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Vex Clock

Vex Clock Steam news

Dave Microwaves Games | Feb 21, 2025 | game

Released

0players observed · 10 October 2026 - 23:36:10 UTC

ActionAdventureIndieSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak11
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score97% positive

Vex Clock news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak11
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score97% positive
  • Total reviews30
  • Release dateFeb 21, 2025
  • DeveloperDave Microwaves Games
  • PublisherDave Microwaves Games

Genres: Action, Adventure, Indie

Company pages: Developer: Dave Microwaves GamesPublisher: Dave Microwaves Games

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Vex Clock Steam news

Vex Clock news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Vex Clock's One Year Anniversary Sale - 21 February 2026

    A whole year has passed since Vex Clock released and what better way to celebrate than a 25% discount on the game! While no update was planned for this year's anniversary, I am still planning on giving y'all something quite special soon! I'm working on a video that goes deep into the game's development cycle, its early stages, scrapped concepts and more, so be sure to look forward to that when it comes out! And with that, I bid thee adieu! Have a great weekend and be sure to spread the word to your friends about the game and tell them, John Vex Clock sent you.

  • Freeplay Mode + Steam Autumn Sale | V1.1.0 - 29 September 2025

    A small content update for Vex Clock is now here, introducing the highly requested Freeplay Mode, accessible from the new game section of the mainmenu. You can unlock this mode by beating the game once, and will allow you to revisit any level from the game to collect any collectibles you may have missed as well as to just practice on or ogle at!Added: Freeplay Mode, unlocked after beating the game once Added: Failsafes for completing a boss stage in the event the player is somehow able to exit the stage without collecting the powerup Fixed: A few miscellaneous bugsI hope you enjoy this small content update and if you haven't picked up Vex Clock yet, now's a good time to do it! The game is currently 25% off for a week, so grab it for yourself or for your friends and enjoy!

  • Bug Fix Patch | V1.0.8 - 11 September 2025

    A small fix for a game breaking bug that was reported today! Don't worry, I still plan on adding that freeplay mode to the game sometime in the future! I've just been very busy with my current project, Dave.EXE, which I hope to give more details on its Steam release in the near future, so stay tuned.Added: The ability to unpause the game by pressing the Escape key when in any of the pause option menusFixed: A bug where entering the pause options menu, backing out and clicking resume would break the menus and not allow you to exit the pause menu.

  • Bug Fix Patch | V1.0.7 - 23 July 2025

    A small patch I whipped up in short time. Hoping to get around to working on another update for the game in the future to include a freeplay mode for players who want to access any level to practice or play on for fun. Just been very busy with my current project, Dave.EXE and life itself.Added: You can now pause and unpause the game by pressing the Esc key Changed: A tiny portion of dialogue in Lilian's Act 1 hangout cutscene to sound more natural Fixed: A bug where Chloe's head clips through her hair during an ending cutscene Fixed: A typo found in Katrina's Act 1 hangout cutscene Fixed: A bug where Katrina's model wouldn't apply a costume in the last segment of the Kingdom of Ruin ending cutscene Fixed: A bug where the cooldown sound for your Time Warp ability plays one second before you're able to reuse the ability Fixed: A bug where the icon that appears after you unlock the Kingdom…

  • Visual Health Indicator | V1.0.6 - 27 March 2025

    A small update that includes a visual health indicator option to the Game Settings menu. Should help with those who are color blind or want an easier way to tell how much health you have! Added: The option in Game Settings to enable an on screen health bar Fixed: A bug where the "Field of View" text wasn't fading out when exiting the Game Settings menu Fixed: A bug where the sound effect for breaking two stacks of destructible crates was too quiet And that's a wrap! I would like to return to this game at some point to work more towards adding full controller support. Just been very busy lately and haven't had the time to look into it, but hopefully I'll be able to get around to it at some point! ' w '

  • Iris Damage Bug Fix + More | V1.0.5 - 9 March 2025

    A small patch, fixing a few small bugs and one glaring issue I overlooked with Iris! Fixed: An issue where Iris' bullets would not damage Emmeline in the Act 5 boss fight Fixed: A bug where the zones for Storming the Castle and Quiet Towers had the "Personal Mission" text swapped around Fixed: A bug where you had to press spacebar instead of escape to skip the cutscene that plays after the first segment in Death's Door

  • Pause Bug Fix | V1.0.4 - 26 February 2025

    A small patch adding some missing text and fixing a bug with pausing during Emmeline's mid-battle cutscene. Added: Names are now displayed for each ending that can be viewed in the Extras menu Changed: Updated one of the names in the credits as per request Fixed: A bug where the player could pause during the mini cutscene that plays during Emmeline's transition to phase 3 in the final boss fight

  • Bug Fix + Epilogue Extras | V1.0.3 - 25 February 2025

    Dropping a small patch fixing some bugs and adding a much requested feature to rewatch epilogues after completing an ending. This can also be used to track the endings you've gotten. Added: The ability to rewatch epilogues in the Extras menu Changed: The epilogue cutscenes begin as soon as the credits begin to scroll rather than 10 seconds into the credits screen Fixed: A bug where Chloe's talking audio would keep playing after clicking next during her personal mission cutscene in Act 2 Fixed: Updated a few patron names in the credits as requested Fixed: A bug where Deacon's (the boss's) hitbox was visible in-game Fixed: A bug that allowed you to pause the game during the short cutscene that plays in the middle of the tutorial

  • Quality of Life Update | V1.0.2 - 22 February 2025

    A small quality of life update based on feedback I've read that should hopefully bring the game to a much better state for everyone! Added: FOV sliders for both 1st and 3rd person to the Game Settings Added: Missing QA Testing credits to the credits screen Added: A reload checkpoint button to the pause menu Changed: Spacebar to Escape for skipping cutscenes Changed: Increased the amount of health pickups that appear in Streetside Suppression's wave battle segment Changed: Decreased the amount of strong enemies that appear in Streetside Suppression's wave battle segment Fixed: A bug where some cutscenes could be skipped at any point when there should be a five second delay before you're unable to skip a cutscene Fixed: A bug that allowed you to pause during a level's intro cinematic Fixed: A bug where Deacon (boss form) would sometimes break due to not being able to navigate towards the…

  • Small Update | V1.0.1 - 22 February 2025

    A small patch fixing some bugs that were reported recently. Will likely have another patch out tomorrow to address some other bugs and general changes I haven't been able to tackle on yet! Fixed: An exploit in Act 2's Flooded Metropolis level that allowed you to jump up on areas you shouldn't Fixed: A bug where the player could walk past the exit trigger in Siren City's Dark Backstreets level Fixed: A bug where Keith's outfit would switch to the next act's outfit when you are currently wearing a costume Fixed: A bug where the destructible crates hiding one of the computer chips were clipping into eachother in Act 1's Trainyard checkpoint area Fixed: A bug where Rosa's Gothic Rose outfit had glowing green skin in the introduction cutscene Fixed: An issue with projectiles not firing from the center of the screen where the crosshair is located Nerfed: The miniboss's health from 15 to 12 HP…

  • Day 1 Hotfix | #2 (Hold to Aim Bug Fixed) - 21 February 2025

    A quick hotfix, patching a game breaking bug and a few other smaller bugs. Fixed: A game breaking bug with "Hold to Aim" not functioning after acquiring the missile power up Fixed: Keith had Deacon's weapon description in the party menu Fixed: An exploit that allowed you to get onto bookshelves in Quiet Towers

  • Day 1 Hotfix | #1 - 21 February 2025

    A small patch that should address a few bugs and small issues that were discovered! Added: More context to Lilian's dialogue during the Act 4 personal mission cutscene Changed: Two voicelines for Deacon Fixed: A bug if you had Iris on your third slot in Newgame-Plus and entered Act 5, you'd have both Garth and Iris' guns equipped at the same time Fixed: A bug where Storming the Castle wouldn't display that you had found the third secret chip on the level Fixed: A few typos throughout the game Fixed: An issue where defeating Emmeline too quickly in Act 4 would cause some enemies and actors to remain Fixed: A bug with the randomizer not despawning a Castle Maiden at the end of the cutscene on Death's Door Fixed: An issue where you could see into the void behind the castle gate in the Death's Door cutscene Fixed: A bug where the fountain on Winded Detour had collision, making bullets hit a…

  • Progress Update #10 - 25 January 2025

    After almost three years of development, Vex Clock finally got its release date today along with a new trailer! Have you seen it yet? Check it out below! Whoa Slow Down Now, A Release Date? Yup, Vex Clock has gotten its official release date today. While the game was slated for a 2024 release, time and ambition got the better of me and it had to get pushed back. Now here we are, with the game now slated to release on February 21st 2025! It's crazy to think this game first started development on February of 2022, and after all these years it's reaching the big release. I've been dreaming of this moment and I'm so happy to finally get to this point. So What Happens Now? Now we wait! I have plans to start sending out pre-release builds to select playtesters to try and get as much feedback as possible. Want to make sure this release is as stable and good as possible for the public to enjoy.…

  • Progress Update #9 - 9 October 2024

    I'm back again? With another update post? Unfortunately so! I was hoping to make the next post the release date announcement post, but due to getting caught up with Dave.EXE's new major content update and personal life biz, I haven't had the time to make much progress on the game since July. What Have I Been Up To? Since around early July, I got caught up working on Dave.EXE's second bi-yearly update, The Kern Kalamity update. Added a whole new set of maps, enemies, cosmetics and a brand new seasonal event. While I am a bit upset I lost a good three months of time I could've spent on finishing Vex Clock, it was a ton of fun to work on and I'm glad I got it done when I did. Got released back in September if you'd like to check out the launch trailer for that! Apart from that, I got caught up in some personal life biz I had to take care of so I didn't have as much time to work on Vex Cloc…

  • Progress Update #8 - 30 June 2024

    We're finally reaching the finish line, so I've got some new stuff to share this time around in terms of what's been done and what's to come! What's Been Done The most important question of all, what's been done so far and how close is the game to being finished? Well good news is, every playable level is complete and a majority of the cutscenes have been finished. I'm currently developing the final level's boss fight segment and will soon be working on all of the endings to the game. After that, I should be able to officially say the game is "finished!" What's To Come? Once the final boss fight is finished and all the cutscenes have been wrapped up, it'll just be a matter of play testing and end-game implementation stuff. Planning on going back and polishing older parts of the game and it's storyline to keep it in line with the quality of the newer stuff I've worked on recently. I know…

  • Progress Update #7 - 27 March 2024

    Been two months since the last Steam post, but thought I'd drop an update on how the game's shaping up before I take some time away next month visiting some loved ones. So to start, what's been done since the beginning of February? Well, I spent most of the month working on a big quality of life update for Dave.EXE, which took me a few weeks to get done but am very happy with. For those unfamiliar with Dave.EXE, it's an ongoing game I've been continuously updating and including new content for on my Patreon before I drop it on Steam in the future. Wanted to freshen the game up before I leave it dormant for awhile while I finish Vex Clock. As for March, I've devoted the whole month towards finishing the last few act 4 levels and am now in the final stages of it's development. A lot of cutscenes and the final boss fight is all that's left before I start preparing a playable version for a…

  • Progress Update #6 - 30 January 2024

    It's been almost six months since the last progress update on this game, with three of those months being lost to the busyness of life. Still, I have made significant progress towards finishing the game and I intend on getting er' done in the coming months ahead! Last I spoke, I mentioned how act 4 had barely been worked on and still needed plenty of time in the oven. Now, it's safe to say we're finally nearing the end of Act 4's development! Only a few levels still need to be worked on which shouldn't take much time, with a majority of the work that's ahead of me being cutscene related. I end up spending a lot of time on cutscenes and it really cuts into my time (no pun intended), which is why act 4 has been taking as long as it has to complete. ;w; Some gameplay footage of stuff I had been working on last week: What Comes Next? I'm gonna try to finish the last portion of this game som…

  • Progress Update #5 - 30 July 2023

    Hello howdy, time for another quick progress update on Vex Clock's development, talking about where I'm at, what I'll be doing and more! So last post I went over chapter 3's development and how much was left. Since then I've finished chapter 3 and been hard at work on the final chapter, chapter 4. This is where the story will conclude and will probably be the most time consuming chapter to work on. From all the story bits, to the cutscenes and all the more complex level designs, this is gonna be a very fun time for me and I hope I'll be able to do this final segment of the game justice. Awhile back I posted a video showing off one of the abilities you unlock and how it'll be used throughout chapter 4. Many of the areas you'll come across will require a bit of platforming and good timing to make it through: Development Act 3 is officially complete with everything fully implemented and pl…

  • Progress Update #4 - 14 April 2023

    Been awhile, eh? Last post I briefly went over the current state of the game, as well as some other nitty gritty details. I was hoping to get a post up two months ago, but I got just a little bit caught up in side project business. Some of you may already know what I'm talking about, since Vex Clock isn't my only game being worked on. So a brief summary; I've had a project on the sidelines that's been keeping the revenue flowing in through Patreon. That is, DaveEXE. I was working on an update to this game, expecting to finish it in roughly a month's time. But ended up going down a rabbit hole and spent four months on it. Reworked a lot of old mechanics, updated the UI, polished up a lot of rough spots and made the game look extra crispy, along with a ton of new content to boot! Unfortunately due to all of that, I was unable to get much done for Vex Clock. But now that it's been complete…

  • Progress Update #3 - 20 December 2022

    It's been a long year, my friends. It's crazy to think I started work on Vex Clock 10 months ago and we're already almost at the end of 2022! Time flies, but I look forward to what the future has in store. Now let's keep this post short and sweet, so here we go. Development Act 2 is 100% complete with all of it's gameplay, cutscenes, etc all said and done. Act 3 is nearing the middle of it's development cycle, though I've yet to finish the last few gameplay segments and cutscenes. Once those are out of the way, work on Act 4 shall finally begin! Act 1 Gameplay = 100% Complete Cutscenes = 100% Complete Final Pass = Done Act 2 Gameplay = 100% Complete Cutscenes = 100% Complete Final Pass = Done Act 3 Gameplay = 85% Complete Cutscenes = 15% Complete Final Pass = Act 4 Gameplay = 0% Complete Cutscenes = 0% Complete Final Pass = The Future I'm very excited for 2023 and what it will have in s…

Patch notes and updates

S.noRelease datePatch nameGID number
111 September 2025Bug Fix Patch | V1.0.81810503566430562
223 July 2025Bug Fix Patch | V1.0.71806064758559815
327 March 2025Visual Health Indicator | V1.0.61795283637823594
49 March 2025Iris Damage Bug Fix + More | V1.0.51793384379468817
526 February 2025Pause Bug Fix | V1.0.41792751525987463
625 February 2025Bug Fix + Epilogue Extras | V1.0.31792116353341738
722 February 2025Quality of Life Update | V1.0.21792116353266093
822 February 2025Small Update | V1.0.11792116353242734
921 February 2025Day 1 Hotfix | #2 (Hold to Aim Bug Fixed)1792116353232133
1021 February 2025Day 1 Hotfix | #11792116353229497

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