Blog :

Steam Store Page Now Live


Gameplay Trailer

Hi Everyone!

To celebrate the launch of our Steam Store Page, we’ve released a new gameplay video to demonstrate the time warp mechanic in our puzzle-platformer – ‘Clockwork’. This is just the beginning and you can expect a lot more depth in the 60+ levels that will challenge your skills around time-distortion, time-disruption and time-displacement.

You can view the it here, or on our steam page itself.

This level is from ‘Poisonville’, a dark and desolate place, in the city of Watchtower, that houses broken pieces of machinery, smoke and sludge. Will you be able to help Atto get out alive and in time?

Hit us up on either our twitter page or facebook page and let us know what you think!

Interview with ‘Do You Even Game Bro?’



Our CEO, Vishal Gumber, recently had a chat with the lovely people over at ‘Do You Even Game Bro’. He answered questions about Clockwork’s inspirations, aesthetic and development process. And, he even shed some light on  the question we’ve all wanted answered; just how much oil does Atto consume?

You can read the entire interview right here.


Clockwork is Greenlit!


Hi Everyone!

We made it! Clockwork is officially greenlit! Thank you so much to everyone who voted, commented and shared the game. Your positivity and support has been overwhelming. <3


We’ve definitely taken your feedback on board and right now we’re working on a polished build of the game for release. We hope to release in Q3 of 2016.

Thanks again for joining us on this amazing journey! We couldn’t have done this without your support. 🙂 <3


— The Clockwork Team

ClockWork: Our Story


It’s been one week since we launched our Greenlight campaign and the support just continues to flow in. A huge thanks to everyone who has taken time to comment, vote and wished us well – we really appreciate it. With your help, we’re now at #13 out of 2000+ titles on Greenlight! <3

So, how did it all start? Please allow us to share a bit on ‘The Making of ClockWork’.

Two years ago, our young and talented team of around 8 people had a small mission: create a viral game, much like Flappy Bird, with 2-3 months of development and hope to be lucky. However, we soon realized that besides a high level of various specific skillsets, creating a worthwhile game also required a lot of planning and experimentation, and that would take more time, effort, work and re-work. We went back to the drawing board after 3 months of a lot of random concepts and some very polished art, which never actually made into the final game, except for its Time Manipulation Mechanic.


We were inspired by an essay which our game designer had written when he was in Year 10. It talked of going back in time and having the chance to say or do something differently. Through that, our lead artist started creating concepts of a Watchtower. Ideas flew from there, and before we knew it an entire world was created. After 6 months of starting development we finally had a clear concept.

ClockWork was starting to come to life.

Over the next 18 months, ClockWork went through many iterations. Ultimately over 25 people worked on different facets of the game and made an invaluable contribution. We debated over how the game would be played. Was 2D the best way to go, or 3D better? After developing in 3D for 4 months, we went back to 2D as our original team envisioned ClockWork in a specific way and 2D was thought to be a better portrayal.


ClockWork still continues to grow. We’re aware that the animation needs a little more polish, and the gameplay can be tightened. These are the things we continue to work on as we power through Steam Greenlight. We’re delighted at what we’ve achieved thus far, and will continue to create an amazing game for all to enjoy.

Now that the core development is finished and we are only polishing it for the last few months, our team has mostly disbanded. We’re scattered across Australia, working in various top studios. However, we all feel extremely blessed that we had the opportunity to work on ClockWork. When we release in the next month or two, we do hope that you will cherish playing it, as much as we cherished making it.

Take a look at ClockWork on greenlight now!

Meet Tavish Cotter! Animator!

Hey everyone,

Meet one of our animators and some fun facts about him!


What is your role?

My role is an animator, my job is about breathing life into the characters inhabiting the world of clockwork and bug testing them in engine. It’s all about making them feel like they belong in their own skin.

How long have you been doing art?

I’ve been drawing/painting/sculpting for as long as I can remember, animation though is a more recent addition to the repertoire but seems like an appropriate evolution. I absolutely love what i do and seeing how far I can push the animation art.

How did you get into games?

Games in general for me started with sneaking over to the neighbours to play their super nintendo (they were aware i was there and let me play so all good!). While I didn’t immediately have personal access to games, needless to say it left an impression on the kid I was back then. As for working on games, I’ve been told its my passion for animation that got me noticed in the first place, however, I couldn’t have done it without the support of the people around me (I’m serious!).

What or who are your inspirations?

My biggest inspiration is the Bethesda game The Elder Scrolls 4: Oblivion. I was astounded when i first played it, I’d never seen anything like it. That game got me through some really tough times.

Darth Vader would be up there too.

What’s your favourite game?

Game? Just one? See the previous answer. But I do love it’s sequel, The Elder Scrolls 5: Skyrim. Its Fus-Ro-Tastic!

If you weren’t making games, where else would you be right now?

I’d probably be playing Skyrim still.


Thanks Tavish! Our other animator’s little intro is coming soon so stay tuned!


Quick Look: Enemies in Clockwork

Hello, there folks!


It’s been awhile since we last posted anything, we’ve been busy here on the team. We thought it’d be a good time to talk about the enemies in the game.

It’s something we’ve been keeping on the down low until we were sure how they’d behave and be a part of the game. But now that we are, we can talk about it!

Originally, we weren’t aware of whether we’d even have enemies in the game. But we quickly realized we wanted the characters to face a threat, and for world to seem more hostile in more despair. From a story perspective, having an enemy of some sort is always tricky. The enemies players will encounter in Clockwork are a part of the city and townspeople.

Without saying too much, they are the outcome of the tragic state of the city. Their part in the world, and what they represent is something we’re always wanting to go further with.

In terms of how they’ll behave in the game, they play a part in solving puzzles and creating a whole new set of properties for the player to figure out. We’re using them in some interesting ways, and players will need to control their movement, attention and actions to traverse through the deeper parts of the game.

We look forward to seeing how players will react to their role in the game as we bring them to life.


Meet Arianne Elliott: Art Director

ArianneWell hello there! I’m Arianne, and I’m the art director and concept artist over at Gamesoft on the game, Clockwork.

So, the guys have finally coerced me into writing a bit about myself. This week I’ve gone 32 hours without sleep, gone half blind from a migraine, and been so poor I considered a peanut butter sandwich for every meal a balanced diet, and writing this is still the most tedious thing I’ll do all week.

What kind of work do you do?

I draw pretty things, sounds dumb, but that’s usually what i’m doing.

Well, there is more to it than that, I draw assets, characters, concept art, promotional art, and I monitor the look and feel of the game.

And when I’m not working on clockwork I work of whatever freelance gigs I can get my little mits on, Web stuff, illustration, photo editing, anything to make a dime.

What do you love about art?

Now far from resenting these aspects of being a full time digital artist, I actually revel in the struggle. Sure it means you’re the wet blanket who turns down plans since there’s always work to be done. Yes, you may find yourself staring at your computer like a drone when a not so pleasant smell brings you back to consciousness, and then you realise that smell is really you, and you should probably shower.

It’s also definitely not cool to be editing people in your head when you are supposed to be carrying a conversation.

But I still find there is nothing else I would rather be doing, nothing quite like the freedom of having ideas and being able to breath life into them, the elation of giving your imagination a visual form.

Working in games is a bit different, but no less rewarding. Having a project where different people and all their skills come together is great. We’ve found this great chemistry in the team that makes the office a really comfortable place to work.

What are your favorite games?

Bioshock/Infinite, Jak 2, Last Of Us,Tales of Vesperia,Oblivion, Skyrim, AssCreed 4, Age of Empires II, Wolf Among Us, though if i’m honest i’ve mostly just been playing a lot of Guitar Hero.

I look for influence not just from games but also from traditional art, to movies, TV shows and definitely books.

They let me generate my own vision of things, and sparks a lot of my creativity.

Where would you be if you weren’t an artist?

I’d be an angry chef.

I’m halfway there but still working on the chef part.

Thanks for taking the time to read this rant. I know the editor’s going to have a field day with this one. But you wouldn’t know why because it’s already been edited.

Here is Princy Suarez, Technical Artist/Designer

Hey people!

As our progress continues, we’d like to introduce you to another team member that we have the pleasure of working with.

Meet Princy Suarez!


I’m an Artist, although technical artist would be more accurate. I take the art and import it into the game engine and using that art, I create assets that can be used to build levels. I also build  the levels based off of the level and puzzle designs from Boramy. Some of the puzzle designing also falls onto me, which is lots of fun. I’m also the one in charge of keeping the project directory clean and tidy, making sure files are named correctly and placed in the right place. On top of all that I lend a hand in the art department, creating miscellaneous bits of art. I do know how to draw after all.

Long walks on the beach, pina coladas, down voting Youtube videos, and Lego. And also video games.


Bad naming conventions and folder structures. People not following naming conventions or folder structures. Strangers who sit next to me on public transport when there are clearly other empty seats available. Weather that is too cold or too hot. The majority of Adam Sandler films.


Favourite Game:
Bad Rats. There is nothing on earth quite like it. Everyone’s steam library should have it. It’s a great Christmas gift. May the legend never die. But in all seriousness my favourite game is probably Final Fantasy 7. It was my first Final Fantasy and one of the first games I ever finished. Looking at the box art I thought it was a game about soccer. Turns out it was a lot more than that. From the music to the systems, to the simple polygon art and the cheesy story, I love Final Fantasy 7. It will always have a space on my shelf.

Favourite Hotkey:
Ctrl + F. Wouldn’t find anything without it. Also the find and replace function is great.

If you weren’t making games, where else would you be right now?

Zookeeper or marine biologist. My favourite spots in the city are the aquarium and the zoo, so I guess working there wouldn’t be so bad. I don’t super love animals but I think they’re okay. Asides from that, the only other place I could see myself in is an office space job, something in a cubicle, preferably in a greyish blue color. Tight, compact, dead end, water cooler to match. I could do that.


I collect Lego minifigures. The quality has gone up since I was a kid. Every figure has really nice detail. They make great desk companions. I also have six Lego vehicles; five from the recent Lego speed champions series and the other being the ecto-1 from Ghostbusters. The other cars look really swish but the ecto-1 takes the cake. It is a beautiful reproduction of the car from the movie. Other than that, I do frequently read comics. The Everything Burns story is arc is one I would recommend.

Overall it’s been a fun experience working in games. Everybody here is so much fun to work with. There is literally nothing else in the world I would rather do. Literally nothing.


If you have questions you’d like to ask Princy, feel free to comment on facebook, our website or send us tweets!


Clockwork: How we do Concept Art

Hello everyone!

As the development of Clockwork continues, we have some new concept art to show! The first of much more to come. We take a look at some brand new areas coming up in the progress of the game, that we are both so excited to show you as well as get to work on. Seeing new art come from the game has certainly been a great refresher for us. Today we thought we’d go into more detail about the tight process we undertake to keep up with the development of our game. Starting with concept art.

Our concept art is one of the very first steps we take when deciding how our game will look. Firstly, we outline the various areas the player will encounter at every act and turn of the story.

We then break that down to the levels in the game, and see if any new areas need to be designed to make the world of Clockwork that much more believable.

Once we reach this stage, we hand off a list to our concept artist, Arianne Elliott to design those lovely and terrifying areas that the main characters and yourselves will soon explore.

In order to meet and keep up with our schedule, these pieces of concept art are whipped out with strict time constraints so that we may iteratively develop and provide feedback on the work. What we show you here is the result after the first round of feedback, and a few amongst the many.

Atto's Home

Atto’s Home: This concept was designed to quickly grasp the feel of our main character’s home, hidden away at the end of the factory floors.


The Smelter: All materials must turn to steel. The smelters of Grindtown operate beneath the machine floor, processing the metal that fuels the entire city.


Dilata Basin: Deeper still beneath the workings of the city, the wasteland of what slips through the cracks eventually find their way here.

Let us know what you think, we’re open ears for any feedback or your views in the comments. We do read those, and are more than happy to answer questions! From our processes, to our decision making, we’d more than love to share with everyone our experience working on this game. Thanks for reading, and keep checking for more news!