All posts tagged with "the hunt for red obeliskian"

Clockwork Empires July Update: A Juncture Most Unnatural

ce_2016_july_promo_illustration_small

This update will go live to every Clockwork Empires player via Steam!

We have also updated our Clockwork Empires: Development Progress report!

Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.

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Major player-facing additions this month:

  • added many event arcs, including REDACTED
  • civilians will now fight to protect themselves (just not as well, or as long, as soldiers)
  • added upkeep to buildings (& multitude of systems and balance changes to support this)
  • changed UI for creating on-map assignments to “stamp” system
  • many other UI improvements done to improve information available to player and improve control over game systems
  • significant optimization of game speed, save size, save/load speed
  • … which let us add a 2X game speed button
  • housing and immigration systems much improved

If you’re in a hurry, that should cover it. But if you find yourself with the inexplicable urge for more, you’re in luck, we’ve got the full changelog posted below — or the extra special annotated changelog in the Clockwork Empires Development Report.

Begin Full Beta 53 Changelog

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A Home for Her Majesty’s 22nd Dragoons

We added a first implementation of barracks to Clockwork Empires in experimental revision 41D (as teased in the last blog post). This is the start of giving the military mechanics more depth, providing the player with more feedback about the status of their squads, and providing the start of a structure to give more control to players over how their military operates.

"Tonight you pukes will sleep with your muskets."

“Tonight you pukes will sleep with your muskets.”

The basic pieces of the Clockwork Empires game (relevant to this topic at least) are the character, the work crew, and the building. Up ’til 41D colonial military had only the first two. Giving them a building  means military work crews an on-map home base, an anchor, and gives the player an on-world access point to see what the squad is up. And in terms of gameplay, it makes a proper functioning military require investment of resources! (From a game design perspective, we’re always looking for opportunities for the player to dump resources at potential problems to reward economic success.)

So how’s this work?

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