Archive for Clockwork Empires

The Clockwork’s Empires Tick On

Posted in All the Things, Game Guts, Game Reviews with tags , , , , , , , , on July 20, 2014 by trivialpunk

Hey you! I’ve been crazy busy lately, but this blog is where I started, so it deserves my love, regardless of the time I have. Today, we’re going to keep it brief and talk about a small subject: Early-Access.

Okay, it’s not a small subject, but the things that I can definitively say about it today are limited. As with any monetization model, it has its risks for both the developer and the consumer. It can easily be corrupted; it can easily fold in on itself. You never know if the game’s going to be finished, and you never know if you’re going to like the finished product after you’ve seen the original. There are many things to consider. But, there is something to be said for watching a game develop. I was in the Minecraft Beta, but I know folks that were in far earlier than I was. They, like me, recall watching the game grow with a fondness that I still feel for it today.

There was passion and dedication behind the dev(s) of that special little game that could and did. It didn’t feel like there were huge expectations for success; Minecraft was basted in the love of the game. And while Minecraft wasn’t the very first early-access game, it’s certainly the most salient success-story among the people I know. So, clearly early-access can work. However, there are some crass individuals who will turn anything beautiful into something sleazy for a quick buck. So, it’s best to know all you can before buying into an early-access game. Incidentally, Jim Sterling does a series of videos about a selection of Early-Access titles. Here‘s a playlist. But, please read on before you run away, because I wanna show you something…


Today, I’d like to talk about Clockwork Empires. It’s an early access game that is being put out by Gaslamp Games, a small indie studio in Victoria, B.C that you might remember for developing Dungeons of Dredmor. And, I think Clockwork Empires was designed specifically to make me love it. It’s a civilization game with a Cthulhian-Clockwork bent. It’s darkly funny and incredibly ambitious, and that’s why I like it. However, it’s also being thoughtfully put together and frankly discussed, which is why I love it. My friend grabbed the game the day it dropped for Earliest Access (Yes, that’s a thing), and we started playing it immediately.

It’s as Alpha as you can allow, because the devs want to make sure the engine’s humming before they add on the spoilers. Okay, there wasn’t much there, really. No save files. Only one spawn-point. A barely functioning Job system. Bugs out the butt. Game-breaking glitches. But, shit, we loved it. We loved it because we expected those things. The devs have been clear on what’s going on and how they’re progressing with implementation, so none of that was surprising. However, in the midst of those issues, we saw glimmers of potential. Potential that we felt would be built upon by a company that’s dedicated to the game’s quality. A stance they’ve wisely embodied in their dealings with their community. After all, trust is the life-blood of early-access.

When the game did work, its grid-based building system and Sims-esque placement mechanics were a lot of fun to tinker with. The character behaviours were wonky at times, but watching your pilgrims mill about and do their own thing is kind of what brings them to life. Also, watching the influence of the Occult spread through my little hamlets was always engaging. Harold the Baker and Susie the Blacksmith having frank discussions with George the Militia-man about the necessity of The Murder Act is always going to be a little bit intriguing. Watching a hungry settler wallow in depression and hunger before deciding to tear off the leg of a fish-person to quiet their wailing stomach seems like it will always be equally fascinating… even if it is a little macabre…

But, those are the cold realities of the life on the Frontier amongst the Cthulhian horrors that haunt us, so it all fits together. Even the writing is charming, which is a big plus to me. The fact that the Cultists occasionally rename your buildings as their influence grows is just icing on the companion cube. I mean, really, why call it a Kitchen when you can call it The Wailing Death-Pit?

You can take this as a recommendation to check out the game and the developer blog to see if you’re interested. But, mostly, I just wanted to tell you why I’m buying into this early-access game, because I think Gaslamp Games is going about it the right way. Hopefully, this game, and/or other games with similarly thoughtful developers, will do well. I’d like this to be the early-access norm, and I like to think that it is, but I had to give them some love, because they’re exemplifying exactly the kind of pro-consumer, we-love-games-too attitude that I like to see.

These are bold, new frontiers, and we’re the first wave of settlers. Whether this model will be corrupted into a tentacled monstrosity is beyond my ability to predict as it sits concealed by the dark wall of our unknown future. However, in the penumbra of our experience, there are shapes of glimmering knowledge interspersed with the Eldritch architecture. Reading those runes is the only way we’ll avoid the miasma that lurks in the dark… Have fun exploring! I’ll see you on the other side.