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 (19 reviews) - 63% of the 19 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (358 reviews) - 72% of the 358 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 (81)

June 21

CLOCKWORK EMPIRES BETA 52: "DAYS OF BUREAUCRACY AND KNIGHTS OF STEAM"



Beta Build 52 of Clockwork Empires, "Days of Bureaucracy and Knights of Steam", is now available on Steam!

MAJOR PLAYER-FACING CHANGES THIS MONTH

  • Steam Knights!
  • Barracks control over military squad loadout
  • Exciting Event Arcs!
  • A Better Economy
  • All sorts of UI bits and bobs!

Very long, detailed changelog:

Military, Barracks, & Combat
  • added Steam Knights (accessible via Foreign Office, an event arc, and a special experimental loadout)
  • added some new Steam Knight animations
  • the weapon loadout of a military squad is now controlled by its Barracks; default is pistols
  • additional weapon loadouts in Barracks can be enabled by installing new weapons lockers
  • civilian hunters no longer conflict with your military’s weapon use
  • combat AI tweaked slightly so that soldiers will shoot non-fleeing enemies over fleeing enemies more commonly
  • injured people will use injured walk (this affects combat massively)
  • added Day/Night workshift control button to Barracks
  • adjusted Bandit combat decision balance slightly
  • balance: lowered bandit desire to smash buildings
  • balance: bandits/foreigners no longer drop free weapons for you
  • balance: made soldiers slightly less excited about chasing down fleeing enemies
  • FIXED: bandits will no longer fire at people while holding bread
  • FIXED: fishpeople won’t hit people with meat anymore
  • FIXED: temporary military chars should no longer be assignable to buildings
  • FIXED: foreign traders will now flee the map if their leader is attacked (at all); this should fix ‘stuck’ traders unable to arrive at depot due to their leader lacking trade goods

Jobs/Workshops/Offices/Economy
  • moved “Clear Terrain” jobs into the building construction job if they are automatically spawned by building construction
  • added “On-Shift/Off-Shift” status to the names of idle jobs
  • added Grinder module and Grinder recipes
  • “basic food” has been removed and replaced with a small number of 1-food recipes.
  • added new barracks gun modules (with placeholder models)
  • added more high-tier modules to the game
  • removed “Roast Coffee Beans” from workbench (it’s still on the oven) (this prompted lengthy discussion about the process of coffee-making)
  • added EVERY WORKSHOP RECIPE IN THE GAME to the new multi-item pickup code
  • removed “make/assemble” etc from all workshop recipe names (to reduce text overflow)
  • balance: roughly halved time to construct buildings
  • balance: added cap (1/3 of a day) on time to construct a building
  • balance: adjusted output of stone from surface nodes
  • 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: Distil Rum
  • FIXED: an altar is now required for colonist to want to Attend Sermon (because it is required to give a sermon)
  • FIXED: removing a module will now (immediately) push effects of its removal to parent building
  • FIXED: Maize not being usable in vegetable recipes
  • FIXED: some jobs that were missing job time data
  • FIXED: commodity drop will always hide the object at the end of the merge container cycle
  • FIXED: food and drinks were doubly consumed from the commodity menu when consumed, causing a discrepancy
  • FIXED: if a workshop job is aborted, trash the job and don’t attempt to restart/yield it.
  • FIXED: don’t let a workshop job start with a deleted module
  • FIXED: some vegetables weren’t usable in vegetable related recipes
  • FIXED: opium was impossible to research
  • FIXED: kitchen workbench and metalworks workbench did not display some recipe commodity names
  • FIXED: various typos and incorrect descriptions
  • FIXED: “Harvest Coffee Beans” job renamed “Roast Coffee Beans”
  • FIXED: smelting brass ingots wanted “timber” rather than “fuel”
  • FIXED: plank output display was half of what it should be
  • FIXED: cash crops as trade goods consistency
  • FIXED: Rum distilling (was brewable)
  • FIXED: Mezcal recipe
  • FIXED: brewing and distilling jobs now add to cooking skill
  • FIXED: long clothes line required 1 less bricabrac than advertised
  • FIXED: “make tin exotic caviar” job for workbenches, removed from ovens
  • 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: Public House crash
  • FIXED: perennial crops would only output harvest once
  • FIXED: when merging containers, ensure that the dead container is correctly removed from the container manager (may have caused issues)
  • FIXED: always set containers to visible when something is put into them in a stockpile (workaround for a mystery bug)
  • FIXED: Sulphur Tonic job said it makes Fertilizer when it really makes Tonic
  • FIXED: doing science now increments Science skill
  • FIXED: player-ordered hunting jobs won’t be lost
  • FIXED: chilli stew & molasses output corrected

UI
  • blueprint design mode will now hide all assignment beacons; regular mode will now turn them back on again
  • added # of chairs display to Barbershop
  • changed commodity filter categories
  • did more iteration on UI responsiveness
  • added better UI input handling code for windows that have recently been redrawn (This was causing responsiveness issues with offices in 51C.)
  • added optional code for FYI-style alerts to display images
  • traders will send an alert when they leave the Trade Depot
  • updated UI framework for minimized windows
  • work shift panel now visible on all buildings (& removed old message code)
  • added improvements to escape key sequencing (more work to do there)
  • added more icons to hunger Quality of Life for greater expression of granularity
  • added Grenade Launcher icon
  • re-enabled chair/standing desk display on relevant offices
  • optimized code from widget manager which greatly speeds up work crew menu
  • FIXED: alert stubs not registering themselves with event arcs
  • FIXED: minor bug when clicking the top pixel of a UI window
  • FIXED: a bunch of minor tooltip style issues
  • FIXED: memories will no longer blank out after save/load
  • FIXED: mineshaft now displays its full name in UI
  • FIXED: alert title for full Diplomatic Points was incorrect
  • FIXED: scrollable elements now properly detect mouseover states
  • FIXED: fence icons
  • FIXED: typo in work quality of life description
  • FIXED: mine products display is more readable
  • FIXED: Foreign office wasn’t displaying building quality correctly
  • FIXED: Pulque icon
  • FIXED: ESC when entering module mode and then not selecting anything would incorrectly hide all tooltips.

Characters

  • workshop Quality of Life value updated when assigned/unassigned from workshop
  • food quality of life indicator will now update at the moment after food is eaten OR at midnight after a day in which no food is eaten that day
  • added “Hermit” and “Gregarious” traits
  • work shifts are now assigned per-building instead of directly controlled by the player. rest breaks are now more evenly spread out in most buildings’ schedules.
  • assignment of workcrew to service job should adjust their work schedule appropriately
  • balance: reduced sleep time
  • balance: adjusted relationship of happiness to work shifts
  • balance: slightly increased nighttime sight radius
  • FIXED: minor fix to naturalism surveying animation
  • FIXED: variable walk/run speeds among different entities
  • FIXED: Naturalists will now increment skill when performing naturalism work
  • FIXED: talking to fishperson could freeze colonist (temp. removed this job)
  • 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: characters would sometimes not work during the first shift of their workshift
  • FIXED: The posessive and objective forms of gender-neutral pronouns were reversed
  • FIXED: doing science now increments Science skill
  • FIXED: interactions on corpses now correctly reset after butchery by fishpeople

Events

  • added some new event arcs
  • added ability for events to lock building for special work (& UI to support this)
  • increased range on animal_repopulate spawn (so they don’t get stuck on the edge of the map)
  • if a chapel is given a “special event project”, it will boot out anyone waiting for confession
  • added alerts for Foreign Intervention events
  • “Palmerstoke’s Choice” loadout now includes lacquered planks
  • balance: reduced incidence of bandit/fishperson attacks
  • FIXED: various minor scripterrors
  • FIXED: various typos in events, descriptions
  • FIXED: bandits_amnesty event error
  • FIXED: scripterror in dead overseer replacement event
  • FIXED: small issues w/ tutorial text and grammar
  • FIXED: various text re. “Mechanique” vs “Mecanique” and “L’Autodictatuer” consistency
  • FIXED: if you attempt to send Bandits false information but no bandits exist on-map, alert will inform you of this fact
  • FIXED: tutorial would appear after game start; it no longer does
  • FIXED: players should not be attacked before they finish the tutorial
  • FIXED: in certain rare cases items given to player by events would not be set as owned by player

Engine / Scripting / Save & Load
  • added “save and exit to main menu”, “exit to main menu without saving” buttons
  • rewrote commodity tracking code
  • FIXED: consume_food will no longer leave data in the game spatial dictionary. (In general, if bogus data IS in the Spatial Dictionary, we just clean it up and move on rather than screaming out a giant terrible script error.)
  • FIXED: persistent events are now persistent enough to consistently persist through save/load.
  • FIXED: several crash fixes
  • 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

Other Stuff Generally Resulting From Having Too Many Beers At A Summer Barbecue And Leaving The Meat On Too Long
  • improved aesthetics of REDACTED slightly via glow shader
  • FIXED: Swamp Grass had no description
  • FIXED: if you chopped down a burning tree, it would leave a fire in its place forever
  • FIXED: charred meat ownership is set correctly

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.

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!

Enjoy your Tuesday!

-- Gaslamp Games

11 comments Read more

June 18

BETAS 51F THROUGH 51H ARE/WERE ON THE EXPERIMENTAL BRANCH

Beta 51F of Clockwork Empires is now available on the experimental branch on Steam. It turns out you probably didn't want it; it kind of crashed a bit.

Beta 51G did nothing to resolve the crashing. The people wept.

Beta 51H should, now, be the beta you want, and is hopefully full of that tangy, zippy, down-home taste that the growing street urchin craves, and also sawdust.

CHANGES:

- added Steam Knights (accessible via Foreign Office, an event arc, and a special experimental loadout)
- added some new Steam Knight animations
- added "On-Shift/Off-Shift" status to the names of idle jobs
- added Grinder module and Grinder recipes
- added # of chairs display to Barbershop
- added some new event arcs
- added "save and exit to main menu", "exit to main menu without saving" buttons
- added ability for events to lock building for special work (& UI to support this)
- rewrote commodity tracking code
- changed commodity filter categories
- did more iteration on UI responsiveness
- added optional code for FYI-style alerts to display images
- increased range on animal_repopulate spawn (so they don't get stuck on the edge of the map)
- traders will send an alert when they leave the Trade Depot
- if a chapel is given a "special project" it will boot out anyone waiting for confession
- balance: reduced incidence of bandit/fishperson attacks
- FIXED: charred meat ownership is set correctly
- FIXED: Distil Rum
- FIXED: various minor scripterrors
- FIXED: various typos in events, descriptions
- FIXED: an altar is now required for colonist to want to Attend Sermon (because it is required to give a sermon)
- FIXED: fishpeople won't hit people with meat anymore
- FIXED: bandits will no longer fire at people while holding bread
- FIXED: bandits_amnesty event error
- FIXED: removing a module will now (immediately) push effects of its removal to parent building
- FIXED: Maize not being usable in vegetable recipes
- FIXED: some jobs that were missing job time data
- FIXED: scripterror dead overseer replacement event
- FIXED: commodity drop will always hide the object at the end of the merge container cycle
- FIXED: alert stubs not registering themselves with event arcs
- FIXED: minor bug when clicking the top pixel of a UI window
- FIXED: crashing introduced in 51F when flattening terrain.

Well, that was a thing,

-- Gaslamp Games

8 comments Read more
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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 (19 reviews)
Overall:
Mostly Positive (358 reviews)
Recently Posted
thedonser93
( 59.1 hrs on record )
Early Access Review
Posted: July 1
Great game, full of humor and wit. Updates are sometimes a little slow, but deliver. Looking forward to the finished product. But would reccomend in its current state.
Helpful? Yes No Funny
nbury54
( 1.2 hrs on record )
Early Access Review
Posted: June 30
Keeps crashing on a mac. The game doesn't let you make it fullscreen without messing up your mouse.
Helpful? Yes No Funny
Wipfmetz
( 41.3 hrs on record )
Early Access Review
Posted: June 26
If you enjoy town building in a pretty game, this is a game for you.
Helpful? Yes No Funny
Siesla
( 13.8 hrs on record )
Early Access Review
Posted: June 25
Introduction

After playing this studio's previous entry and liking the aesthetics and tone (Dungeons of Dredmor), I was pleasently surprised that they have since been working on another game that follows similiar themes but was a RTS instead of a rouge-like. Intrigued, decided to place this game on my wishlist and see how the development would pan out.

After more than a year and finding myself pining for a new RTS to play, decided to give this entry a go despite the price tag. A decision based on research and seeing the company was committed to continous development and fixes based on player feedback. Comparing this to how other Early Access games are treated by their companies, this bolstered my confidence, ultimately resulting in a purchase.

However of course, this being an Early Access game, the game itself is not without it's faults and I will try to give an balanced view to the current state of the game as of it's latest state: Build 52.

-------------------------------------------------------------------------------------

Actually Playing

Graphics

Aesthetic-wise the game doesn't use high polygon graphics with models and textures looking a little on the muddy side but does it's job well enough to easily identify what you're looking at. I rarely found myself being confused by what a item was based on looks alone, unless it was a new item I haven't encountered yet.

Music

The current iteration of the music loops through a few tracks which have a nice spooky, ethereal feel to them, very much in line with the overall lovecraftian feel of the game. The music on/off function in the options didn't work for me, so if you want to silence the game while you listen to your own tunes, this is not currently possible in the current iteration of the game.

Controls

Controls are done with the W, A, S, D keys to moe left, right, up and down the map by default, E and Q keys rotate the camera. Wasn't a problem for me but did read a review earlier where someone expressed their displeasure at the lack of mouse-camera control scheme so might be negative for you depending on your preference.

Gameplay

As for the gameplay itself, it's fairly typical of entries into this genre with the game starting out at a location of your choosing and whatever starting loadout of populace and supplies you choose, from there it's up to you to build up your settlement from working with wood and foraging for food to creating metal plates and pipes and growing your own form of sustenance as well as creating a militia to fend off foreign threats.

The game itself is quite fun and you can easily lose hours of your life dedicating to building up your populace from humble beginnings however there are a few points you have to consider before you decide to buy into this Early Access.

1. The pacing of the game is significantly slower than other entries i've tried in the genre. It can take you up to 2-3 hours to get your first couple of houses built, crops to reach their first harvest and to have a working carpentry and kitchen with new workers and overseers trickling in a very gradual rate.

Workers and overseers seem to take forever to get anything done with the populace just walking at a very casual almost plodding pace and I found myself alt-tabbing out of the game often because they were either asleep or it just felt it was taking too long for something to be built because the game wasn't clear on what a worker was waiting on to fulfill a order or what task they were working on instead.

An example of this was when I was waiting for some iron ingots to be made, which required both Coal and Hematite, both of which i had enough for but for some reason despite neither being on break, my overseer of the metalworks decided tidying the store for the upteenth time was more important with the other worker off talking to their friend.

2. Unlike other games i've played in this genre, your typical overseers and workers who carry out your orders and fuel the economic and technogical growth of your operation have shifts which they stick to, working typically for most of the day with needed rests in the middle and end of their shift. They can work extra for longer shifts if they're happier and this current iteration is a marked improvement over earlier builds of the game where downtime was more paramount but is still a point of contention when talking about the game's pacing.

Consdering these points, I'm afraid i'm going to have to agree with those who believe that a speed-dial option would be nice, although it can be peaceful and almost tranquil to watch my current settlement carry out their lives, I found myself falling asleep or alt-tabbing out the game to keep my attention engaged.

The game's slow pacing is a sentiment I have seen repeated in other reviews.

Bugs

3. Bugs. It's Early Access so they are to be expected and just like how programming typically is, for every little thing that is fixed and added, another bug rears it's head. The game can end up crashing entirely and there are weird glitches where stacks of resources are left and forgotten when construcing buildings, items being stuck in mid-animation e.g. when being picked up/placed down in stockpile as well workers/overseers picking up and placing items down continously as if they're stuck in some loop. Typically problems start cropping up when the population start getting past the 45 people range. Encountered another bug where a total of 2 workforce was sent to man an mineshaft and both work forces just disappeared so that was weird.

Despite these flaws, I do still find myself coming back to play this game: a testament to the developer's vision but if you do pick up this game and your patience is like mine, you may find yourself feeling frustrated starting a new map and realising it's going to take another 2-3 hours to feel like you're getting anywhere and the plodding pace of your populace is going to make you feel like getting up and making a cup of tea.

---------------------------------------------------------------------------------------------

In Closing

To sum up, I'd say do give the game a go if you feel inclined, with few entries of RTS's of this type at the moment and the lack of feedback and apparent development from other games in Early Access i seen on here, it seems Gaslamp Games is committed and in for the long run with Clockwork Empires with them consistently pushing out fixes and updates every month.

The community surrounding the game is also positive with little flaming and ban's going on which seems to speak volumes about the company's attitude, so if you haven't been deterred by the negative points I listed and want to support a company that seem committed to further development of this title then go for it I'd say.

I do plan to keep the review pretty up to date as more builds come out, changes to my review will be made as applicable.

Thank you for taking the time to read my review if you got to the end and I'd be happy to reply to any comments,
Helpful? Yes No Funny
Rydash
( 65.9 hrs on record )
Early Access Review
Posted: June 23
A respectable colony-builder that's got a lot of heart and soul and blood and teeth and madness. It's in beta now, and the roughness of the edges is finally ready for polishing now that the major game systems are complete. As the devs say, don't pick this up until you feel you're ready, but if you're eager for a simulation game RIGHT NOW GOTTA HAVE IT, this is a fine choice!
Helpful? Yes No Funny
Sinbearer
( 25.2 hrs on record )
Early Access Review
Posted: June 20
Lots of potential, just frustrating that it crashes a lot...

Still loads of work to go but there is a possiblity this can be an amazing game, sadly it is still in development for god knows when but in its current status I cannot recommend this game for the moment
Helpful? Yes No Funny
VeryAnnoyingArcher
( 100.0 hrs on record )
Early Access Review
Posted: June 16
This game is going to be ultra awesome. I love playing it so far. The developers are working hard to make a dynamic replayable experience. I have over a 100 hours on this game. 35 recently. looking forward to the rest of the details.
Helpful? Yes No Funny
Jaina
( 30.4 hrs on record )
Early Access Review
Posted: June 12
A good start!
Helpful? Yes No Funny
Zap Rowsdower
( 7.7 hrs on record )
Early Access Review
Posted: June 9
Tried so hard to like this game... It can't be saved
Helpful? Yes No Funny
manamoo22
( 60.5 hrs on record )
Early Access Review
Posted: June 5
I've been playing this game for under a month (a few weeks before it officially went into Beta) and I did a LOT of research before purchasing. I had been looking for a game like this and I'm very meticulous for my research and my pickiness, ask my husband. =P That being said...the video had me hooked...the campy, dark humour with a Lovecraftian tone?! I ended up watching player made video's and decided, despite the higher price, I NEEDED this game. No regrets. Bugs and all I love it!

The Dev team is constantly working on things...even on the weekends...and with colds. I've gone through a slew of patches with them. I'm doing the experimental patches, to hopefully help catch some of the bugs. These guys are working their tail feather off, and I think they are getting unjust reviews here. Hence, me reviewing...which this is my first game review, that's how much I am loving this game. The community on their official site forum are really awesome folks, haven't run across a "troll". A bit of teasing on my lack of lingo, but I'm okay with that, heck I expect that. It is all in good fun.

One of the things I did notice on reviews was "slow" pace or the need to speed up the in-game time. I don't think that would work...it is, afterall, a Time Management game. You have to actually play the game, set the tasks, don't over assign so the poor little colonists just get all bottlenecked and confused. I have no patience, again ask the husband, but this game has my focus. I did step away for a bit and didn't pause, came back and well it wasn't pretty...bandits and fish people attacking and slowly eating my people. One by one. It was funny to watch. Yes, I'm twisted. Why this game appeals to me so much.

Another thing, it is early access, still. Which means you will have to restart, there will be bugs...big company games release full games with more bugs than this one has now...For me it was well worth the price. Oh another really cool thing with all the restarting I've done...not one single game was the same. Not even remotely. It's a mystery bag full of twisted fun. I highly recommend this game for those that like a good challenge, are willing to work with the issues knowing they are being fixed as FAST as the Dev's can and are a bit twisted...liking and/or loving Lovecraft is just a really awesome perk.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
14 of 16 people (88%) found this review helpful
Recommended
60.5 hrs on record
Early Access Review
Posted: June 5
I've been playing this game for under a month (a few weeks before it officially went into Beta) and I did a LOT of research before purchasing. I had been looking for a game like this and I'm very meticulous for my research and my pickiness, ask my husband. =P That being said...the video had me hooked...the campy, dark humour with a Lovecraftian tone?! I ended up watching player made video's and decided, despite the higher price, I NEEDED this game. No regrets. Bugs and all I love it!

The Dev team is constantly working on things...even on the weekends...and with colds. I've gone through a slew of patches with them. I'm doing the experimental patches, to hopefully help catch some of the bugs. These guys are working their tail feather off, and I think they are getting unjust reviews here. Hence, me reviewing...which this is my first game review, that's how much I am loving this game. The community on their official site forum are really awesome folks, haven't run across a "troll". A bit of teasing on my lack of lingo, but I'm okay with that, heck I expect that. It is all in good fun.

One of the things I did notice on reviews was "slow" pace or the need to speed up the in-game time. I don't think that would work...it is, afterall, a Time Management game. You have to actually play the game, set the tasks, don't over assign so the poor little colonists just get all bottlenecked and confused. I have no patience, again ask the husband, but this game has my focus. I did step away for a bit and didn't pause, came back and well it wasn't pretty...bandits and fish people attacking and slowly eating my people. One by one. It was funny to watch. Yes, I'm twisted. Why this game appeals to me so much.

Another thing, it is early access, still. Which means you will have to restart, there will be bugs...big company games release full games with more bugs than this one has now...For me it was well worth the price. Oh another really cool thing with all the restarting I've done...not one single game was the same. Not even remotely. It's a mystery bag full of twisted fun. I highly recommend this game for those that like a good challenge, are willing to work with the issues knowing they are being fixed as FAST as the Dev's can and are a bit twisted...liking and/or loving Lovecraft is just a really awesome perk.
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6 of 7 people (86%) found this review helpful
1 person found this review funny
Recommended
72.2 hrs on record
Early Access Review
Posted: June 5
While I do need to say, it IS early access, and not without it's bugs, the devs are pushing patches and fixes like Cthulhu dishes out cultists. ANY time there has been an issue, a dev is asking for a save file, or info for a fix, and it's usually done in a day or two. I have never seen a company on point like this. As for the content and game itself, let's talk about me instead for a bit.

I have the attention span of a ♥♥♥♥♥♥♥♥ gnat on espresso. I am also a game ♥♥♥♥♥. I will literaly download any game, especially if its cheap. I bought this full price (3 days before the sale, but I have no regrets. it's worth the price.) and it has kept my attention quite nicely. The hidden gems of content, the dark humor, the canabalism. It's like playing "The Sims" with Hanibal Lector and friends.

I know there will be several people calling me a fan boy among other lovely juvenile names, but It won't bother me, because I will be too busy playing this hidden gem to see those comments.
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5 of 6 people (83%) found this review helpful
Recommended
135.4 hrs on record
Early Access Review
Posted: June 5
What is Clockwork Empires?
It's really in the RTS category, in my opinion.
You're managing resources of labor, materials, and leadership.
Managing also includes which buildings and modules to build.

Summary: already played enough to realize current value and future value.

Pros:
* supports different levels of challenge
* wide variety of starting locations and load outs
* frequent developer updates
* engaged developers
* graphics are fun
* fish people steaks
* only game I've ever built graveyards in.
* frontier justice

Cons:
* still in beta - crashes enough it might annoy folks
* it can be overwhelming if you're not good with organizing resources
* No quit to main menu <- annoying but wth?
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2 of 3 people (67%) found this review helpful
Recommended
26.8 hrs on record
Early Access Review
Posted: June 3
Still a qualified thumbs up.

The downside:

The UI needs improvement. It can be frustrating to work through and does little to illuminate game mechanics.

The game is buggy and not complete, but it is receiving regular updates (play on the experimental branch).


The upside:

The game concept and play are entertaining. The difficulty gives somef challenge without being too hard.


Conclusion:

All up I've enjoyed playing the game so far. Consider buying it if you like base building, management style games and are happy to take a chance with your cash. Or wait a bit longer and see how it goes.
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2 of 3 people (67%) found this review helpful
Recommended
65.9 hrs on record
Early Access Review
Posted: June 23
A respectable colony-builder that's got a lot of heart and soul and blood and teeth and madness. It's in beta now, and the roughness of the edges is finally ready for polishing now that the major game systems are complete. As the devs say, don't pick this up until you feel you're ready, but if you're eager for a simulation game RIGHT NOW GOTTA HAVE IT, this is a fine choice!
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1 of 2 people (50%) found this review helpful
Recommended
13.8 hrs on record
Early Access Review
Posted: June 25
Introduction

After playing this studio's previous entry and liking the aesthetics and tone (Dungeons of Dredmor), I was pleasently surprised that they have since been working on another game that follows similiar themes but was a RTS instead of a rouge-like. Intrigued, decided to place this game on my wishlist and see how the development would pan out.

After more than a year and finding myself pining for a new RTS to play, decided to give this entry a go despite the price tag. A decision based on research and seeing the company was committed to continous development and fixes based on player feedback. Comparing this to how other Early Access games are treated by their companies, this bolstered my confidence, ultimately resulting in a purchase.

However of course, this being an Early Access game, the game itself is not without it's faults and I will try to give an balanced view to the current state of the game as of it's latest state: Build 52.

-------------------------------------------------------------------------------------

Actually Playing

Graphics

Aesthetic-wise the game doesn't use high polygon graphics with models and textures looking a little on the muddy side but does it's job well enough to easily identify what you're looking at. I rarely found myself being confused by what a item was based on looks alone, unless it was a new item I haven't encountered yet.

Music

The current iteration of the music loops through a few tracks which have a nice spooky, ethereal feel to them, very much in line with the overall lovecraftian feel of the game. The music on/off function in the options didn't work for me, so if you want to silence the game while you listen to your own tunes, this is not currently possible in the current iteration of the game.

Controls

Controls are done with the W, A, S, D keys to moe left, right, up and down the map by default, E and Q keys rotate the camera. Wasn't a problem for me but did read a review earlier where someone expressed their displeasure at the lack of mouse-camera control scheme so might be negative for you depending on your preference.

Gameplay

As for the gameplay itself, it's fairly typical of entries into this genre with the game starting out at a location of your choosing and whatever starting loadout of populace and supplies you choose, from there it's up to you to build up your settlement from working with wood and foraging for food to creating metal plates and pipes and growing your own form of sustenance as well as creating a militia to fend off foreign threats.

The game itself is quite fun and you can easily lose hours of your life dedicating to building up your populace from humble beginnings however there are a few points you have to consider before you decide to buy into this Early Access.

1. The pacing of the game is significantly slower than other entries i've tried in the genre. It can take you up to 2-3 hours to get your first couple of houses built, crops to reach their first harvest and to have a working carpentry and kitchen with new workers and overseers trickling in a very gradual rate.

Workers and overseers seem to take forever to get anything done with the populace just walking at a very casual almost plodding pace and I found myself alt-tabbing out of the game often because they were either asleep or it just felt it was taking too long for something to be built because the game wasn't clear on what a worker was waiting on to fulfill a order or what task they were working on instead.

An example of this was when I was waiting for some iron ingots to be made, which required both Coal and Hematite, both of which i had enough for but for some reason despite neither being on break, my overseer of the metalworks decided tidying the store for the upteenth time was more important with the other worker off talking to their friend.

2. Unlike other games i've played in this genre, your typical overseers and workers who carry out your orders and fuel the economic and technogical growth of your operation have shifts which they stick to, working typically for most of the day with needed rests in the middle and end of their shift. They can work extra for longer shifts if they're happier and this current iteration is a marked improvement over earlier builds of the game where downtime was more paramount but is still a point of contention when talking about the game's pacing.

Consdering these points, I'm afraid i'm going to have to agree with those who believe that a speed-dial option would be nice, although it can be peaceful and almost tranquil to watch my current settlement carry out their lives, I found myself falling asleep or alt-tabbing out the game to keep my attention engaged.

The game's slow pacing is a sentiment I have seen repeated in other reviews.

Bugs

3. Bugs. It's Early Access so they are to be expected and just like how programming typically is, for every little thing that is fixed and added, another bug rears it's head. The game can end up crashing entirely and there are weird glitches where stacks of resources are left and forgotten when construcing buildings, items being stuck in mid-animation e.g. when being picked up/placed down in stockpile as well workers/overseers picking up and placing items down continously as if they're stuck in some loop. Typically problems start cropping up when the population start getting past the 45 people range. Encountered another bug where a total of 2 workforce was sent to man an mineshaft and both work forces just disappeared so that was weird.

Despite these flaws, I do still find myself coming back to play this game: a testament to the developer's vision but if you do pick up this game and your patience is like mine, you may find yourself feeling frustrated starting a new map and realising it's going to take another 2-3 hours to feel like you're getting anywhere and the plodding pace of your populace is going to make you feel like getting up and making a cup of tea.

---------------------------------------------------------------------------------------------

In Closing

To sum up, I'd say do give the game a go if you feel inclined, with few entries of RTS's of this type at the moment and the lack of feedback and apparent development from other games in Early Access i seen on here, it seems Gaslamp Games is committed and in for the long run with Clockwork Empires with them consistently pushing out fixes and updates every month.

The community surrounding the game is also positive with little flaming and ban's going on which seems to speak volumes about the company's attitude, so if you haven't been deterred by the negative points I listed and want to support a company that seem committed to further development of this title then go for it I'd say.

I do plan to keep the review pretty up to date as more builds come out, changes to my review will be made as applicable.

Thank you for taking the time to read my review if you got to the end and I'd be happy to reply to any comments,
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1 of 2 people (50%) found this review helpful
Recommended
5.7 hrs on record
Early Access Review
Posted: June 2
I am absolutey loving this game at the moment , of course there are alot of things that could be fixed though :
1) The AI of the colonists , they seem to not protise anything.
2) Fix the cancel job button , the cancel button does not work >:/
And many more bugs and issues
.
I would reccomend this game to anyone looking for a nice slow paced town building game which settles in a some what realistic but buggy as hell world xD
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2 of 4 people (50%) found this review helpful
Not Recommended
25.2 hrs on record
Early Access Review
Posted: June 20
Lots of potential, just frustrating that it crashes a lot...

Still loads of work to go but there is a possiblity this can be an amazing game, sadly it is still in development for god knows when but in its current status I cannot recommend this game for the moment
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Most Helpful Reviews  Overall
246 of 285 people (86%) found this review helpful
2 people found this review funny
Recommended
117.1 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.

https://www.youtube.com/watch?v=-txpuYpTUyo

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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76 of 78 people (97%) found this review helpful
26 people found this review funny
Recommended
558.9 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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