Blog : News

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 Erin Hall – Artist

Erin HallHi Everyone,

Please join us to welcome Erin to the Clockwork Team. Here’s what she has to say:

What is your role?

I partake in the dressing and lighting of levels, as well as the creation of more assets. So essentially, I take the basic level layout and turn it into a part of the game world that players will experience.

How long have you been doing art?

I have always loved drawing and anything else creative from since I was fairly young, however recently I have only just gotten back into drawing again and am learning how to use the digital medium.

How did you get into games?

I got into games watching my older brothers play games like Alien Breed and Quak on our old Amiga CD32. My love for games grew and has brought me to where I am now, currently in my first year for Bachelor of Games Development (Game Design) at SAE Sydney.

What or who are your inspirations?

I absolutely love open world RPGs, but the one that made the biggest impression on my life was The Elder Scrolls III: Morrowind. To this day I still have not actually finished the main quest line (terrible I know) because I became so immersed in the game world, and that is what I hope to be able to create for all the other passionate gamers.

What’s your favourite game?

That is a tricky question. Being new to the series I love The Witcher 3: Wild Hunt, but some of my all-time favourites would have to include the Mass Effect series, Morrowind and of course Final Fantasy VII.

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

Before starting at SAE I was torn between games and animation and was actually leaning more towards animation at one point. Otherwise I would probably be finishing off my Psychology degree that I started 3 years ago.

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 Nichelle Nolan, Artist.

Hi everyone! My name is Nichelle Nolan and I’m part of the game dev crew on Clockwork.


What is your role?

My role is as an artist and I spend most of my day in the office dressing up levels to make them aesthetically pleasing, painting modular assets and solving all the lovely issues the version control throws our way.

How long have you been doing art?

I have been drawing for as long as I could hold a pencil. I just love challenging myself and expressing myself through art so it’s something I’ve been doing every day without fail for as long as I can remember.

How did you get into games?

Well I used to work as a graphic designer and illustrator but always had a huge love for playing games and the amazing art that is involved. When I decided that I no longer wanted to do graphic design I made the decision to go and get a Bachelor Degree in Game Development and that’s something that made it possible to now be here working on Clockwork!

What or who are your inspirations?

In an artistic sense, I have been so inspired by Nei Ruffino, Boris Vallejo and M C Escher. In a game dev sense, my biggest inspirations would probably have to be my fantastic lecturers at college who taught me most of the game dev things I know… if you’re reading this, you know who you are.

What’s your favourite game?

Well the one that made me want to get into games is Prince of Persia: Warrior Within so it’s up there…. But I also really love the FEAR games… pretty much most creepy games in general even though I can be a huge chicken when playing them.

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

I’d probably be a linguist. I very nearly decided to study linguistics instead of games but luckily for me, the stars aligned just in time to make games happen and I couldn’t be happier about it!

Story Building: A look into the themes of Clockwork

Hi again!

Just a quick update on what we’re up to!


We are currently working on NPC implementation, and developing the story elements of the game. So I thought we’d quickly talk about what kind of story Clockwork has!

Themes are an important part of any story, and Clockwork’s are no exception. The dysfunct world and propagating lack of humanity is a key theme amongst time as well as the growth of Atto in this world.

When looking at a dystopian universe, it’s easy to classify it as a fictitious setting built for the future. We realized when analyzing the era of the past where Clockwork is based from that a semblance of this theme was present in our history.

Looking at the older days, when inequality was abundant, and the divergence between the rich and the poor was growing. We realize little has changed.

Atto is a child set in that world, and so we come to think of what would a child do. What would a child want to do?

He is very much influenced by those around him, as that is where he receives his image of the world. And so he slowly begins to fade into the roles of the society around him, performing the routines but as a child he still holds a flicker of imagination. He isn’t broken.

And from his new companion Milli, he finds a way to engage in this part of him and grow.

This sense of progress and inner discoveries is part of Clockwork’s story, one of many glowing lights of a disjointed world. And on this journey, we’ll venture into the past of the characters we meet, and find life where we thought none existed.

It’s a great hurdle we’re trying to step over with the story, delivering this world we’ve so carefully laid out is arduous work. But there’s a story to be told in Clockwork.


Let us know if you’re curious about any other themes in Clockwork! We’re always happy to talk!