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!
User reviews:
Recent:
Mixed (38 reviews) - 50% of the 38 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (339 reviews) - 73% of the 339 user reviews for this game are positive.
Release Date: Aug 15, 2014

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Early Access Game

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

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if 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.”

Approximately 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. 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, 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).”
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Recent updates View all (77)

May 25

CLOCKWORK EMPIRES HOTFIX 51B NOW POSTED TO MAIN BRANCH

A second hotfix for Beta 51 of Clockwork Empires, Beta 51B, has now been posted to the main and experimental branches on Steam. It fixes a number of issues found in Beta 51. It contains the following changes:

  • blueprint design mode will now hide all assignment beacons; regular mode will now turn them back on again
  • moved "Clear Terrain" jobs into the building construction job if they are automatically spawned by building construction
  • assignment of workcrew to service job should adjust their work schedule appropriately
  • optimized code from widget manager which greatly speeds up work crew menu
  • balance: reduced sleep time
  • balance: adjusted relationship of happiness to work shifts
  • balance: adjusted output of stone from surface nodes
  • balance: slightly increased nighttime sight radius
  • FIXED: "Make stone smelting crucible" now moved over to new multistack system
  • FIXED: picking up a multistack from the stockpile now correctly decrements the stockpile counter
  • FIXED: more cleanup of phantom objects
  • FIXED (OSX): crash on embark screen whenever you generate an ocean biome
  • FIXED (OSX): crash in rendAssignmentBeacon handler
  • FIXED (OSX): some other misc. crashes
  • FIXED: talking to fishperson could freeze colonist (temp. removed this job)
  • FIXED: long clothes line required 1 less bricabrac than advertised
  • FIXED: tutorial would appear after game start; it no longer does
  • FIXED: workers will no longer try to walk to be near their overseer if their overseer is in an underground mine and therefore technically off-map
  • FIXED: fence icons
  • FIXED: typo in work quality of life description
  • FIXED: if you chopped down a burning tree, it would leave a fire in its place forever
  • FIXED: mine products display is more readable
  • FIXED: "make tin exotic caviar" job for workbenches, removed from ovens
  • FIXED: players should not be attacked before they finish the tutorial
  • FIXED: "make chemistry workbench" job
  • FIXED: Moved brick kilns and iron smelting crucible to multiobject system (should fix build failure)
  • FIXED: steel ingots looking for wrong object
  • FIXED: Foreign office wasn't displaying building quality correctly
  • FIXED: Public House crash
  • FIXED: Pulque icon
  • FIXED: in certain rare cases items given to player by events would not be set as owned by player
  • FIXED: perennial crops would only output harvest once
  • FIXED: characters would sometimes not work during the first shift of their workshift

By the way! Did you know we do jolly blogposts, once a week, on Wednesdays? Come check out this week's blogpost:

https://www.gaslampgames.com/2016/05/25/im-really-awfully-glad-im-a-beta/

and make your Wednesdays better, or at least more interesting.

Toodles,

-- Gaslamp Games

10 comments Read more

May 22

Hotfix 51A now live on the default branch

Hey folks! The hotfix that we tested has passed inspection and has been pushed to the main branch. It resolves almost all of the instabilities that we've been running into for Beta 51, but we're going to take a bit of a break for the rest of the evening and catch our breath.

As before, if you are having a crash on startup and have an AMD graphics card, please check to make sure your video card drivers are up to date!


FIXED: Make Copper Plates job
FIXED: Make Wooden Altar job
FIXED: memories and emotions hanging midair, predominantly for people with multi-monitor setups
FIXED: hitting esc to back out of a module recipe selection screen would leave the UI in a state of purgatory where literally anything you did next would crash the game.
FIXED: clicking on the trade depot crashes the game
FIXED (hopefully): phantom items occasionally left on the ground during stacking, building workshop transformation operations
FIXED: q and e are now bound hotkeys for camera moving left and right, rather than hardcoded
FIXED: Make chemistry workbench job

added "-opengldebug" command flag to return additional OpenGL debug information; please use this and send us the results if you are experiencing crashes on startup!

Thanks for all of your help, support and patience, we really appreciate it. If you still have issues other than those listed above, please tell us either here on Steam, on our forums at http://www.gaslampgames.com/ or by e-mail at contact 'at' gaslampgames dot com.

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Reviews

“Victorian Steampunk at its finest”
GameRanx

“I have a feeling it’s going to be something rather special”
PCGamesN

“Clockwork Empires makes me uncomfortable”
PC World

About This 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

Windows
Mac OS X
    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
    • Storage: 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
    • Storage: 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.
    Minimum:
    • OS: OS X 10.9 ("Mavericks") or above
    • Processor: 2013 Generation Macbook Pro or iMac or Mac Pro
    • Memory: 8 GB RAM
    • Graphics: We're still trying to figure this out. Stay tuned.
    Recommended:
    • OS: OS X 10.... what number *is* Yosemite anyway?
    • Processor: 2014 Generation Macbook Pro or iMac or Mac Pro
    • Memory: 16 GB RAM
    • Graphics: NVIDIA or AMD Integrated Graphics Parts
    • Additional Notes: Note: some GeForce cards (700m series) are currently experiencing peculiar slowdowns. We are trying to figure this out. Stay tuned!
Customer reviews
Customer Review system updated! Learn more
Recent:
Mixed (38 reviews)
Overall:
Mostly Positive (339 reviews)
Recently Posted
Apuck4
( 5.0 hrs on record )
Early Access Review
Posted: May 28
I have been playing Clockwork since it's very early stages and I have to say I am incredibly unhappy with my investment.
AI is stupid and the allocation system is non-intuitive. This makes the game slow and dull.
Wouldn't recommend buying.
Helpful? Yes No Funny
Guillaum Laurent
( 16.2 hrs on record )
Early Access Review
Posted: May 28
This game is a drag. It takes ages to get anything done, villagers wander around aimlessly, there is no way to speed up gameplay, the resource production / hauling / consumption balances are completely screwed. Then after spending two hours slowly building up a tiny population 25% of them are killed because your soldiers run away or completely ignore the threat. It is boring and frustrating and completely lacks any reward for the boredom and frustration. There are plenty of other far superior DFLike/DFLite game available online. This one is to be avoided.
Helpful? Yes No Funny
glory of dead
( 36.8 hrs on record )
Early Access Review
Posted: May 28
Product received for free
halo clockwork empires,i got suggestion if u add more job is doctor can faster heal soldier or civilian,and also got build the training center to train shooter i love this game so much
Helpful? Yes No Funny
Catote
( 28.3 hrs on record )
Early Access Review
Posted: May 27
Too buggy to play in the current version 51B. Im thinking about a refund. But will update if things get better.
Helpful? Yes No Funny
Pirate Baron
( 39.8 hrs on record )
Early Access Review
Posted: May 26
Cogs, mustachioed men and eldritch horrors. Survive and have fun.
Helpful? Yes No Funny
Fe
( 8.7 hrs on record )
Early Access Review
Posted: May 23
This could be one of the best base building games for those who love base building games but want more acceptable graphic than Dwarf Fortress.
However this project still need some more works to do to reach the same level as Rimworld, but the developers have been working hard so I'm quite confident that the game will have memorable quality eventually

Pros
- large amount of contents
- 3D models with animations
- colonists have feeling, needs, personal history so they feel more like a person to us (many games in the same genres don't have this mechanics so they look like mindless drones)
- dedicated developers
- many kind of biomes

Cons
- very very slow start, colonists take too long time to construct a building because they idle too much. (maybe can fix this by give them first day buff?)

- for some reasons, they game feel VERY QUIET, there are not much noticeable sound effects, environmental sounds, ambient sounds. Whenever I play this game I feel like I'm watching Charlie Chaplin film, people in CE are always acting funny in a silent world just like those films.

- no way to limit population (seriously?) you can't reject middle class people to live in your town
I don't understand why you try to limit the way I want to build my town? I don't want to trade the freedom of building my dream town with some challenge that I must develop skill to cope with immigrant influx. It doesn't create a fun gameplay experience at all.

If the reason is to make the game more challenging, I think the dev should put their effort on something else like events or enemies not this cheap difficulties.

- not many kind of threats and random events. Bandits and fish people get old pretty fast.
I know that there are more kind of enemies at late game, but early game's threats and events are too repetitive and predictable.
CE doesn't give me the feeling of unknown danger like when I play Don't Starve although it already have supernatural things presented in the game because everything is too predictable and come straightforward , this game need more kind of random and strange things happen since early game.
Helpful? Yes No Funny
euglenas
( 54.3 hrs on record )
Early Access Review
Posted: May 23
I find the game to be quite a bit of fun, increasingly so over time with more of Early Access updates.

Clockwork empires is essentially Dwarf Fortress lite. You start with a small band of colonists, and a set of supplies, and are charged with creating structures, feeding your colonists, and building a supply chain. The game is a Victorian/steampunk thing with a good dose of Lovecraft. This Lovecraftianess comes out in a few ways, one of your colonist stats is actually "Madness", there are fishpeople (Insmouth Folk) around, cults, forbidden knowledge etc. It's an odd intersection with steampunk, but it's done well. The supply chain is fairly generic, which doesn't fit in well with the otherwise quirky nature of the game.

The graphics are functional, not bad, but not great by any means. The music, suits the game well, but could use some more variety.

This game has been a great model of Early Access: the devs have made frequent and meaningful updates since the game came onto steam ~2 years ago. The game as it plays today is nothing like it was when it first launched.

I think the biggest con right now may be that they devs seem to be planning on leaving early access, which implies they think the game is nearing completion. However, I really don't think it's anywhere near ready to go, or at least it would be a sub-par game if it were released in anything near the current state. The UI is still ugly, building placement is still very difficult, the production chain is far to hard to manage, there are far too few events, etc. But, Gaslamp supported Dredmor for quite a while after it launched, so I wouldn't be super concerned about that.

Pros
+Good, cute, quirky charm and settings
+Good Early Access game
+Decent variety of environments, crops, and animals (could use more)
+Really big maps
+Killing and butchering fishpeople is very satisfying
+Comical Lovecraftian happenings

Cons
-Needs more music variety
-UI is still God-awful, and that's with years of improvement
-The game seems to be coming out of Early Access, which it doesn't look to be ready for
-The price is quite steep for a game like this; the art assets in particular fall pretty short of the $30 price point
Helpful? Yes No Funny
V-Lemons
( 4.1 hrs on record )
Early Access Review
Posted: May 23
This is one of those times where Steam needs a "Mehhhh?" thumbs rating.
Bear in mind that this game is still in Beta so things are always likely to be changed from when this review was written.
This is a really good idea for a game, it has a solid idea and is something I'd really enjoy playing, so why am I not recommending it?

Firstly, this game is super slow, not just gameplay wise (I don't personally mind that so much), but the game just chugs. The fact that there are no options to either reduce graphics or gamemap to potentially speed up gameplay is a real downside to the game. The other problem is that the recommended processor doesn’t give the actual speed, just a processor; I’m not a computer whiz so saying “Intel i5 Processor or Equivalent” really means nothing to me, so I don’t know if the problem ultimately is my game or my PC.

Secondly, the game is just too hard, and not in the good challenging way. My colonists are getting super upset because I can’t provide proper food, because I can’t build a kitchen fast enough, because bandits keep coming to wreck everything. If the game is going to make it slow to start things up, it should give more leeway before the enemies start making things difficult. I don’t mind having to work to get things up and running, but it is just down right frustrating when I can hardly get things started before bandits come to curbstomp me.

Thirdly, the UI/issues commands needs some work. This is probably related to the first point of the game being very slow for me, but trying to drag an area of the map to set commands, before clicking to do something like “Cut Trees” is far more frustrating than it needs to be. Either the drag box doesn’t encompass everything I want or, more often, the command doesn’t process as I have misclicked what seems one pixel away to cancel the command. It’s a nice idea with the radial command wheel, but I think have a simple alternative as well (i.e. being able to select an object in another dialogue box to issue commands) would go a long way to solve this.

Another point to briefly mention is that other reviews have mentioned the poor tutorial; it wasn’t great but in all honesty I never really use tutorials, I am a firm believer that a game should be intuitive enough for me to be able to pick it up as I go a long, and this game seemed to do that.

However, all criticisms aside, this is a game that has the potential to be really fun. If you’re browsing these reviews and thinking if you should buy it, I’d recommend putting it on your wishlist and following updates. If you’d like to give it a go, wait for a sale to pick it up then, otherwise this is a game to really wait for the devs to patch a few problems.

I should stress again that this game is still in Beta, so don’t take this “No” recommendation as a sign to steer clear. If I could I would give this a middle rating.

Helpful? Yes No Funny
ClockWork_werewolf
( 35.0 hrs on record )
Early Access Review
Posted: May 23
It's worth noting that this game is being worked on. Bugs are presant and after 19 hours it is not so playable.

Plus points:
Intricate, difficult, good humor, novel setting.

Minus points:
Bugs, balance, bugs, the information system and bugs.

The game comes with a basic tutorial but while this is helpful it doesn't teach some of the important points. Can I for instance add to a building after it has been built? The answer, no but the blueprint idea makes it seem as if I can.

The starting choise of area is nice but it does not go over any of the good or bad points of each area. Maybe this is deliberate to give the feeling of exploration but a little extra info would be nice.

The bugs, all the bugs. While I haven't met any totally game breaking bugs yet I have met ones that make it very hard ot keep playing. My worst bug is a caricter not eating, he is still with a task (that has been cancled) but he will not go to eat. Some build jobs will not complete. Build jobs don't work right. I've also had floors disapearing (but still being the in game). Person images disapearing. Tool tips disapearing. Traded items still apearing in inventory but not usable (as they ahve been "sold"). Mine workers walking to the edge of the map to "get to the overseer" (who is in the town but in the mine). The game uses about 30% of my CPU but is slowing down at above 30 people with plenty of computer resorces left. Cancel buttons not working (Esc still works). Can't cancled the building of fences or gabions. There seem to be not only no way to change the key bindings but also no way to see what they are. I can't find a time accellerate, but maybe there isn't one. People also seem happier sleeping on the floor in a nice building that a bed in a simple building (but this could be a game choise).

The game is constantly being worked on, so this is not a dropped project but bugs are still very presant.

Gameplay: 7/10
Style: 9/10
Graphics 6/10 (partly due to bugs)
Guidence: 5/10
Bugs: 3/10

Overall: 5/10 wait for the bugs to be fixed.
Helpful? Yes No Funny
thegraywoods
( 47.8 hrs on record )
Early Access Review
Posted: May 23
I want to like this game. I really do. There is a good idea buried in there somewhere, but it's so incomplete that it's not worth playing. If it were still in alpha that might be understandable, but moving it to beta and having key items missing like any options in the options menu is almost an insult.
I am going to keep my fingers crossed and hope that they smooth out this game, but as it stands right now I feel like I bought an empty box. A good looking empty box, but empty none the less.
Helpful? Yes No Funny
DPygmy
( 9.8 hrs on record )
Early Access Review
Posted: May 23
Do you like Dwarf Fortress but find it oh so boring and annoying that you have to, I don't know, actually learn the game and play it?

Want to just replace numbers with vague ♥♥♥ building blocks?

Are you a baby?

Then do I have a game for you!!!!!???!?!?!?!?!?
Helpful? Yes No Funny
Petrothian
( 7.3 hrs on record )
Early Access Review
Posted: May 22
While it could use more refinement.

it does deliever what it promises.


the pacing is a bit slow, compared to the exciting trailers.

but they are still tweeking the pacing.
Helpful? Yes No Funny
Eviltwinky
( 11.2 hrs on record )
Early Access Review
Posted: May 22
Like the art and concept of work crews. Fun game looking forward to some stabilization iterations to fix some crashes. Needs some balancing still to make the game more fun while waiting for things. I tend to play this while watching tv and interacting here and there to keep things on track. I've been watching this one for about a year now, waiting for the right time to buy. I believe this is it, it is a very complete playable game right now.
Helpful? Yes No Funny
kreia
( 8.1 hrs on record )
Early Access Review
Posted: May 22
tutorial is utter crap spams bandits before you even think about military
Helpful? Yes No Funny
Clawdius
( 13.1 hrs on record )
Early Access Review
Posted: May 22
Quite entertaining for what it is, the AI still needs some work but I'm confident Gaslamp will produce a winner with this title. I've kept an eye on this game for awhile, but I hadn't bought it until it went on sale when they released the first Beta patch. It's not the most intuitive game in the genre, but it presents the world with style and more UI polish is something that will come in time.

The creatures in the world, the writing and the variety of options are impressive. I have read a lot about how some of the AI traits evolved, for example when they first started experimenting with the playable alpha they realized that alcoholics were actually good soldiers, because they could forget the horrors of the battles they had been in.

For those who are familiar with Gaslamp Games previous work, Dungeons of Dredmor, they will know that Gaslamp cultivated an enthusiastic community and embraced their work after the game was released. I am confident that Clockwork Empires will be the same way after it reaches 1.0. This project is far more ambitious, but the game is already very playable and entertaining.
Helpful? Yes No Funny
Mittsies
( 8.1 hrs on record )
Early Access Review
Posted: May 22
I purchased Clockwork Empires back in July of 2014 on their website for $30 and I got a steam key too. I knew that the game was nowhere near finished, but I was excited to try it anyways. After all their previous creation, Dungeons of Dredmor, was a pretty decent game -- so I had faith that they'd do a reasonable job on this one. A cozy Steampunk-Themed Citybuilder/Survival game with Dwarf Fortress inspirations, that's right up my alley! However the game was absolutely riddled with problems, and I don't mean glitches/crashes/bugs (which it had hundreds of), I mean core, fundamental problems. The interface is extremely clunky and nothing felt intuitive. No hotkeys for building modules or foundations, no quality of life features. The camera moves at a snails pace vertically, but warp-speed horizontally. Escape and Right-Click never act as you expect them to in a city-builder-esque game. Guess what the module-rotation hotkey is (Hint: It's not R). Guess what the foundation cancel hotkey is (Hint: It's not Escape).

Micromanagement of your colonists is fairly tedious too. These people somehow lived full lives without your help, but now without your orders they will literally stand around until they go insane from hunger and eat each other. They won't even try to go hunt wild animals for food without your precise guidance. Colonists work in crews, under an overseer, which is sort of a higher class citizen than your generic worker. You need to make sure your workers don't bite off more than they can chew in terms of jobs by isolating what each work crew is allowed to do. For instance, you want to make sure they don't cut down 50 trees and run out of food while they do it; you want them to only chop down a few trees and then immediately put that lumber to use. Otherwise you'll have a giant stockpile of lumber and no food. ( I guess you could theorhetically use it to make coffins for all your soon-to-be-dead colonists? )

Overseers randomly pick a task for his crew to do, based on what he's allowed to do, but you can't tell an overseer "I need you to do exactly this". He'll just arbitrarily pick something to do, which is why you must constantly manage what jobs are available to make sure they don't overdo one job and ignore another (like cutting down 50 trees). If work crews are stationed in a particular building, they will only do jobs associated with that one building... and if there are not enough jobs in that building and too many workers, you'll have a lot of idle time. This is honestly just the tip of the iceberg. For better or for worse, Clockwork Empires has a lot of depth when it comes to managing your men.

In a game like this, there's two ways to do it properly. Option A: allow you to control every little aspect as much as you'd like. Give direct orders: move here, do that, build this, kill that. Micromanage each individual exactly how you please and they will obey commands like a robot. Or, Option B: focus on macromanagement. You're like the Queen Ant and you tell the workers what do. I want a house here, a farm there, and I want these trees chopped. Well unfortunately Clockwork Empires doesn't operate like either of these, instead it's more like Option C: manage an insane asylum of murderous cannibals.

Well it's been about 2 years since then. Here's the part where I tell you "but all of that is all fixed now, and the game is great!", right?

Actually, everything I wrote in those paragraphs above still applies today. It's a bit better now, but still riddled with fundamental issues. I actually just played right before writing this review and the game crashed on me. Sure, the game has more features and things to build (I think), sure it's a little more polished around the edges, and dozens of game-breaking bugs have been fixed... but the game is still cumbersome and unintuitive at it's core. It still crashes (A lot). The game still doesn't have hotkeys for buildings or modules, which are extremely important. Why are they putting this off for so long? The game would be a lot more playable if it had proper controls, I think that goes without saying! The config.xml file allows you to change the few hotkeys that do exist, but when I tried to change WASD to arrow keys, they didn't work at all. (The developers said they're working on fixing this keybinding problem, but it's been 2 years since I mentioned it so... who knows).

Another issue, and this one really worries me, is that the game takes a very long time to save and load. For a game that crashes non-stop, you really want to auto-save every couple of minutes, but because saves take a long time to complete... it's quite a dilemma. To make matters worse, you cannot select how often the game auto-saves (I checked the config.xml file to be sure, there's no option for auto-save interval), I think it's like 10 or 15 minutes by default, not sure... but losing even 10 minutes in a game like this makes you want to quit entirely. Since auto-saves are essentially a pop-up window with no warning, it's very easy to accidentally crash the game by trying to do something while the game saves. I've learned to take my hands off the keyboard and mouse entirely whenever I see the save window appear. Maybe I'm just being impatient, but I feel that optimizing save times should be a priority for the development team right now.

The last thing I'll mention briefly are the games visuals, sound and overall theme. They're fantastic. This game has a lot of style and you can really see that they had a clear artistic vision when creating this game.

So, ultimately, is Clockwork Empires worth buying? Maybe some day, but not right now, and not anytime in the near future. Time cures all wounds, so I'm sure that if the developers keep at it this will be a fantastic game one day... but it's also possible that they will grow weary of the project and try to get it as bug-free as possible, then move onto something else. A lot of these issues I've described seem to be issues with it's foundation, problems with the way the game's code was written, and might not ever be able to be fixed. That worries me, mostly because I WANT Clockwork Empires to be an incredible game, because I love these type of city-builder/resource-manager/survival-horror/dwarf fortress-style games.

Rating: N/A, game needs a lot of work
Helpful? Yes No Funny
Mikoto
( 21.0 hrs on record )
Early Access Review
Posted: May 22
Very enjoyable game, it has its bugs but of course its an EA game.

Started a village near what looked like oblisk things, they eventually came to life and I was living war of the worlds, bandits also attacked while it was happening. Worse luck ever or just enjoyable to watch my people suffer.

9/10 Would watch them suffer again


Helpful? Yes No Funny
Jimmy James
( 0.6 hrs on record )
Early Access Review
Posted: May 22
It's out of alpha but still needs a ton of work. I wouldn't recommend this until there is serious work on the UI and the ability to speed up time. There are no graphics options other than resolution in the launcher, and bugs that really make playing difficult, like the deleting parts of a building button being broken. I was tempted with the sale but it's really not even close.
Helpful? Yes No Funny
Chimera3.5
( 4.5 hrs on record )
Early Access Review
Posted: May 22
Dissapointment.
Helpful? Yes No Funny
Darknoble
( 16.3 hrs on record )
Early Access Review
Posted: May 22
The game has great ideas but its poorly excuted by the developers.
Best instructions to the game is from youtube videos put out by players or payed
gaming critics; the ingame tutioral is not very helpful or organized; ive given this review
a thumps up only because it has so much potiental if the developers can bring it all together.
In simple the game is like Towns meets banished with better graphics...
and as long as the game retails for $20.00 I can recommend it in its current state...
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
49 of 65 people (75%) found this review helpful
2 people found this review funny
Not Recommended
35.0 hrs on record
Early Access Review
Posted: May 22
Alright Iv thrown about 30 hours in now over a few weeks and I think I can give a fair opinion on it.. the game is alright, it has the essential qualities it needs to be this style of sandboxy-sim buildy-strategy game but it has a few big issues,

1 : the game has no grapics settings or ways to modify the settings without knowledge of manipulating the games hidden files and documents,

2: the tutorial is borderline worthless

3: The game is quite buggy

4: Removed. **Crashing has been made more stable and one of the causes of crashes, the trade office, has been fixed so I have removed the complaint of instability**

5: The game comes with alot of issues of game design, flattening terrain is essential but is so slow and time consuming that you'll be stunted and possible lose the game because of it, enemies are very tough and as of the current patch you cant equip new weapons, so invasion forces, bandits.. fish-people attacks, they will face you using basic pistols and likely wreck you because of it, production lines are slow and not well explained, leading to wasted resources or a lack of basic items needed to collect more basic items (stone.. where are you in my hour of need? )

6 (the big one) : the price.. now they have added a price cut for the duration of the beta-branch being launched but I paid full price for the early access version (which I am fine with) but the price is still far too high in my opinion for something that was in alpha, when its finished I can say the price would be reasonable but as it stands with the issues above, I can't reccomend it.


TL/DR The game has the basics down, has the heart and soul of a good game and has a Dev team commited to making it better but right now, the price, the issues listed and the over all feel of the game.. as much as I badly want it to finish, to work out and be great, I couldn't recommend it to a friend for fear they'd be wasting their money... as it stands, I can't recommend it right -now- but I will be editing this review over the coming weeks and hoping my opinion changes.
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26 of 31 people (84%) found this review helpful
1 person found this review funny
Not Recommended
8.1 hrs on record
Early Access Review
Posted: May 22
I purchased Clockwork Empires back in July of 2014 on their website for $30 and I got a steam key too. I knew that the game was nowhere near finished, but I was excited to try it anyways. After all their previous creation, Dungeons of Dredmor, was a pretty decent game -- so I had faith that they'd do a reasonable job on this one. A cozy Steampunk-Themed Citybuilder/Survival game with Dwarf Fortress inspirations, that's right up my alley! However the game was absolutely riddled with problems, and I don't mean glitches/crashes/bugs (which it had hundreds of), I mean core, fundamental problems. The interface is extremely clunky and nothing felt intuitive. No hotkeys for building modules or foundations, no quality of life features. The camera moves at a snails pace vertically, but warp-speed horizontally. Escape and Right-Click never act as you expect them to in a city-builder-esque game. Guess what the module-rotation hotkey is (Hint: It's not R). Guess what the foundation cancel hotkey is (Hint: It's not Escape).

Micromanagement of your colonists is fairly tedious too. These people somehow lived full lives without your help, but now without your orders they will literally stand around until they go insane from hunger and eat each other. They won't even try to go hunt wild animals for food without your precise guidance. Colonists work in crews, under an overseer, which is sort of a higher class citizen than your generic worker. You need to make sure your workers don't bite off more than they can chew in terms of jobs by isolating what each work crew is allowed to do. For instance, you want to make sure they don't cut down 50 trees and run out of food while they do it; you want them to only chop down a few trees and then immediately put that lumber to use. Otherwise you'll have a giant stockpile of lumber and no food. ( I guess you could theorhetically use it to make coffins for all your soon-to-be-dead colonists? )

Overseers randomly pick a task for his crew to do, based on what he's allowed to do, but you can't tell an overseer "I need you to do exactly this". He'll just arbitrarily pick something to do, which is why you must constantly manage what jobs are available to make sure they don't overdo one job and ignore another (like cutting down 50 trees). If work crews are stationed in a particular building, they will only do jobs associated with that one building... and if there are not enough jobs in that building and too many workers, you'll have a lot of idle time. This is honestly just the tip of the iceberg. For better or for worse, Clockwork Empires has a lot of depth when it comes to managing your men.

In a game like this, there's two ways to do it properly. Option A: allow you to control every little aspect as much as you'd like. Give direct orders: move here, do that, build this, kill that. Micromanage each individual exactly how you please and they will obey commands like a robot. Or, Option B: focus on macromanagement. You're like the Queen Ant and you tell the workers what do. I want a house here, a farm there, and I want these trees chopped. Well unfortunately Clockwork Empires doesn't operate like either of these, instead it's more like Option C: manage an insane asylum of murderous cannibals.

Well it's been about 2 years since then. Here's the part where I tell you "but all of that is all fixed now, and the game is great!", right?

Actually, everything I wrote in those paragraphs above still applies today. It's a bit better now, but still riddled with fundamental issues. I actually just played right before writing this review and the game crashed on me. Sure, the game has more features and things to build (I think), sure it's a little more polished around the edges, and dozens of game-breaking bugs have been fixed... but the game is still cumbersome and unintuitive at it's core. It still crashes (A lot). The game still doesn't have hotkeys for buildings or modules, which are extremely important. Why are they putting this off for so long? The game would be a lot more playable if it had proper controls, I think that goes without saying! The config.xml file allows you to change the few hotkeys that do exist, but when I tried to change WASD to arrow keys, they didn't work at all. (The developers said they're working on fixing this keybinding problem, but it's been 2 years since I mentioned it so... who knows).

Another issue, and this one really worries me, is that the game takes a very long time to save and load. For a game that crashes non-stop, you really want to auto-save every couple of minutes, but because saves take a long time to complete... it's quite a dilemma. To make matters worse, you cannot select how often the game auto-saves (I checked the config.xml file to be sure, there's no option for auto-save interval), I think it's like 10 or 15 minutes by default, not sure... but losing even 10 minutes in a game like this makes you want to quit entirely. Since auto-saves are essentially a pop-up window with no warning, it's very easy to accidentally crash the game by trying to do something while the game saves. I've learned to take my hands off the keyboard and mouse entirely whenever I see the save window appear. Maybe I'm just being impatient, but I feel that optimizing save times should be a priority for the development team right now.

The last thing I'll mention briefly are the games visuals, sound and overall theme. They're fantastic. This game has a lot of style and you can really see that they had a clear artistic vision when creating this game.

So, ultimately, is Clockwork Empires worth buying? Maybe some day, but not right now, and not anytime in the near future. Time cures all wounds, so I'm sure that if the developers keep at it this will be a fantastic game one day... but it's also possible that they will grow weary of the project and try to get it as bug-free as possible, then move onto something else. A lot of these issues I've described seem to be issues with it's foundation, problems with the way the game's code was written, and might not ever be able to be fixed. That worries me, mostly because I WANT Clockwork Empires to be an incredible game, because I love these type of city-builder/resource-manager/survival-horror/dwarf fortress-style games.

Rating: N/A, game needs a lot of work
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22 of 30 people (73%) found this review helpful
3 people found this review funny
Recommended
13.2 hrs on record
Early Access Review
Posted: May 21
For the bugs in the game, it is alpha, ignoring those and unfinished features. I have played on the experimental and main braches. (50D and 50F)
First off, the price is a bit high for an early release, however I think in some ways they make up for it by their working on it. Several releases come out a month, and not just little tiny patches to fix bugs. Ofcourse this means they have more bugs, but it also means they will finish faster.
The game has a lot of promise and with the development speed I believe they may meet the promise head on.

Right now the game is a bit bugy, a bit slow (both in game play and things like save/load). The later could be solved by using binary files instead of zip, the game play could be fixed by imposing traditional 14 hour work days of the time period (they stand around a lot, lazy freaks). :-).

I have to say the content between 50D and 50F are significant enough that I believe the content in the end of times will be massive. Who knows maybe I can start building duragibles for my soldiers to fly around and attack those fishy freaks that keep bringing me caviar.
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6 of 7 people (86%) found this review helpful
Not Recommended
4.1 hrs on record
Early Access Review
Posted: May 23
This is one of those times where Steam needs a "Mehhhh?" thumbs rating.
Bear in mind that this game is still in Beta so things are always likely to be changed from when this review was written.
This is a really good idea for a game, it has a solid idea and is something I'd really enjoy playing, so why am I not recommending it?

Firstly, this game is super slow, not just gameplay wise (I don't personally mind that so much), but the game just chugs. The fact that there are no options to either reduce graphics or gamemap to potentially speed up gameplay is a real downside to the game. The other problem is that the recommended processor doesn’t give the actual speed, just a processor; I’m not a computer whiz so saying “Intel i5 Processor or Equivalent” really means nothing to me, so I don’t know if the problem ultimately is my game or my PC.

Secondly, the game is just too hard, and not in the good challenging way. My colonists are getting super upset because I can’t provide proper food, because I can’t build a kitchen fast enough, because bandits keep coming to wreck everything. If the game is going to make it slow to start things up, it should give more leeway before the enemies start making things difficult. I don’t mind having to work to get things up and running, but it is just down right frustrating when I can hardly get things started before bandits come to curbstomp me.

Thirdly, the UI/issues commands needs some work. This is probably related to the first point of the game being very slow for me, but trying to drag an area of the map to set commands, before clicking to do something like “Cut Trees” is far more frustrating than it needs to be. Either the drag box doesn’t encompass everything I want or, more often, the command doesn’t process as I have misclicked what seems one pixel away to cancel the command. It’s a nice idea with the radial command wheel, but I think have a simple alternative as well (i.e. being able to select an object in another dialogue box to issue commands) would go a long way to solve this.

Another point to briefly mention is that other reviews have mentioned the poor tutorial; it wasn’t great but in all honesty I never really use tutorials, I am a firm believer that a game should be intuitive enough for me to be able to pick it up as I go a long, and this game seemed to do that.

However, all criticisms aside, this is a game that has the potential to be really fun. If you’re browsing these reviews and thinking if you should buy it, I’d recommend putting it on your wishlist and following updates. If you’d like to give it a go, wait for a sale to pick it up then, otherwise this is a game to really wait for the devs to patch a few problems.

I should stress again that this game is still in Beta, so don’t take this “No” recommendation as a sign to steer clear. If I could I would give this a middle rating.

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10 of 15 people (67%) found this review helpful
Not Recommended
0.6 hrs on record
Early Access Review
Posted: May 22
It's out of alpha but still needs a ton of work. I wouldn't recommend this until there is serious work on the UI and the ability to speed up time. There are no graphics options other than resolution in the launcher, and bugs that really make playing difficult, like the deleting parts of a building button being broken. I was tempted with the sale but it's really not even close.
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6 of 8 people (75%) found this review helpful
Recommended
16.3 hrs on record
Early Access Review
Posted: May 22
The game has great ideas but its poorly excuted by the developers.
Best instructions to the game is from youtube videos put out by players or payed
gaming critics; the ingame tutioral is not very helpful or organized; ive given this review
a thumps up only because it has so much potiental if the developers can bring it all together.
In simple the game is like Towns meets banished with better graphics...
and as long as the game retails for $20.00 I can recommend it in its current state...
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2 of 2 people (100%) found this review helpful
Recommended
8.7 hrs on record
Early Access Review
Posted: May 23
This could be one of the best base building games for those who love base building games but want more acceptable graphic than Dwarf Fortress.
However this project still need some more works to do to reach the same level as Rimworld, but the developers have been working hard so I'm quite confident that the game will have memorable quality eventually

Pros
- large amount of contents
- 3D models with animations
- colonists have feeling, needs, personal history so they feel more like a person to us (many games in the same genres don't have this mechanics so they look like mindless drones)
- dedicated developers
- many kind of biomes

Cons
- very very slow start, colonists take too long time to construct a building because they idle too much. (maybe can fix this by give them first day buff?)

- for some reasons, they game feel VERY QUIET, there are not much noticeable sound effects, environmental sounds, ambient sounds. Whenever I play this game I feel like I'm watching Charlie Chaplin film, people in CE are always acting funny in a silent world just like those films.

- no way to limit population (seriously?) you can't reject middle class people to live in your town
I don't understand why you try to limit the way I want to build my town? I don't want to trade the freedom of building my dream town with some challenge that I must develop skill to cope with immigrant influx. It doesn't create a fun gameplay experience at all.

If the reason is to make the game more challenging, I think the dev should put their effort on something else like events or enemies not this cheap difficulties.

- not many kind of threats and random events. Bandits and fish people get old pretty fast.
I know that there are more kind of enemies at late game, but early game's threats and events are too repetitive and predictable.
CE doesn't give me the feeling of unknown danger like when I play Don't Starve although it already have supernatural things presented in the game because everything is too predictable and come straightforward , this game need more kind of random and strange things happen since early game.
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1 of 2 people (50%) found this review helpful
Recommended
11.2 hrs on record
Early Access Review
Posted: May 22
Like the art and concept of work crews. Fun game looking forward to some stabilization iterations to fix some crashes. Needs some balancing still to make the game more fun while waiting for things. I tend to play this while watching tv and interacting here and there to keep things on track. I've been watching this one for about a year now, waiting for the right time to buy. I believe this is it, it is a very complete playable game right now.
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2 of 4 people (50%) found this review helpful
Recommended
21.0 hrs on record
Early Access Review
Posted: May 22
Very enjoyable game, it has its bugs but of course its an EA game.

Started a village near what looked like oblisk things, they eventually came to life and I was living war of the worlds, bandits also attacked while it was happening. Worse luck ever or just enjoyable to watch my people suffer.

9/10 Would watch them suffer again


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2 of 4 people (50%) found this review helpful
Recommended
13.1 hrs on record
Early Access Review
Posted: May 22
Quite entertaining for what it is, the AI still needs some work but I'm confident Gaslamp will produce a winner with this title. I've kept an eye on this game for awhile, but I hadn't bought it until it went on sale when they released the first Beta patch. It's not the most intuitive game in the genre, but it presents the world with style and more UI polish is something that will come in time.

The creatures in the world, the writing and the variety of options are impressive. I have read a lot about how some of the AI traits evolved, for example when they first started experimenting with the playable alpha they realized that alcoholics were actually good soldiers, because they could forget the horrors of the battles they had been in.

For those who are familiar with Gaslamp Games previous work, Dungeons of Dredmor, they will know that Gaslamp cultivated an enthusiastic community and embraced their work after the game was released. I am confident that Clockwork Empires will be the same way after it reaches 1.0. This project is far more ambitious, but the game is already very playable and entertaining.
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3 of 6 people (50%) found this review helpful
Not Recommended
47.8 hrs on record
Early Access Review
Posted: May 23
I want to like this game. I really do. There is a good idea buried in there somewhere, but it's so incomplete that it's not worth playing. If it were still in alpha that might be understandable, but moving it to beta and having key items missing like any options in the options menu is almost an insult.
I am going to keep my fingers crossed and hope that they smooth out this game, but as it stands right now I feel like I bought an empty box. A good looking empty box, but empty none the less.
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14 of 28 people (50%) found this review helpful
2 people found this review funny
Recommended
47.8 hrs on record
Early Access Review
Posted: May 16
This is a very fun game. Its never short on content because of the hardwork for the devs. If you like little colony management games this the right game for you
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Most Helpful Reviews  In the past 90 days
28 of 29 people (97%) found this review helpful
2 people found this review funny
Recommended
20.2 hrs on record
Early Access Review
Posted: March 23
Great management game with a pinch of Lovecraftian feeling.

Do not expect a comleted game though... the last update made it more convenient but managing your colonists is a pain in the ♥♥♥, as they often seem to wander around randomly, not following orders or stopping all the time to do something else.

In game descroptions are vague, many times it is not clear what an item, building does, what is the connection between them, or some ingredients are still a mistery for me, what are they. (you only see an icon of a red fluid but not even its name)

Controlling armies is hell, all you can do is to set a rally point where they will go or not, thus combat is very clunky.

But despite all of this cons, it is an overall enjoyable build but I really hope they chisel it much much more. The devs are quite active, the game has a very nice atmosphere, I definitely recommend to play it but with a big disclaimer that if you want a finished, seamless experience, rather just follow the game for now.
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25 of 27 people (93%) found this review helpful
1 person found this review funny
Recommended
51.6 hrs on record
Early Access Review
Posted: March 6
So, i'm a fan of city sims and time-management games in that genre. They're really fun, and ridiculously time-consuming. Clockwork Empires is a great addition to my collection of those. It's got a lot of survival aspects, and the game is really customizable in play.

First, you've got two- technically four - kinds of settlers - which, i'd like to point out, are all unique; i've never run into two settlers that look EXACTLY alike. There's always some little difference, at the least. Anyhow, a total of four types, technically. Really there are two: Overseers and Laborers. Overseers are further divided into three types: Regular, Skilled, and NCOs (Sergeants). Regular overseers have no special skills, and most starting options just have these. They're useful overall, and the majority type of overseer you'll get, so yeah. Then Skilled overseers start with one or more skills that are higher than the others. NCOs (Or Sergeants) come prepared to be soldiers. You normally only get one when you start the game. Otherwise, you need to make a barracks and assign a regular work crew to it; eventually that overseer will be skilled enough to be called a Sergeant.

Each settler - overseer or laborer - also has traits. Characteristics which make them unique - and they really are unique. Some traits are beneficial, others can be detrimental. But it helps you figure out who would be best working in what job, which is really nice. Say an overseer wants to be a farmer, or is a pioneer (Like working outdoors). Then you'd assign them to be a farmer. If they like doing paperwork, assign them to the diplomatic office or make them a scientist. It really helps give you a way to streamline and enchance production capabilities. Laborer's also have traits, but they rarely make an impact; laborer productivity is mostly determined by overseer productivity.

Your best strategy is making sure your overseers are comfortable - but you've still got to take care of everyone, or you'll have people going on strike, cults forming, and/or people killing each other. Early game can be difficult, but once you've got enoug farms to support yourself, it's fairly easy to just keep upgrading your support base to slowly accomodate more and more people.

Once their basic needs are taken care of, you've got to focus on comfort, and focus hard. Services like churches, pubs, and fancy foods make everybody happy, and both workshops and homes need to be properly decorated. Otherwise, your workers and overseers will slowly get angrier and angrier. Eventually, they'll come to work less often, and for less hours. Then, if it gets worse, or just doesn't improve, they'll eventually just stop working. It can sometimes be ferociously annoying, but the dynamic of it is just fantastic. And yes, it can be counteracted; eventually, they'll get it out of their system, and come back to work. It'll repeat all over again if nothing changes, though.

Combat in the game can be...frustrating, at times. Only your NCOs and laborers assigned to their squads will ever fight. Otherwise, your people just run away as fast as possible - which is often equal to the speed at which they're being chased. Then they stop to find direction, and take damage. And the process repeats. So it can sometimes get frustrating, especially if your NCO has been killed, or you don't have a barracks, or such like that. But otherwise, it is fairly nice; though your troops wil ldie easily against Obeliskians. Just saying. I'd advise using at least 2-3 squads per group of them.

Overall, the game is amazing. It's not quite gotten finished yet; there are still bugs, crashes, and some lag problems to be addressed. But overall, the quality of the game is that of a finished product; it could just be polished and refined to make it an even better finished product. If you're looking for something well done, and you don't mind the occasional crash, i'd recommend Clockwork Empires.
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46 of 81 people (57%) found this review helpful
1 person found this review funny
Not Recommended
10.9 hrs on record
Early Access Review
Posted: April 16
See below for developer response. It's not a bad response. In fact it is the kind of friendly response I expect from gaslamp games.

I like gaslamp game, and a steampunk dwarf fortress clone is a cool concept, but for 30$? No... I'd rather buy gaslamps other game with its expansions (dungeons of dredmor) for three of my friends. It would cost about the same. The main issue is that Clockwork Empires is a glacial game in which nothing you want to get done, gets done. A friend of mine told me to not assign lots of tasks all at once, but even with one job that needs to be done, it just doesn't get done. The reason for this, as I see it, is the "work crews" system. None of your colonists will do anything that another work crew has decided it wants to do. If you want them to cut trees, only one crew will do it while the others sit on their thumbs. Building a workshop? No, not if someone else is doing it. The only place where this system works is in the workshops themselves. The work crews will dutifully attempt to fulfill whatever task you set them within the workshop you have assigned them, BUT they won't usually do anything except work within that workshop and even when they are assigned the workshops they tend to do the tasks you set at a fairly casual pace. Another issue with the work crews is the overseer. Each work crew has one. The overseer is basically the leader of each work crew. Even the military squads have overseers (called COs). Why is this an issue? Well, losing one of your workers to a bandit attack is no big deal, except that it will slow the work crew down a little. Losing the overseer though means that the workcrew is immediatly disbanded, leaving all the workers in that workcrew jobless. Workers who are not in a work crew DO NOT WORK. They don't do a single ♥♥♥♥♥♥♥ thing when they are not in a work crew. This is mitigated in military squads by a recent change by the devs which makes military squads automatically assign a new CO when it dies. By the way, you can't create new work crews. You need to wait for overseers to immigrate and then they start new work crews. This game would be fine if it weren't for the work crew crap. If every worker had his or her own will and could do tasks independantly of one another, but they can't. In Dwarf Fortress, losing is fun. In clockwork empires, losing is often tedious and frustraiting. Why? If it weren't for the work crew mechanic, you might actually be able to prevent whatever it is that caused you to lose.

The graphics are nice, and the music is appealing. Hell, the controls are way easier than DF or other DF clones. but the workcrew stuff makes Clockwork Empires far too tedious. All the flashy lights, pleasant sounds, and simple controls in the world will not make up for bad gameplay though, and at 30$ you are really better off buying something else. I'll throw this in the bin where I put other massively overpriced games.
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A developer has responded on May 6 @ 1:19pm
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3 of 3 people (100%) found this review helpful
1 person found this review funny
Recommended
132.5 hrs on record
Early Access Review
Posted: April 3
Great fun - but still rough around the edges. It's a bit like the old Settlers games but has big wodges of Dwarf Fortress thrown in for good measure. It's quite tough, quite slowly paced, but if you like city-building games, you'll be golden.

Once it all goes to hell (and it tends to) you just have to sit back and watch your beloved colonists eat each other. Er ... Hurrah!

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3 of 3 people (100%) found this review helpful
Recommended
19.6 hrs on record
Early Access Review
Posted: April 10
This is a fun and quirky colony management game. It has bugs, but by in large is very playable and because of the cool look and funny writing I more than willing to forgive that. A slightly slow development time, but they are a small company and you know what, THIS IS EARLY ACCESS. I have throughly enjoyed watching my village get overrun, by fishpeople angry because I ate their babies or by the cult of cthulu that I allowed to develope.
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2 of 2 people (100%) found this review helpful
Recommended
16.0 hrs on record
Early Access Review
Posted: March 13
Clockwork Empires is an early-access colony management game. Although still in development, the developers have paid a lot of attention to making the game stand out with interesting Theme Hospital-esque base building mechanics and cult backstories in your colony. The game is always improving at a very steady pace, so it is worth your money if you like what you see in videos.
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3 of 4 people (75%) found this review helpful
Recommended
79.9 hrs on record
Early Access Review
Posted: March 11
I play a lot of early access, and this is very, very good. Reasonably stable, with a good autosave and already great complexity after only a few hours play. If you liked Tropico, you will love this, as it is back to the good bits without too many of the later bad bits Tropico added. Do not be put off by the more Lovecraftian elements, as they are charmingly implemented. I thought it was a bit expensive for ea at first, but I would say it is well worth the money, and I am by no means a dedicated gamer. Buy it, and be a part of the development of this beautifully rendered and, after the first hurdles are overcome, nicely complex game.
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2 of 3 people (67%) found this review helpful
Recommended
11.3 hrs on record
Early Access Review
Posted: March 11
Great strategy game. And it works now!
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