Dear lord, there's a playable build of Clockwork Empires?
Okay thread, listen up. I'm counting on each and every one of you to tell me that this game is too early in development to be worth playing until at LEAST regular Early Access starts. Don't screw me on this!
Things currently in the game:
- Fully featured base economy (with some placeholder stuff; mineral resources are found in deposits on the ground. You can't build mines yet).
- Basic military implementation (no Steam Knight economy yet, though you can build them through a placeholder system)
- Fish men attacks
- Embezzlers
- Drug dealers
- Estranged opera singers
- Hunting / Gathering
- Agriculture
- Airship supply drops (sans airship graphics)
- Fully featured base personality system
Things not in the game but presumably will be later:
- Embark choices
- Options menu
- Advanced economy stuff (setting up Steam Knight production lines, setting up mines)
- Graveyards
- ???
Things that may be in the alpha but I haven't seen it yet:
- Eldritch horrors
- Artefacts man was never meant to know about
- Non-euclidean geometry
Also it is kind of unstable. I've had 1 CTD.
Important Addendum:
Okay, so the core game is more or less exactly what I wanted.
The Alpha build currently available showcases the core gameplay, but is not what i would call a 'game' in it's current state. You will plod along for maybe a few hours building stuff, and then something will break and you'll start all over. You cannot build more tools (I haven't tried building new weapons because the default redcoats & their equipment are more than sufficient), so you'll eventually break all of your axes & picks if nothing else & run out of building material. None of the cult gameplay appears to be implemented yet.
Basically, buy this if you want to pre-order. I don't think what's there will do much to tide you over.
Tool automatically appear when needed unless they changed something without mentioning it.
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Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
Dear lord, there's a playable build of Clockwork Empires?
Okay thread, listen up. I'm counting on each and every one of you to tell me that this game is too early in development to be worth playing until at LEAST regular Early Access starts. Don't screw me on this!
Things currently in the game:
- Fully featured base economy (with some placeholder stuff; mineral resources are found in deposits on the ground. You can't build mines yet).
- Basic military implementation (no Steam Knight economy yet, though you can build them through a placeholder system)
- Fish men attacks
- Embezzlers
- Drug dealers
- Estranged opera singers
- Hunting / Gathering
- Agriculture
- Airship supply drops (sans airship graphics)
- Fully featured base personality system
Things not in the game but presumably will be later:
- Embark choices
- Options menu
- Advanced economy stuff (setting up Steam Knight production lines, setting up mines)
- Graveyards
- ???
Things that may be in the alpha but I haven't seen it yet:
- Eldritch horrors
- Artefacts man was never meant to know about
- Non-euclidean geometry
Also it is kind of unstable. I've had 1 CTD.
Important Addendum:
Okay, so the core game is more or less exactly what I wanted.
The Alpha build currently available showcases the core gameplay, but is not what i would call a 'game' in it's current state. You will plod along for maybe a few hours building stuff, and then something will break and you'll start all over. You cannot build more tools (I haven't tried building new weapons because the default redcoats & their equipment are more than sufficient), so you'll eventually break all of your axes & picks if nothing else & run out of building material. None of the cult gameplay appears to be implemented yet.
Basically, buy this if you want to pre-order. I don't think what's there will do much to tide you over.
Tool automatically appear when needed unless they changed something without mentioning it.
In an earlier build there was an option to make tools in the metalworkers shop, but they would disappear as soon as you tried to make them. I'm pretty sure it gave the tools automatically then (and still does) but people didn't know that. So they clarified it and removed the tools from the metalworker (I think the plan is for you to make tools and for them to wear out but not in the build at this point)
Lord_Asmodeus on
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
What I can't wait for is the opportunity to incorporate the fishfolk into my burgeoning colony. Let it not be said that I would discriminate against a people merely because of their horrible scaly skin or disgusting flapping gills. Provided that they work for the betterment of the colony that is...
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
Anyone who was waiting to pick this up on sale, it's been holding steady between 9-10k gems in the Steam pre-sale auction. So you could probably grab it by linejumping an auction for $10-11 worth of gems. Pretty good discount on a $30 title still in early access.
What I can't wait for is the opportunity to incorporate the fishfolk into my burgeoning colony. Let it not be said that I would discriminate against a people merely because of their horrible scaly skin or disgusting flapping gills. Provided that they work for the betterment of the colony that is...
This is why we need to keep hug abortions safe and legal. Colonists will still abort hugs no matter what, but inaccurate hug abortions are just no good for anybody.
It's playable, but I still would not recommend a buy-in for people who want a finished game (though I'm happy to encourage people to buy-in if they want to support it's development; it's going to be finished, and it's going to be awesome when it's done).
The last few revisions have made the game stable, so you can play loooooonnngg sessions without fear of crashing (and it now has load/save functionality too), but:
- The renderer is still pretty buggy. Lots of visual glitches still occur with building roofs, colonists still sometimes get stuck in geometry, sometimes animations will bug out in weird ways and the game stutters during events.
- It has atrocious save times, making the autosave feature more of a nuisance than an ally.
- The economy is still in flux, with the devs experimenting with different models. This is a good thing for development, but feels kinda bad to play; at some point the economy usually breaks down for some reason (right now food doesn't scale-up with colony growth adequately, so large colonies just starve out).
- Military is still barebones.
- Events & encounters are still barebones.
Without a comprehensive & sensible event seeding system, the game suffers from a lack of goals you need to accomplish. You can feel like you're managing workers without any real purpose, so even growing a big colony doesn't feel all that satisfying.
The pacing is also wonky right now, with moments of such intense activity that it's frustrating to handle it all and then long stretches with almost nothing to do.
I just wanted to post a PSA here, as someone who was initially excited by the game's promise:
It is not finished. It has, in terms of the core gameplay & user experience - in my opinion - barely nudged at all since I first began trying the EA product. There is no sensible event seeding, no goals (I don't care if a game doesn't include an over-arching linear goal or not, but yes, I do want the game to include structured goals to achieve & associated rewards), janky as Hell pathfinding, no transportation infrastructure, the same barebones military that has always been present, very little steampunk anything...
The water still, inexplicably, resembles a graphical artifact. Apparently even just applying a basic texture to the surface was not high on anyone's priority list. Neither, apparently, was fixing a number of memory leaks or CTD problems.
None of what was in that brilliant teaser is realized in 1.0. What I have in front of me amounts to a prototype 3D colony management sim that maybe would have been interesting to look at in a world that didn't already include Rimworld, Prison Architect and Sims 4.
This is basically the polar opposite of my Darkest Dungeon Early Access journey. I feel legitimately ripped-off; clearly Gaslamp didn't have the resources to pull this off, they figured that much out themselves and then they decided to pick pockets to make-up the difference rather than pulling the plug and issuing refunds.
It's like SotS 2 all over again (...well, except that thankfully I was fortunate enough to miss the boat on the SotS 2 mess).
Do not buy this. Don't buy it now, don't buy it on sale (...well, unless somehow the 'post-launch support' actually manages to turn it into a game).
I'm genuinely disappointed that it's 'ended' this way. But on the same note, I'm not too fussed since there has been other games in the same vein especially Rimworld which is really taking the ball and running with it.
I just wanted to post a PSA here, as someone who was initially excited by the game's promise:
It is not finished. It has, in terms of the core gameplay & user experience - in my opinion - barely nudged at all since I first began trying the EA product. There is no sensible event seeding, no goals (I don't care if a game doesn't include an over-arching linear goal or not, but yes, I do want the game to include structured goals to achieve & associated rewards), janky as Hell pathfinding, no transportation infrastructure, the same barebones military that has always been present, very little steampunk anything...
The water still, inexplicably, resembles a graphical artifact. Apparently even just applying a basic texture to the surface was not high on anyone's priority list. Neither, apparently, was fixing a number of memory leaks or CTD problems.
None of what was in that brilliant teaser is realized in 1.0. What I have in front of me amounts to a prototype 3D colony management sim that maybe would have been interesting to look at in a world that didn't already include Rimworld, Prison Architect and Sims 4.
This is basically the polar opposite of my Darkest Dungeon Early Access journey. I feel legitimately ripped-off; clearly Gaslamp didn't have the resources to pull this off, they figured that much out themselves and then they decided to pick pockets to make-up the difference rather than pulling the plug and issuing refunds.
It's like SotS 2 all over again (...well, except that thankfully I was fortunate enough to miss the boat on the SotS 2 mess).
Do not buy this. Don't buy it now, don't buy it on sale (...well, unless somehow the 'post-launch support' actually manages to turn it into a game).
I will agree with most of this with the exception that they at least took the time (prolly the last 6ish months) to make the game functional.
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In an earlier build there was an option to make tools in the metalworkers shop, but they would disappear as soon as you tried to make them. I'm pretty sure it gave the tools automatically then (and still does) but people didn't know that. So they clarified it and removed the tools from the metalworker (I think the plan is for you to make tools and for them to wear out but not in the build at this point)
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Maybe a school to teach them civilization.
I like it.
This is why we need to keep hug abortions safe and legal. Colonists will still abort hugs no matter what, but inaccurate hug abortions are just no good for anybody.
It's playable, but I still would not recommend a buy-in for people who want a finished game (though I'm happy to encourage people to buy-in if they want to support it's development; it's going to be finished, and it's going to be awesome when it's done).
The last few revisions have made the game stable, so you can play loooooonnngg sessions without fear of crashing (and it now has load/save functionality too), but:
- The renderer is still pretty buggy. Lots of visual glitches still occur with building roofs, colonists still sometimes get stuck in geometry, sometimes animations will bug out in weird ways and the game stutters during events.
- It has atrocious save times, making the autosave feature more of a nuisance than an ally.
- The economy is still in flux, with the devs experimenting with different models. This is a good thing for development, but feels kinda bad to play; at some point the economy usually breaks down for some reason (right now food doesn't scale-up with colony growth adequately, so large colonies just starve out).
- Military is still barebones.
- Events & encounters are still barebones.
Without a comprehensive & sensible event seeding system, the game suffers from a lack of goals you need to accomplish. You can feel like you're managing workers without any real purpose, so even growing a big colony doesn't feel all that satisfying.
The pacing is also wonky right now, with moments of such intense activity that it's frustrating to handle it all and then long stretches with almost nothing to do.
Wow, super disappointing.
So much of the stuff I was excited about just isn't in yet.
No overworld in particular.
It is not finished. It has, in terms of the core gameplay & user experience - in my opinion - barely nudged at all since I first began trying the EA product. There is no sensible event seeding, no goals (I don't care if a game doesn't include an over-arching linear goal or not, but yes, I do want the game to include structured goals to achieve & associated rewards), janky as Hell pathfinding, no transportation infrastructure, the same barebones military that has always been present, very little steampunk anything...
The water still, inexplicably, resembles a graphical artifact. Apparently even just applying a basic texture to the surface was not high on anyone's priority list. Neither, apparently, was fixing a number of memory leaks or CTD problems.
None of what was in that brilliant teaser is realized in 1.0. What I have in front of me amounts to a prototype 3D colony management sim that maybe would have been interesting to look at in a world that didn't already include Rimworld, Prison Architect and Sims 4.
This is basically the polar opposite of my Darkest Dungeon Early Access journey. I feel legitimately ripped-off; clearly Gaslamp didn't have the resources to pull this off, they figured that much out themselves and then they decided to pick pockets to make-up the difference rather than pulling the plug and issuing refunds.
It's like SotS 2 all over again (...well, except that thankfully I was fortunate enough to miss the boat on the SotS 2 mess).
Do not buy this. Don't buy it now, don't buy it on sale (...well, unless somehow the 'post-launch support' actually manages to turn it into a game).
Thanks for the heads up!
I will agree with most of this with the exception that they at least took the time (prolly the last 6ish months) to make the game functional.
Still super disappointing and mediocre tho.
If you ask they will probably give you a refund.
At least they have been.