 people (84%) found this review helpful
30.8 hrs on record
Early Access Review
UPDATED: REV31: A very nice push from the devs has paid off and they have fixed a ton of bugs and crashes not to mention allowing save games. While there may be some that still are present they continue to bash them out with the help of the community. Many new features come in this build including further depth in cultists, fishpeople attacks, military improvements and much much more. Even included is a brand new play area complete with giant beetles and chickens! :D

There is much more to be done but it is a start, and a very good update considering the monthly schedule, these guys work hard, and it is definitely a worthwhile investment if you like your products being worked on and not sitting around for a while ^^

While this is Early Access.......very very early. I have to say that this game has huge potential. The developers are keen and very open and the game itself is the perfect management game for those who loved traditional city builder games crossed with a bit more things to do such as combat, defence etc.

It is based during the Colonial-Early Industrial period and already the developers have nice features set out. The game itself does have a sense of humor thrown in and the like such as having to fight off Fish people and all sorts of creatures. In future they plan to add bandits and all manners of factions and allow you to ally, trade and conduct diplomacy for your newly starting colony. There is also a map set out what looks like it will be a sort of campaign style base in which you choose where you would like to set out your next adventure for the Empire and start to form new colonies.

The artstyle in my view fits perfectly along with the current mechanics which are currently implemented it really does look and function well. If you play it you will see just exactly what this game could offer in the near future and even now.

The game is one of a kind and unique in so many ways. If you don't mind investing in such games then by all means take it into account but if you want a finished product then you will have to wait. I would say another month or so and this game will get better and better......hopefully :) It really is up to yourself but I can say this certainly. If you decide to invest your money in this EA game.
You will not loose out. The Devs are like PA Devs in that sense but even better. They are constanly interacting with community to fix things, release experimental build updates pretty much from 2 days-1 week. Really are making significant progress and fast.

EDIT: And I was correct when i said a month or 2. Saves are practically on the table with loading now as are basic defences. Many fixes and performance improvements to allow smooth running of the game and ruled out majority of crashes. Now they can finally give it a few weeks, start working on the games mechanics and content more rather than bug fixing. For now anyway :D

On that note: The team plan to adopt a monthly update schedule which will release major build updates to the public. If you would like to assist in testing or just mess around with it early then they have an opt in "experimental branch" which as it suggests is "experimental" but enough to keep you playing. I can see the team relating to Prison Architect in that sense as they always keep the community interested and up to date and these guys are constantly fixing and addressing issues with their game so very active :D

As I am constanly testing the Experimental builds which are updated regularly with new things to check out and suggest, I will be updating this throughout each build, or when I can :)
Posted: August 17
Was this review helpful? Yes No
51 of 64 people (80%) found this review helpful
36.7 hrs on record
Early Access Review
The world's finest cabbage farming simulator.

I'll say up front that at this time (8/15/14) it is still rather bare as a game and there are still engine bugs to be worked out. If you are wanting a polished full featured game hold off on buying this. However I've been involved since closed testing and have seen wonderful improvements and the foundation laid for many exciting game features over the last several months. The developers are passionate, experienced, and active in the community. Getting in now will let you help shape this fabulous game, and of course let you enjoy it now.

Many games hype what they hope they will be and have to scale back often leaving fans disappointed and skeptical about any games previews. Gaslamp Games have been hyping what already exists in Clockwork Empires. Many of the features are rough around the edges and a number are not included in the current public build (8/15/14) because they are not yet ready for prime time but they do exist. The talk of colonists having personalities and memories isn't smoke and mirrors. Once all the pieces are polished and come together Clockwork Empires will delight and horrify you.

It is a gem, rough and unpolished now but full of promise. And the developers release rapidly and responsively so you will not be waiting months for news. One week in closed tested we had 7 days that saw three full new versions (with significant changes) as features came together and they responded to tester feedback. While that was a very busy week they have a track record of consistent and fast updates.
Posted: August 15
Was this review helpful? Yes No
196 of 307 people (64%) found this review helpful
1.3 hrs on record
Early Access Review
I had no food so everybody ate eachother.
Posted: August 18
Was this review helpful? Yes No
43 of 54 people (80%) found this review helpful
2.1 hrs on record
Early Access Review
I'm voting this up only because the gameplay is actually really good. But I have to stress this game is bugged to hell. It crashes every 10 - 15 minutes, you can't save, so you basically always lose your progress, and if you pause sometimes the workers don't recover from it. A long way to go before we can call this a working game. I've logged a few tickets, but the game is good in terms of gameplay.
Posted: August 16
Was this review helpful? Yes No