All posts tagged with "why are cultists so happy all the time?"

Clockwork Empires August Update: YES, INSPECTOR

The Occult Inspector asked if there was an update and we said-

ce_2016_august_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 a new Mine system
  • improved Naturalist’s Office
  • improved Public House
  • added a Training Academy
  • lights!
  • many UI improvements
  • vast & sweeping Upkeep rebalancing
  • Game Over stats
  • The Larch

Begin the full Beta 54 changelog!

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So You Want To Form A Cult

We’ve been a bit coy about portrayal of cults in Clockwork Empires because we’ve wanted to keep them mysterious. Don’t show the monster. But if a cult forms in the woods and no one bothers to really tell the player what’s going on, did it matter? Perhaps not.

Add three black mana to your pool.

Add three black mana to your pool.

Aside from that, the mechanics we built made it in the player’s best interest to instantly execute anyone they suspect of forming a cult, which happens when you give people any kind of free time. Which is kinda interesting in a brutal way, but if another day of executions is the only valid response to cults, then is this not simply eldritch whackamole?

So we sat back and asked ourselves: Where do we want to go with cults? What player choice should they involve – why would a player want to keep a cult around (aside from morbid curiosity which, granted, our players seem to have in abundance)? How much do we tell the player and how much do we keep as a Fun Surprise?

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