Today’s Dissecting Design switches gears to cover a game that sadly did not turn out well. Clockwork Empires was one of my most anticipated games, but the game was released to poor reviews and it looks like Gaslamp may have gone under as well. In this video, I talked about the design issues with the title that I saw from watching the numerous builds and dev logs.
Clockwork Empires’ issues are important lessons for developers to study and the challenges of designing a game with so many moving parts.
One correction, when talking about the lower and middle class. If the overseer dies, the lower class workers do not disappear, but they will not continue that job unless you assign a new overseer to the job and add them back.
After a long development on Early Access, Gaslamp Games’ second title Clockwork Empires is finally here. While it still shows the promise of a steampunk-lovecraft city builder, there have been some changes to the plan.
Early Access has become a polarized element of game development. For designers, it’s an effective way to get their game tested and refined before launch. For consumers, it becomes a gamble to see whether or not you’ll get a great game, a crap game, or no game at all.
With the popularity of the model, it’s important to look at the ways to hopefully make your Early Access title a success. When we break it down, there are four key things you need to factor in for deciding to use Early Access.
Clockwork Empires: The Lovecraft steampunk city builder from Gaslamp Games has been on my radar since the first announcement. They’ve recently had their own version of early access dubbed Earliest Access for fans to get the first version of it. Since then the developers have moved onto Steam’s early access as they continue to work on the game. While it’s still a ways out, I had a chance to talk to Gaslamp Games about the development of it and the studio.