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Since Gaslamp Games shut down regular operations at the end of 2016, and as PC gaming hardware and software has changed since Clockwork Empires release, we feel that we can no longer adequately support the game. Were going to cease the sale of Clockwork Empires on Steam or any other platform shortly. If you have purchased Clockwork Empires you will not lose access to the game or your files, this move will simply remove the ability for new customers to purchase the game. Thank you for your support over the years. Gaslamp Games
We've pushed the 1.0D experimental patch of Clockwork Empires live to the Experimental branch! To access this experimental patch, right-click on Clockwork Empires, select "properties", find the "BETAS" tab, and select "Experimental". Beware though, we will change this version of the game more often so if weird stuff happens or a new experimental is released, you may lose your progress. On the other hand, there's lots of cool stuff, like so: Full changelog for 1.0D:
We've just switched on Steam Trading Cards and all the little bits and bobs that come along with them for Clockwork Empires. So now you may find:
Just a few minor things to clean up before we get back to more substantial patch content!
Clockwork Empires version 1.0 has emerged, glistening, from its development-spore and launched on Steam! We are out of Early Access and into the wild frontier that calls for Colonial Bureaucrats to manage bustling colonies and chop down all the trees and maybe start a cult maybe for Progress and Civilization! You can purchase Clockwork Empires through Steam for a 10% discount for the next week!
The Development Progress Report has been updated with a full annotated changelog for version 55A to version 1.0. We’ll put the full changelog at the end of this post for those interested in seeing what the last month month of Early Access has brought to the game.
This is not, of course, the end of work on Clockwork Empires. We shall be continuing support for game stability and bugfixes, and we have a list of additional content and some features we’d like to add post-release.
Major player-facing additions this month:
A few small problems have been addressed in Beta 55A via your friend, and mine, the Hotfix. This has been pushed to the default branch, so you should not need to switch to the experimental branch on Steam. Changes:
Beta 55 of Clockwork Empires, "ONWARD! FOR QUEEN AND EMPIRE", is now available on Steam.
Major player-facing additions this month:
Beta 54C of Clockwork Empires has now been posted to the experimental branch on Steam. Amongst other things, this fixes the bug where modules will mysteriously stop working in workshops, which I know has plagued many of you: we finally got a save game where this showed up and were able to puzzle it out. This also includes many fine improvements and bugfixes:
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:
Beta Build 54 of Clockwork Empires, "Yes, Inspector", is now available on Steam!
MAJOR PLAYER-FACING CHANGES:
Beta 53C of Clockwork Empires is now on the experimental branch on Steam! On a... Thursday. Hmm. This is basically a release candidate for a Full Release tomorrow, so please bludgeon it to death and send us those bug reports. Changes:
Beta 53B of Clockwork Empires is now on the Experimental Branch on Steam. Major Changes:
Beta Build 53 of Clockwork Empires, "A Juncture Most Unnatural", is now available on Steam!
MAJOR PLAYER-FACING CHANGES:
Beta 52F of Clockwork Empires is now on the experimental branch on Steam. Consolidated changelog for Beta 52F
Beta 52E of Clockwork Empires is now on the Experimental Branch on Steam. As always, this is experimental so expect it to not be quite as stable as the "stable" branch. This patch is a doozy. Major Changes
Beta 52D of Clockwork Empires is now available on the experimental branch on Steam. It primarily exists to fix bugs and add refinements to issues in betas 52B and 52C, which... didn't get announcements posted for them, clearly due to Novorusian saboteurs. Changelog for 52D:
Beta Build 52 of Clockwork Empires, "Days of Bureaucracy and Knights of Steam", is now available on Steam!
MAJOR PLAYER-FACING CHANGES THIS MONTH
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
As always, the Experimental Branch is NOT STABLE. If you'd rather have stability, please retreat to the safe confines of the Default Branch. It has lovely plush leather wingback chairs and ottomans, and customarily serves several fortified wines and cheeses before and after the meal. The experimental, on the other hand, is unrefined frontier living, and you may find yourself sleeping on the floor. Changelog 51E:
A new experimental build of Clockwork Empires, Beta 51D, has been posted to the experimental branch on Steam. Major changes: - 51C lockups fixed! - Military squad weapons are now assigned through their Barracks (additional weapon loadouts can be unlocked by placing weapons lockers in the Barracks) - Weapons are no longer individually constructed; you can produce a boxed weapons locker and place that in a barracks to equip a squad with a type of weapon - Combat improved in various, ongoing ways via various fixes/additions to animation logic and combat jobs - 'basic food' has been replaced by individual recipes - advanced machines have been added to the game Consolidated changelog for Beta 51D: - injured people will use injured walk (this affects combat massively) - improved aesthetics of REDACTED slightly - 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 - "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 - updated UI framework for minimized windows - work shift panel now visible on all buildings (& removed old message code) - added framework for barracks changes - added improvements to escape key sequencing (more work to do there) - FIXED: a bunch of minor tooltip style issues - FIXED: temporary military chars should no longer be assignable to buildings - FIXED: small issues w/ tutorial text and grammar - FIXED: minor fix to naturalism surveying animation - FIXED: opium being impossible to research - FIXED: variable walk/run speeds among different entities - FIXED (51C): lock up after loading games from 51C - FIXED (51B): smelt brass ingots (and various issues in metalworks recipes) - FIXED (51C): bricabrac output amount incorrect, took zero time - FIXED (51B): research_family_tree scripterror This space at the bottom of the patch notes is available for rent at reasonable prices, -- Gaslamp Games
A second hotfix for Beta 51 of Clockwork Empires, Beta 51B, has now been posted to the main and experimental branches on Steam. It fixes a number of issues found in Beta 51. It contains the following changes:
Hey folks! The hotfix that we tested has passed inspection and has been pushed to the main branch. It resolves almost all of the instabilities that we've been running into for Beta 51, but we're going to take a bit of a break for the rest of the evening and catch our breath. As before, if you are having a crash on startup and have an AMD graphics card, please check to make sure your video card drivers are up to date! FIXED: Make Copper Plates job FIXED: Make Wooden Altar job FIXED: memories and emotions hanging midair, predominantly for people with multi-monitor setups FIXED: hitting esc to back out of a module recipe selection screen would leave the UI in a state of purgatory where literally anything you did next would crash the game. FIXED: clicking on the trade depot crashes the game FIXED (hopefully): phantom items occasionally left on the ground during stacking, building workshop transformation operations FIXED: q and e are now bound hotkeys for camera moving left and right, rather than hardcoded FIXED: Make chemistry workbench job added "-opengldebug" command flag to return additional OpenGL debug information; please use this and send us the results if you are experiencing crashes on startup! Thanks for all of your help, support and patience, we really appreciate it. If you still have issues other than those listed above, please tell us either here on Steam, on our forums at http://www.gaslampgames.com/ or by e-mail at contact 'at' gaslampgames dot com.
Welcome, new users! With a new influx of new users has come a stream of new, exciting, strange and bizarre problems. Thank you for participating in our first beta release and giving us useful feedback; we are working to address it as fast as we can. If you are having a crash on startup, or after clicking the embark button on the embark screen, please check to make sure your video card drivers are up to date. This is a particular issue for AMD graphics cards, where older drivers will just flat out crash. Please download and install the latest Catalyst drivers immediately, and let us know if this does not fix the issue. A test hotfix for Beta 51, entitled Beta 51A, is now available in the experimental branch on Steam. Once we have made sure it doesn't introduce new problems, and correctly fixes the problems it is supposed to address, we will be pushing it to the main branch on Steam. A list of things that this hotfix fixes is below: FIXED: Make Copper Plates job FIXED: Make Wooden Altar job FIXED: memories and emotions hanging midair, predominantly for people with multi-monitor setups FIXED: hitting esc to back out of a module recipe selection screen would leave the UI in a state of purgatory where literally anything you did next would crash the game. FIXED: clicking on the trade depot crashes the game FIXED (hopefully): phantom items occasionally left on the ground during stacking, building workshop transformation operations FIXED: q and e are now bound hotkeys for camera moving left and right, rather than hardcoded FIXED: Make chemistry workbench job added "-opengldebug" command flag to return additional OpenGL debug information; please use this and send us the results if you are experiencing crashes on startup! Thanks again for your feedback and patience while we move into the next stage of development! As always, if you have problems, please let us know and we will do our best to fix things in as timely a manner as possible. We can be reached either here on Steam, on our forums at http://www.gaslampgames.com/, or by e-mail at contact 'at' gaslampgames dot com. Please send more coffee, -- Gaslamp Games
The Beta (aka Build 51) of Clockwork Empires, "Frontier Living in Interesting Times" is now available on Steam!
This is our first official Beta build! We have now essentially finished all of the back-end code required to complete the game, so we can switch to integrating mechanics, UI/UX improvement, optimization, and stability. And we can finally say that the completed game is a matter of mere months away!
MAJOR PLAYER-FACING CHANGES THIS MONTH
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Alpha 50E of Clockwork Empires is now available on the experimental branch on Steam. Major changes include colonists picking up multiple items at once when constructing building, the abiltiy to pause assignments, and more. Oh, and we redid the entire tutorial - please let us know what you think. Changes: - building materials now are picked up as a multistack - module materials are also now handled as a multistack - standardized job menu icons with work crew icons - added ability to pause and unpause assignments via the assignment beacons - added carpet to recommended modules for carpentry workshop - redid the entire tutorial from scratch using the Event Arc system, it should be MUCH more intuitive now - balance: made a few concessions for ease of food in the early game til we figure out how long it takes people to get through it in current version- improved yield from foraged food sources, and increased the food you get in the starter loadout - (50D) added note to stone ceramics kiln that brick ceramics kiln is required to produce glass - FIXED (50D): scripterror in favour_criminal - FIXED (50D):"Smelt Copper Ingots" job error - FIXED (50D): bricabrac icon - FIXED (50D): scripterror in do_diplomacy_paperwork - FIXED (50D): crash when accepting bandit to join colony - FIXED (50D): cancelling building construction immediately crashes the game - FIXED: "reverant" -> "reverent" - FIXED: colonists will no longer attempt to use services of offices w/o assigned overseer or w/ off-shift overseer - FIXED: characters spawning in the colony no longer have their ? alerts above their heads - FIXED: combo box overflow in new workshop - FIXED: multistack code would occasionally not find available building materials - FIXED: gameSimAssignment::CancelAssignmentInternal crash when assignment is already cancelled or invalid By Grabthar's Hammer, it's... -- Gaslamp Games
Alpha 50D of Clockwork Empires has now been posted to the experimental test branch on Steam. Actually, we posted it last night and forgot to put up the Steam post. We are blaming this oversight on... uh, Eurovision. Major Changes for 50D: - workshop jobs are now queued per-module and are much more clear about what is going on - added first pass of advanced machines; these are useful - added event arcs; things can go Terrifically Wrong in fun new ways - added first take on Quality of Life emotion effects for characters - lots of UI improvements Consolidated 50D Changelog: - all workshop code rewritten to queue jobs per module rather than per workshop - did first pass of UI for module based recipe selection - added building upgrade ability: create the required modules per building, and upgrade your building - added ability for characters doing certain workshop jobs to pick up stacks of materials as opposed to dragging logs to their workshop one at a time (currently only Power Saw, Iron Charcoal Kiln) - character info panel now has images for skills and skill levels - added framework for Quality of Life system - added sleep, crowdedness to Quality of Life system - added event director system - added The Fishy Idol event arc - added Foreign Invasion event arc - added Meteor Shower event arc - added advanced machine modules to relevant buildings (costs/recipes are heavily WIP) - updated all building recipes to work with the new recipe system - replaced outdated/nonexistent Stone Charcoal Kiln in the smithing loadout with a mineshaft module - a bunch of workshop jobs can now haul stacks of things if they are being requested by a batching module - character health now represented in the character info panel as hearts because who doesn't love hearts - scroll speed controls exposed to the config file for internal testing reasons, but players can now mess with this too if they want (100 is default, 50 for half, 200 for 2x, etc.) - removed redundant or unused code from lower class character info panels - tooltips now have an actual style applied to them - balance: all mines will produce some stone - balance: rebalanced sleep job requirements & effects - balance: minor emotion balance edits - balance: middle class characters now start with one level of a random skill because it's just more fun. - FIXED: scripterror in immigration event - FIXED: raw cabbage will no longer be treated as a cooked meal when eaten - FIXED: several bugs with preaching - FIXED: lingonberry crop scripterror - FIXED: Planets Align event scripterror - FIXED: glow shader - FIXED: a few crash bugs - FIXED: game crash manually switching to module placement mode after creating a building - FIXED: afternoon icon was very slightly misaligned - FIXED: broken art in "find artifact" event - FIXED: people getting stuck trying to talk to fishpeople - FIXED: people will no longer pray at unbuilt wall shrines - FIXED: bandits_amnesty scripterror - FIXED: tooltip text on crop destruction alert - FIXED: grapes couldn't be made into stew - FIXED: scripterror when bandits (or any agent) attacks buildings w/o a weapon - FIXED: pub wouldn't serve booze - FIXED: rare error when agent attempts to drop stuff - FIXED: another rare error when selenians die - FIXED: report spectre scripterror - FIXED: mine in mineshaft item drop logic - FIXED: can't spam missions in Foreign Office by mashing button - FIXED: added protections against scripterror in drop_item_for_trade_mission - FIXED: expand buttons for individual work crews weren't responsive when the entire work crew UI window was short enough that it wouldn't scroll - FIXED: FYI and choice alert windows inside event arcs wouldn't expand properly -- Gaslamp Games
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