read about the latest update at the Gaslamp Games blog
Clockwork Empires is set in a Steampunk world of science, industry, and cosmic horrors.

Your mission: to build a colony populated by AI characters with their own traits, memories, and goals.

Available for early access Current version: 55

Read the Development Progress Report

Mini FAQ

  • What are the minimum system requirements?

    OS: Windows 7
    Processor: Intel i5 or equivalent
    Graphics: NVIDIA or AMD card capable of supporting OpenGL 3.2 Core or Above
  • What about Mac and Linux?

    Clockwork Empires' Early Access works on Macs but does not yet work on Linux. Follow the forum thread here for updates & specific info.

Join the Colonies!

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!

Now out for Windows
& Mac; Linux to follow
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Gameplay & Features:

  • Build a colony and manage the characters who live in it, each with unique histories: The colony set in a Victorian steampunk era, as well as the lower, middle and upper class characters, have their own memories and unfolding futures which are shaped by your choices.
  • Free-form goals: Every scenario is what the you make of it. As you colonize an unknown land, objectives are given by “The Empire”, but you may choose to align with another faction - or none at all - if so you desire. There are rewards and consequences for each decision.
  • Cosmic Horror, Factories, Booze, Science, Et Cetera: Complete with all the elements for an industrial revolution, a colonial society pushed too far will break down and unleash horrors such as cultists, marauding fish-people, axe murderers, and things darker still from Beyond the Stars.
Clockwork Empires: Airship

Media Gallery


Eldritch Transformation
Teaser Trailer
Staving Off Starvation

Game Screenshots

Beta 51 shot 1
Beta 51 shot 2
Beta 51 shot 3
Building up from the carpentry shop among the pines.
Growing chillies in the desert.
Vertiline grows cabbages in the woods.
Fishpeople vandalize crops - what will you do in response?
A thriving colony with a proud airship mast.
Allied soldiers of the Republique Mechanique patrol through the jungle.
Frontier Scientists discuss important Science Things.
Introducing the Colonial Paracrate: Perfectly Safe delivery of Essential Goods to The Colonies - 'Most of the Time!'
Call in Favours from the Empire based on prestige you've earned!
A pack of clever foxes sneaks through bustling colonial stockpiles.
Armoured Bandits will attack your colony and steal your precious junk if you don't stop them!
Philomena Solder, Vicar, oversees the construction of a chapel to give the colony badly-needed spiritual guidance.
Decorate your workshops with all kinds of kitschy junk!
Even landmines failed to properly dissuade this Menacing Fishperson.
Minerva Bronzesolder ensures the extinction of these dodos.

Other Art


Clockwork Empires in the News

April 2, 2014Clockwork Empires is what happens when The Sims goes colonial, summons Cthulhu (Digital Trends)
There’s no story in Clockwork Empires beyond the basic setup: guide a group of settlers as they build a colony in a newly discovered land that your reigning monarch wants to settle. Whatever happens from there is up to you.

March 28, 2014Clockwork Empires: Victorian Steampunk at its Finest (GameRanx)
Use of opium and alcohol, villagers named Squeers, fish people, badgers, steampunk—what more could you want in a game the parades itself around the idea of 19th century British Imperialism?

March 26, 2014Getting Drunk And Getting High In Clockwork Empires (Gamespot)
Villagers chopping trees and farmers putting a hoe to soil – those were the sights I expected (and found) in this management simulation, which finds an intriguing middle ground between the city building of SimCity and the emergent anxieties of Dwarf Fortress. But terrors from the deep weren't on my radar. Nor, for that matter, did the town residents expect them. Some villagers panicked while others beat the fish people with their fists, and eventually, the local militia gunned them down...

March 20, 2014It's Time To Get Excited About Clockwork Empires (Rock Paper Shotgun)
A simulation game where each tiny human lived their own lives, had their own thoughts and feelings and memories, and behaved accordingly. It’s a claim we’ve heard so often that it’s hard not to dismiss it out of hand. So much so that when Dungeons of Dredmor developers Gaslamp Games were claiming it, I demanded they stop and prove it to me… They did. Clockwork Empires, a colonial village building sim (of sorts) pulls you in with the cult monster worship, but you stay for the extraordinary AI....

March 19, 2014Clockwork Empires encourages spectacular, horrific failure (Games Radar)
Clockwork Empires, like any good city-builder, gives you tools with which to stave off your society’s nightmarish decline. But its hook is in encouraging those failures – and making them as spectacular (and ghastly) as possible. Whether it be the otherworldly horrors, cannibalism, or your own guiding hand encouraging mass opium production in lieu of food, Clockwork Empires' biggest draw is all the ways it enables glorious, terrifying failure...

March 18, 2014Clockwork Empires hands-on: Life and death on the frontier (PC Gamer)
What’s most appealing to me about the game is Gaslamp’s intention to replicate the Dwarf Fortress-like experience of failure not simply being a disappointment, but something that triggers “narrative successes.” As Jacobsen told me in 2012, “When you were a kid and you built with Legos, eventually you build something up and you knock it down because there's nothing else to do. Dwarf Fortress approached that in a really sophisticated way: it constantly is sort of knocking down your Legos, and you are constantly having to try and one-up your design to make it a little bit better, a little more robust...