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:
Mostly Positive (368 reviews) - 72% of the 368 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 (89)

September 21


Clockwork Empires Beta 54B has now been posted to the Experimental Branch on Steam. Major changes include the removal of repair trunks, and... well, honestly, a heck of a lot of things - we're not even sure where to summarize; however, it's a heck of a lot better. As always, experimental builds are opt-in on Steam.

Changes below:

  • text input boxes now have a caret
  • keybinding widget now works in Configuration screen
  • crash DMP reporter now correctly reports crashes when triggering MSVC internal error or SIGABRT
  • upkeep removed as-such; it's being replaced with Office Supplies!
  • Naturalist's Office now uses ammo for hunting, paper for surveying (scouting is free)
  • Barracks now displays weapon stats & otherwise has a useful UI
  • Barracks now used to supply ammunition to soldiers; different weapons use different types of ammo. If ammo runs out, soldiers will default to using pistol
  • Foreign Office now requires paper to do bureaucracy
  • Foreign Office workers will prioritize use of modules that increase their work speed ie. Bureaucrat's Desk
  • Barbershop now requires Medical Supplies to do healing; if Sulphur Tonic is available, it will be used to make healing more effective and more pleasant
  • Chapel now requires Iron Cogs as votive material to perform religious services
  • Academy now requires paper to do training; if ink is supplied, it will double speed of training
  • Mine now requires trusses to operate
  • Laboratory now requires Science Materials to perform research
  • UI for all offices has been given a polish
  • UI for all offices now has various alerts for reasons why work cannot be performed due to lack of overseer/modules/supplies
  • weapon power/damage/range rebalanced
  • added Serpent Bell icon
  • added new ore distribution - varies based on climatic zone
  • added a new mining tech
  • added a number of new commodities and workshop recipes to support the new office overhaul
  • military may now do "cull troublesome animal"
  • mine UI now displays more information
  • rewrote assignment beacon rendering code to fix floating outline ugliness
  • added terrain decal scene graph to render assignment beacons and other "zone-like constructions" after terrain but before objects
  • added visual cue to indicate that a module must be affixed to a wall
  • all recipes should now grey out correctly depending on your materials
  • all modules in the game now have sort IDs and will display in the Modules Menu in a much more logical order
  • a huge number of events now trigger sounds on firing
  • made significant improvements to Meteor Shower event arc
  • added/improved tooltips on a large number of constructions and buildings
  • fix to Event Arc-related science jobs
  • fix to Event Arc-related selenian AI
  • renamed some office UI to try and make it a bit more clear
  • removed skill effects on tree chopping/foraging
  • added sugarloaf to traders
  • more info for character info tooltips
  • Ordering strings for commands and for buildings and modules.
  • fixed order strings so they now also work on the filter buttons on the module placer UI
  • added locking and unlocking of embark locations by biome type
  • randomized start backgrounds
  • added command tooltip details
  • some small changes to where tooltips show up so that they look less like garbage
  • added additional safety aborts to consume supply calls in fsms
  • added better feedback to early safety rating
  • added airdropcrate pos test
  • made artifacts tradeable
  • removed the Alone loadout
  • added a safety check for if you removed a worker from the academy while they were working
  • made improvement to tutorial controls image
  • did major update to all tutorial text
  • redid a number of building tutorial images
  • wrote all Colonial Handbook help files
  • removed a mysterious sound that played when nothing happened
  • minor cosmetic improvement to Artist event arc
  • workshop button now turns red when commodities are unavailable for a production that is set for a job
  • added details for unlocking biomes
  • added more tooltip stuff
  • area designation stamps now highlight what objects can be selected
  • rewrote all flatten terrain code. flatten terrain jobs are now not listed in a giant bulky mess at the start of the assignment, but are assigned first-come-first-serve. this fixes lurching performance issues when a user has a lot of flatten terrain jobs selected, as well as... works...
  • moved flatten terrain to assignment beacon, so it can be cancelled etc.
  • Flatten terrain target height now displays in tooltip
  • "Designate Building" dialog now attaches to blueprint for confirmation once it is drawn out
  • added more cult stuff
  • improved more cult stuff
  • Steam Knights made more reactive to threats
  • made reactions to horrors more expressive
  • foreign civilians will properly flee from horrors
  • added "Cry over Body" job
  • lack of booze for Public House will generate alerts
  • removing forageables can be done via left-click, per object
  • added small vs. large stockpiles
  • clarified bric-a-brac display names
  • made Occult Inspectors slightly more expressive
  • "Workbench" is now "Assembly Workbench" and is used only to make modules, except in the kitchen
  • added new module: Decor Workbench. Makes all relevant decor items for that workshop
  • removed module recipes from ceramics/carpentry workbench
  • removed decor recipes from all modules that aren't Decor Workbench
  • Mine now caps depth if you don't have modules required to dig deeper
  • removed basic brew, added back individual brewing recipes
  • gave better icons to most military techs
  • improved a bunch of tooltips
  • Fishperson-related alerts should have sounds more consistently now
  • changed all civilopedia references of "citizens" to "colonists"
  • added product listing to mine tooltip
  • added Workplace system
  • failure states for workshop jobs now show properly.
  • added parent container code for office UI buttons
  • Quality of Life is now a first class element in the character info panel
  • Combat tooltips pared down significantly
  • can now add widgets to the front of a container's stack
  • balance: QoL effects adjusted
  • balance: fishpeople made weaker
  • balance: increased starting food amounts
  • balance: surface stratum of mine now includes sulphur
  • balance: Chemical Works has been moved earlier in the game progression
  • balance: bandits given worse weapons
  • balance: changed cost tiers of a vew buildings to streamline the early game
  • balance: lowered quality bonus from rugs since they don't block walkspace and are therefore superior to normal decor
  • balance: Immigration now takes longer between waves the later you are in the game (max immigrants increases as well, however)
  • balance: Chapel effects now emphasize lowering despair
  • balance: Pub effects now emphasize lowering anger
  • balance: added more high ground in temperate swamp biome
  • balance: added more guaranteed starting surface clay/stone
  • FIXED: static buttons for work crews
  • FIXED: finally fixed our scrollable vert boxes so they don't do weird things with scrolling too far and their padding isn't horrible. Finally. After 2 years of this bug.
  • FIXED: edge cases for the building confirmation window
  • FIXED: offset so that modules menu isn't below the screen. My bad.
  • FIXED: attempt_emote.fsm
  • FIXED: added safety check for scripterror in fishperson cult arc
  • FIXED: added safety check for scripterror in rogue stahlmarkian
  • FIXED: obeliskian_melee error
  • FIXED: incorrect Ceramics Workshop tech modifier display
  • FIXED: crash deleting a stockpile
  • FIXED: crash deleting a house
  • FIXED: crash deleting a workshop
  • FIXED: in the event that the game didn't crash while deleting a thing, it would appear with a graphical artifact glitch
  • FIXED: progress bars with "0" percent in them still showed some percent
  • FIXED: on rare maps, all characters and everything in the world will suddenly start sliding into the lower left corner of the screen
  • FIXED: lock up in character screen when character had maxed out skill tree or zero skill
  • FIXED: disappearing modules
  • FIXED: bug where unassigning a work crew wouldn't immediately update the window.
  • FIXED: Tutorial FYI text boxes can now expand properly.
  • FIXED: tooltips being basically everywhere.
  • FIXED: image buttons not pushing their size appropriately
  • FIXED: crash deleting farm and building new farm
  • FIXED: gameSimRequireGameObject not working correctly for requirements; various other graying behaviours not working correctly
  • FIXED: a bunch of bad button typecasting
  • FIXED: Mysterious Ore drop position
  • FIXED: issue in tutorial that prevented it from progressing
  • FIXED: a number of bugs in production menu grey-outs
  • FIXED: scripterror in building name change
  • FIXED: military culling of bad animals
  • FIXED: you may now place the Lower Class Rug
  • FIXED: player didn't get ownership of bar of gold gift
  • FIXED: loading bay door claiming to add -1 quality in tooltip
  • FIXED: military culling of bad animals
  • FIXED: lc rug
  • FIXED: incorrect action text on bandit spawn FYI alert
  • FIXED: incorrect Novorusian text
  • FIXED: foreign office error
  • FIXED: trade bool on dormant spore
  • FIXED: Boxed Macroscope constuction
  • FIXED: bug where minimum number of immigrants could be 0
  • FIXED: some food was tagged as both overseer and labourer-preferred
  • FIXED: civilians will now only consider melee/ranged attacks if they are not within some distance (X) of a military character
  • FIXED: crashed airship event weirdness
  • FIXED: scrollbars not sizing correctly on OS X
  • FIXED: assignment beacon drop zones now only show those beacons visible for the current selection mode
  • FIXED: assignment beacons now correctly encompass all objects inside (Although it is a little conservative)

As always, feel free to report changes either here on our forums at www.gaslampgames.com!


-- GG

5 comments Read more

August 26


Beta Build 54 of Clockwork Empires, "Yes, Inspector", is now available on Steam!


  • added a new Mine system
  • improved Naturalist’s Office
  • improved Public House
  • added a Training Academy
  • lights!
  • many UI improvements
  • vast & sweeping Upkeep rebalancing
  • Game Over stats
  • The Larch


  • Mining interface completely overhauled; depth now unlocks deeper strata which the player may choose from when mining. Different stratum combine with nearby resource points to result in different sets of products when mining. Deep mines may find interesting things.
  • added 3 new Mine modules: Dewatering Pump for mines, Ventilation Unit, and Steam Distributor
  • rewrote ore vein distribution
  • FIXED: button bug with mines
  • FIXED: mine output bug in deeper stratum
  • FIXED: infinite new ore veins in mine
  • FIXED: horrifying infinite loop bug when acquiring 2nd bonus ore vein in mines

  • added new office type: “Training Academy” (your overseers can learn skills here faster than normal)
  • overhauled Public House (can select booze type to serve, booze type appearance is preserved when serving, colonists can self-serve, pub given larger effect on memories/QoL)
  • Naturalists now can be set to various modes including: Scouting, Hunting, Mineral Surveying
  • a Scouting Naturalist can see extremely far, modified by naturalism skill
  • a Hunting Naturalist will hunt – and will attempt to find game if none is visible (only Naturalists & crew may hunt now)
  • a Mineral Surveying Naturalist surveys minerals in a normal way
  • Pubs will serve tea if they are out of everything else
  • removed Cot from Barracks
  • Naturalist’s Office given better tooltips
  • Pub: Booze Vats now required to increase Pub drink stock capacity
  • added Bureaucrat’s Desk: These can be built in the foreign office as an upgrade over Standing Desks to speed up your diplomacy point acquisition.
  • FIXED: can no longer reset research in lab with fewer points than advertised
  • FIXED: various incorrect utility caps in office jobs leading to unexpected behaviour with certain office workcrews
  • FIXED: science skill display in Laboratory
  • FIXED: header on Laboratory points filled alert
  • FIXED: various issues with Foreign Office jobs not being carried out correctly under some circumstances
  • FIXED: bug with mining techs
  • FIXED: changing research category in Laboratory could mark projects as “already researched”
  • FIXED: lab techs displayed “researched” after switching programs
  • FIXED: error in controlling skill for Foreign Office work
  • FIXED: Public House will no longer be stocked with booze you do not own
  • FIXED: “you need a barracks” warning firing when you already have a barracks

  • added unique icons to some of the new traits
  • added tech to boost quality of life for outdoor workers
  • foreigners who die inside your colony will now automatically receive burial
  • despairing colonists will cure themselves using Laudanum distributed from the Pub
  • balance: halved the maximum number of characters you can receive from a single immigration wave
  • balance: beds now restricted by character social class
  • balance: Cots and Lower Class Chairs no longer require upkeep
  • balance: killing for the first time gives a harsher emotional impact
  • balance: colonists with over 50 despair will start freaking out and cease to work until their despair is under 20 (If possible they will avail themselves of pub/chapel services to speed up recovery)
  • FIXED: friendship scripterror
  • FIXED: rare resetWeapon scripterror
  • FIXED: scripterror in “get swole” if overseer job was changed rapidly and thus anim name was lost
  • FIXED: eating fishperson pie is no longer considered cannibalism
  • FIXED: added additional check during character damage calc due to scripterror after attempt to damage deleted character
  • FIXED: a bug that was preventing colonists from getting memories sometimes
  • FIXED: unified name of all the variables for despair
  • FIXED: weird one-off script error with pathfinding not aborting correctly
  • FIXED: military morale check was backwards
  • FIXED: female armoured bandit did not have class-based anim defs leading to very rare errors that would freeze colonists in place forever under certain conditions
  • FIXED: military will no longer butcher corpses unless exceptional circumstances prevail

  • new module: Advanced Workbench; allows creation of upkeep trunks, bricabrac, boxed modules in bulk
  • characters picking up a stack of m things from a stack of n items no longer play their animation m times; they play the animation once and pick up the entire stack, all at once
  • minor tag updates to a few commodities/foods
  • animal butchery now returns stacks of meat, like other resource-exploitation jobs
  • meat from when animals ‘butcher’ a corpse inside civilization will automatically be claimed by player
  • added The Larch (to research and then grow for a source of timber)
  • Workshop upkeep jobs are now handled by the workshop work crew, if a workshop work crew is available
  • booze commodities are now crates when not being drunk
  • balance: military modules now require upkeep
  • balance: reduced upkeep costs across the board, but especially for low end modules
  • balance: further upkeep nerfing (deal with it)
  • balance: nerfed upkeep costs EVEN MORE
  • balance: animal meat output increased
  • balance: failed upkeep now makes work take ~8x as long rather than completely shutting down workshops
  • FIXED: not saving/loading workshop module attached to a job between saves would cause production menu to occasionally not update when a job was complete
  • FIXED: commodities disappearing from stockpile when two containers are merged (again!)
  • FIXED: all instances of gathering materials for construction now require that you own said materials
  • FIXED: uncommon scripterror upon shiftchange for unfinished building when left unfinished for a very long time
  • FIXED: logic error in upkeep job creation causes building with exactly 1 upkeep cost to not perform upkeep correctly
  • FIXED: weird occasional scripterror when creating something in a workshop
  • FIXED: some module costs
  • FIXED: can no longer hit demolition many times on a building and cause errors
  • FIXED: beetles wouldn’t drop lacquer

  • if traders are already in your colony, additional traders will no longer appear until the existing traders have left
  • requesting traders via Foreign Office requires that no traders be on the map already
  • balance: traders will now always have some repair trunks and basic materials on them
  • balance: added opium to traders
  • FIXED: you can un-designate trade goods and the green outline will disappear
  • FIXED: Boxed rare paintings are now tradable
  • FIXED: traders will no longer appear w/o trade goods in their hands
  • FIXED: crash when opening trade office menu
  • FIXED: trade goods in stacks now correctly un-designate too
  • FIXED: subtle errors in Foreign Office to do with missions that involve requesting traders

  • added a first pass at game over screen
  • added an Occult Inspector event
  • added Rogue Artist event
  • “singing terrain” event arc effect increased
  • Sunny Day now starts during the day (because it’s weird to start this at night)
  • made rogue stahlmarkian starting position more random
  • event arcs made smarter about pushing information to ticker history
  • Novorus Logging Moratorium and Stahlmark Smithing Prowess foreign office events are now tracked using the event arc system
  • balance: cultist murderer option now easier to access
  • FIXED: more instances of empty-handed traders
  • FIXED: alert for angering bandits appearing when no bandit witnessed your desecration of their foul tents
  • FIXED: bug in “Stahlmark Smithing Prowess” event where it failed to track how many iron bars you had made
  • FIXED: scripterror in rogue artist event
  • FIXED: scripterror in Rogue Stahlmarkian if rare conditions occur
  • FIXED: broken icon in alert for favour_redcoats
  • FIXED: broken fishperson job loop under certain circumstances
  • FIXED: math error in disturbance points that made them higher than intended

  • the building commands menu is now split into more subcategories
  • assignment beacons are now grayed out when their assignments are disabled
  • rewrote a number of building descriptions to make their usage more clear
  • foreign relation state changes now handled as FYI-style alerts
  • tooltips can now be anchored to screen position
  • added wrapped text overload constructor to cut down on illusion code lines
  • object tooltips now show how many of a thing are owned, show tags
  • character tooltips are now anchored to bottom right, and are starting to show useful information
  • upgraded some core building icons to be more visually distinct
  • camera tutorial now mentions that spacebar pauses the game
  • character tooltip info now visible in the work crew screen and the population list UI elements, because we all wanted them there in the first place
  • added Quality of Life ratings from 1 to 5 (& more info in the pipe)
  • added more functionality to the character tooltip (more to come): Will show more information about why a character is not doing something useful and what to do about it
  • Quality of Life attributes for characters are more closely attached to specific emotional states in order to make it easier to provide clear solution steps via the UI for a character’s state
  • added a little icon for whether characters are currently on-shift to the tooltip
  • population list window has been edited to show more information, the filters have been temporarily removed
  • FIXED: title of “aristocratic manor” command no longer says “A”
  • FIXED: typography on j and other characters
  • FIXED: tooltip info persists across save/load
  • FIXED: an issue where for initial pause tooltips for characters were broken
  • FIXED: Work crew panel now displays the name of a workshop/assigned zone if there is one (instead of “No Assignment”)
  • FIXED: workcrew UI for farms no longer forgets that a work crew is assigned to a farm unless they’re currently farming.
  • FIXED: some bad widget deletions causing Bad Things
  • FIXED: some memory handling issue with UI elements

Engine & Others
  • added ability to attach lights to static props (& tool support for this)
  • added lights to a number of existing modules
  • you can now build lampposts
  • horror corpses can now be destroyed by damage
  • steppe biome now uses lower hill generator
  • added more terrain softening between alpine clearing and temperate swamp
  • added new acceleration code for closest lambda queries (optimization!)
  • FIXED: combat music cues should only fire for combat involving your colonists
  • FIXED: depressingly complicated scene graph loading bug causing crashing on save games
  • FIXED: another, different, save game crash
  • FIXED: loading the save game you just saved causes colonists to re-appear twice in the colonists list
  • FIXED: large, complicated race condition
  • FIXED: game locks up suspending or closing a job where a job is being cancelled, but the FSM hasn’t picked it up yet
  • FIXED: weird crash loading save games where you have a beacon with an interactive object with no message receiver, and no I don’t know how this happens either but we handle it now
  • FIXED: crash when clicking on module button rapidly

The development progress page has also been updated, with exhaustive notes on the status of the project, as well as even more details on the stuff we included above. And pictures of our pets. You know you want to see cute animals.

Let us know what you think! We may not respond to everything but we DO read everything. Feel free to discuss the update right here, over on the Steam discussion page, or on our official forums!

Always remember to cooperate with Local Purging Authorities,

-- Gaslamp Games

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


“Victorian Steampunk at its finest”

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

“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!

  • 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

Mac OS X
    • 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.
    • 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.
    • 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.
    • 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 Sept. 2016! Learn more
Mostly Positive (368 reviews)
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Display As:
283 reviews match the filters above ( Mostly Positive)
Recently Posted
22.5 hrs
Early Access Review
Posted: September 21
I brought this game back when it was released on early access and i don't regret it, the developers are very active and make at least an update a month, and check the forums looking for bug reports and actualy listening to players (Like in the recent debacle about building upkeep, a thing that players hated and the developers, in turn, are going to remove the next update)

Helpful? Yes No Funny
305.0 hrs
Early Access Review
Posted: September 14
Great game, good potential.

Can be challenging to get a good colony running, but great fun when you get it running well (the Colony).
Helpful? Yes No Funny
33.3 hrs
Early Access Review
Posted: August 27
really good game dose still have its moints were it will crash or you will load a game and parts will be there but will not show on map end of day is good fun and can kill some time,
Helpful? Yes No Funny
0.8 hrs
Early Access Review
Posted: August 24
Mac version still SUPER buggy and unstable. Not recommended it you're planning to play on Mac.

It's still in Early Access, and I like the premise of this game, so I will happily update if this improves.
Helpful? Yes No Funny
53.6 hrs
Early Access Review
Posted: August 22
love it.. in overal its a great game.. it got more depth and story then any other games of this kind i know :)

i dunno where the bugs are.. besides the ones crawling on the ground destroying crops !!

what i did found that it is hard.. i always get over run by some aliens or fish ppl aafter 1,5 hr playing.

so im hoping for a sandbox option :D

Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
15 of 17 people (88%) found this review helpful
164.8 hrs on record
Early Access Review
Posted: August 29
I bought this game when it first came out, and let it sit for a while, and I come back pleasantly surprised!

The devs have clearly put a lot of consistent work in, and the game is steadily fulfilling the promises made when the game was announced. I'm happily building my latest colony to greatness (while keeping my colonists from sucumbing to Cultish Influences and [REDACTED]) as we speak.

As to the recent negative reviews, one person appears to be in a spat with the devs over 1 (one) mechanic which is at absolute most a minor inconvenience (and indeed is designed to be that way), and the other has so clearly not learned to play or paid attention to the game that I'm shocked they had the confidence to write a review.

Clockwork Empires is a great game now, and by playing it now you can invest in an even better game to come!
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14 of 20 people (70%) found this review helpful
Not Recommended
84.8 hrs on record
Early Access Review
Posted: September 9
(I've bought this game on May 4th 2016 and it is September 9th 2016 at the time of writing this.)
During these 4 months I've had a couple of enjoying runs with the game. Some features are being added and development is moving at a normal pace I think.

Even after 85 hours with this game unfortunately I cannot recommend it at this point.
Even though there have been multiple stable patches and fixes in these 4 months, some basic game-breaking bugs are still there. As a developer I'm not very encouraged by the fact that these game-breaking bugs are simply not addressed. Like for example the Stockpile bug - delete any stockpile and the game immediately crashes.

And even though it was fun to progress on each separate run (even before the 2X speed setting), it got to a point that I'm simply too frustrated.
I spend 4-5 hours to build a good colony with a good balance and then things start breaking down around me. Why? Because a certain building simply stopped working: the sims are there, the materials are there, modules and everything are fine, but it simply stopped working. Now you have to demolish a building and re-build it. Then something else breaks down. Then an important item is bugged and cannot be produced no matter what, so you can't progress after that. Rinse and repeat.

So even though the concept, graphics and overall gameplay are nice, I'm just too tired of starting game after game just to hit an impassable wall caused by bugs.

If the game ever comes out of Early Access - consider buying this, but until then get Rim World.
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5 of 5 people (100%) found this review helpful
135.0 hrs on record
Early Access Review
Posted: September 10
Game is awesome, still being worked on but it is more complete than not complete. The people making the game listen to suggestions and are VERY communicative with people. It is my favorite part of this game. 30 bucks might seem high, but youll be paying pennies an hour by the time you are done with this game if not less than a penny an hour. Strongly suggest to anyone that enjoys world building city building colony managing simulation style games. This is definitely a slight twist of those genres but it is addicting.

Keep in mind too after reading some negatives- there are bugs in this game sometimes, they patch them quickly and new bugs arise sometimes. This game is extremely complex compared to others of its type. You would be amazed with the character depth on this game. But people saying things STOP WORKING or WONT BE FED , they are not playing the game correctly. Keeping happiness in your colony is EXTREMELY hard and takes a while to figure out. When your colony is unhappy they will not work, thus it truly makes it feel like the game is way buggier than it is. There are a few crashes here and there, I am not denying that. But people going into despair or anger is the biggest cause of negative reviews on this game. I assure you of that. If you keep peoples happiness high (which you wont do for a few runs at the game) you will succeed in building a colony and having it last. If you dont however, they stop working, cults arise, fish people attack, people die, people starve (because your kitchen wont cook, your foragers wont forage and your hunters wont hunt obviously)

Its a very challenging game, there is a lot more to it than meets the eye. It is very in depth. I have 111 hours on it and I still go "OHHHHH" all the time.
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4 of 4 people (100%) found this review helpful
62.0 hrs on record
Early Access Review
Posted: September 10
This is a colony-builder of impressive depth and flavor. I should note that this game is in beta, and as such crashes are still an issue. Autosaves every ten or so minutes allieviate this somewhat, and I believe the game is engaging enough to play despite the crashes.

It's also worth noting that Gaslamp Games has an impressively active forum over at their site: www.gaslampgames.com . The forum recently completed its second Community Colony, which ended in complete, unqualified success and in no way ended in flames borne of heterodox spirituality.

Edit - formatting
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4 of 4 people (100%) found this review helpful
175.9 hrs on record
Early Access Review
Posted: September 11
Great game really enjoying the beta so far that being said it is still in early beta with many features not yet added or fully working
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Most Helpful Reviews  Overall
248 of 290 people (86%) found this review helpful
2 people found this review funny
131.0 hrs on record
Early Access Review
Posted: August 15, 2014
*edit* January 2015: So I first wrote this way back in August 2014. I've stuck with the game, and it's development has interested me enough to hold my attention to the present day, January 2015. I've even gone and made a bunch of YouTube videos, which I'll link - those should give interested parties a good idea what actual gameplay is like.


August 2014: My Hours Played don't reflect my actual play time; 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.
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86 of 91 people (95%) found this review helpful
29 people found this review funny
564.1 hrs on record
Early Access Review
Posted: January 19
At 439 hours played I have to say that this is my favourite game on steam. I just love it. Yep it is not finished. Yep major bits are not yet working, yep there is still quite a way to go.

But it is funny, charming and bonkers. It has lovely animations and background flavour text, cubes of flesh and sausages. I am 51 and should really be getting on with my life but keep clicking the damn play button even though I have seen everything in the game many times. Some eldritch facination keeps drawing me in like a dumb cultist to some sleeping horror bemeath the waves. I have watched the game grow from something that barely works at all to something that sometimes works a bit.

But beware my review as I thought Towns was really good.
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88 of 106 people (83%) found this review helpful
77.8 hrs on record
Early Access Review
Posted: August 17, 2014
UPDATED REV 42E: The Devs have been focusing on bug fixing and mainly changes within the User Interface and Farming area of the game. The U.I has had an overhaul in terms of the character selection menu and information panels. They tell you more about each character, their mood, emotion and progress towards desires. Each character's current effects now show bars as to how it affects their mood within these panels.

The Farming and Kitchen has been addressed in a sense that instead of mass lists of recipes, the vast majority of standard food you can find, gain from hunting and farming has been condensed into a simple "Make food" job where the colonists will use any standard type of food they can find. I much prefer this because it is at the end of the day what you order anyway, all food you can.

Militarily, the barracks function and NCO has been fixed so they now properly train into Regular troops from militia.

Overall, not a bad update at all however as I have previously stated, the game is very much playable and more of the game "content" in that regard, new items, clothing etc, should be coming in the near future because it would seem most systems are now functioning as intended and have been fixed.

UPDATED REV 41D: Constantly changing and evolving, CE is more stable than ever. So many changes in the latest builds from REV 38. The majority of issues have been addressed to the state that you can pretty much play for however long you like. Once you start getting larger populations however you may still encounter the odd bug or issue. On that note the Devs are reaching what I call the last loose ends. Fixing the remaining issues that people encounter and adding in the systems left.

The UI has been updated massively and there are various new systems in place such as the events which are now much more refined. There is a starting property ownership system in place which is going to be built on to eventually include owning clothing, various objects and so on. The workshops have been overhauled and recently just added in is the new Military Barracks which replaces the old system of training. You assign a Military Officer or Militia NCO to the Barracks and he/she will start to train troops into Regulars.

The favour system has also been recently amended. For example you can now recieve a prisoner work group which will assist your colony doing various tasks for 3 days. Many now have a time frame. The squad of Regulars led by an NCO also assist for 3 days (or is it 5?) for example.

All in all a lot has changed to list, including minor changes but the game has made substancial progress certainly.


UPDATED REV38 : So much has changed since my last update. This is now Clockwork Empires in the Official stable gameplay stage now. You can play without any major issues, no crashes or that. They have added removal of buildings, planning changes, new User Interface elements and refined Combat mechanisms and A.I for colonists and elements alike. If you were following this previously, then now is a pretty good time to join in the fun and development of Clockwork Empires.

The team is constanly updating it, each update bringing much better features and now that all the bug bashing has really been done, it is content that is being brought in. Cults have been revamped, basic diplomacy is now functioning with minor factions like bandits and so on bringing all sorts of events that your decisions can affect your colony and how long it survives. Far too much to list but the future of CE is very bright indeed!

UPDATED: REV33: By far the best update that has been implemented. Now with complete re-designed mechanics and Graphics, the game runs certainly, much smoother and MAC support is now in the works with basic features working. The game has came a long way from the past 2 builds and with new features such as bandits, new animals, refined combat and economics and UI the game is definitely coming together. Again I would still be waiting a couple more before buying but in terms of my level of "playablility", that stage has almost been reached.

Original Review:

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 :)
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62 of 74 people (84%) found this review helpful
16.2 hrs on record
Early Access Review
Posted: April 7, 2015
As a fan of games that allow the player to start a civilization from a small group of people, it felt like a no-brainer to keep an eye on Clockwork Empires, and when I was given the opportunity to review it, I gladly accepted the challenge.

Without any further delay, I present to you my review of Clockwork Empires.

From the moment you start the game, you'll know that something is being done right. From the well-designed menu, to its enjoyable graphics, Clockwork Empires is a gem in the making. Your job is to start a colony, and to do so, you're given a certain amount of colonists and some materials.
The wonderfully written tutorials will also provide you the necessary knowledge to build according to your colony’s needs. While building, you'll also have to keep your colonists happy and well fed, as well as safe from all hostile units, such as the dreadful fishpeople.
The graphics are really enjoyable, and the scaling used on certain objects/units will certainly create a laugh or two.
To accompany all of the above, some nice music is put to good use, leaving the player relaxed and ready to build a new empire. Or get his whole colony destroyed by the fishpeople.

  • Excellent tutorial, with some humor to it;
  • Wide variety of materials;
  • Groovy graphics;
  • Enjoyable soundtrack;
  • Well designed crew micromanagement;
  • Large maps with plenty of resources;
  • Detailed tabs with resources available, current jobs/actions being performed, and even an event log.

I've decided to add a "Neutral" category, as they aren't gamebreakers, but could improve the gameplay if polished.

  • Sudden change of background music can sometimes be annoying;
  • Could use a couple more tooltips, mostly to tell the player where to get whatever is missing in the city;
  • Once in-game, the only way to go back to the main menu is by closing the game and restarting it;
  • Could use a delete option on the saved games, considering the files are somewhat big and you can't overwrite them;
  • The characters don't stop moving when you pause the game;
  • The AI could be improved, since characters don't stop moving while hauling/exploring, even if they're being attacked, and they also seem to choose a random table/place to go drop something.

Keep in mind the game is still in Early Access (EA), and the "Cons" mentioned below will, certainly, be tweaked and/or polished as the game gets more and more updates.

  • Excessive amount of hostile units from the very start, although sometimes it's bearable;
  • Lack of "Game Speed" function makes the game boring at times;
  • Inability to remove/cancel pretty much everything.

I'd give it a 7/10 Considering its EA status and it has an active development team, the game is bursting with life, and you can expect it to be a lot more polished by the time it gets its full release.
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70 of 90 people (78%) found this review helpful
37.6 hrs on record
Early Access Review
Posted: August 15, 2014
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.
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