- Patch 0.9.1 - 11 September 2025
Fixed portrait transparency visualsFixed typos in faction descriptionsFixed technology effects displaying properlyFixed bug when deleting savesFixed string parsing for save file namesAdded exit game button to pause menuSelected save file name displayed before savingAdded Discord button to main menuNew splash screen on startup
- Release 0.9.0 - Government, Art, and UI Overhaul - 9 September 2025
Hello all!The next update has been released - 0.9.0. This update largely focuses on the addition of the initial version of government mechanics, but also comes packed with a completely new UI, the addition of a bunch of new art and assets, and an initial foray into allowing moddability (which sets the groundwork for translations as well).As before, here's the shortlist of the features that have been added, with more in-depth discussion below:Laws and Acts - Pass laws (representing core values of a country) and acts (discretionary additional decisions)Government types - Generated from the laws that have been passed in a country, some government types will need to pay more attention to faction power, influence, and favoribility, while others can act with through executive power with impunityFactions - Aristocrats, Peasants, Zealots, Technocrats, Luddites, Industrialists, Workers, Financie…
- Release 0.8.0 - The Americas, Optimization, and Smoother UI - 10 May 2025
Hi all! The next update has been released - 0.8.0. This update focuses on expansion of the map to include North and South America, expansion of the map to include many more sea provinces, huge optimizations, and improvements to the aesthetics of the UI. In short, the following features have been added: 294 new land provinces added in the Americas 160 new sea provinces 14 new countries Lots of optimization, with initial tests showing about a 30fps improvement Initial version of custom shaders for country appearances while zoomed out New (interactable) minimap reflecting map changes New animations for sea provinces Existing sea provinces given more precise depth values UI box transitions much smoother Text readability and aesthetics improved Overhaul of rendering order for UI to prevent overlapping New loading screen Countries with over 50 claim strength in a colonizable province are give…
- Release 0.7.0 - Flavor, Province Effects, and Luddites - 4 February 2025
Hi all! The next update (0.7.0) has been released, this time focusing on a variety of subjects including expanding the lore, Luddites, province effects, and Cognition Engines. Below is a short summary of the changes introduced: Introduction events expanded Start date changed to 1828 Lots of behind the scenes storyboarding and lore expansion More event popups New nation - Australian Commonwealth Cognition Engines more important for research and central to gameplay Projects (including Cognition Engines) now built in provinces Luddite rebels agitate against Cognition Engines Rebels and discontent now on province level instead of national Province effects mechanics added Countries have short descriptions in main menu Aesthetic changes for some menus, notifications, and the World Council More tooltips, especially in province box Buy/sell resource slider positions saved in save files Navies a…
- Release 0.6.0 - Province Development and Overlays - 16 December 2024
Hello all! The time has come for another update, this time focusing on province development, implementing macro builders, and more! In short, the following has been implemented: Province buildings overhauled with developments and improvements Province workforce Province development and improvement overlay macro Unit recruitment requires prerequisite improvements to be constructed Unit recruitment overlay macro Economy tweaks AI improvements to handling economy Map aesthetic enhancements Provincial Developments and Improvements The biggest item is that the "buildings" system has been overhauled with "developments" and "improvements". Along with these development changes, an overlay has been made to make it easier to interact with a countries' provinces: Instead of building capacity being based on population, provinces must first be developed to open up slots for "improvements" to be cons…
- Release 0.5.0 - Map Expansion - 18 October 2024
Hi Everyone! The next release for Clockwork Dawn (0.5.0) is now live! The main focus for this update is the expansion of the playable area outside of Europe to now include all the Old World, along with all of the countries that makeup the new area and new mechanics for colonization. This included a total of 702 new provinces, 94 new sea provinces, and 46 new countries! Colonization Because the playable area now covers over half the world's land, new mechanics needed to be made for global colonization/imperialism. For now, the previous imperialism mechanic has been removed (it's planned on being added back for arctic/other colonization) and replaced with colonization on a provincial level. Overall, colonization is now based on province colonial claim strength and pacification actions in the area. To establish a colony the province must either be coastal or adjacent to an owned province,…
- Developer Update #4 - Map Expansion - 22 September 2024
Hello all! In this developer update I wanted to give some insight into the next large item being worked on for Clockwork Dawn - expansion of the gameplay map to cover the Old World! This is the first expansion of the map to allow playable countries outside of Europe and will drastically change the colonization/imperialism mechanics. Eventually, the goal is to also integrate the New World as well, fully flesh out the sea provinces, and add gameplay for arctic regions with unique fantasy resources, but that will most likely be farther into the future. For now, integrating the Old World allows creation of the new colonization mechanics and better tuning of gameplay for countries beginning in a less developed state. Currently all of the new provinces are named, the terrain is has been chosen, and the starting countries occupying those provinces have been added. The existing state of startin…
- Patch 0.4.1 - 22 August 2024
Soundtrack shuffled better to prevent same song repeating Fixed Rifled Muskets technology effects Prevent project resource sliders changing without input Fix large armies disappearing after battle Fix large navies disappearing after battle Resources in banner change after purchases more frequently Prevent overseas offensive actions on self when a country is the sole controller of an area Player country only shown as target country in imperialism box if no other country exists in area Diplomatic tech descriptions clarified + one other diplomatic technology added
- Update 0.4.0 - 16 August 2024
Hi all! It's been about two weeks since the early access release and I've received a lot of valuable feedback. Since the early access release, two hotfixes have been made to address issues, but also in the meantime work has continued on the main features of Clockwork Dawn. Still lots to do! In this latest update (0.4.0) the main targets were implementing the World Council feature, improving the existing tech tree, and improving the user interface. The World Council To deal with the problem of rapid expansion, a system needed to be put in place to provide a buffer for taking too many provinces too quickly. Instead of going for a simple 'aggressive expansion' penalty, I wanted to have something more interactive and engaging. The solution to this is the World Council - a type of proto-U.N. When the 'World Council' tech is researched by any country the player gets an event that the world co…
- Hotfix 0.3.2 - 6 August 2024
Unit selection UI displays number of regiments/ships Fix for battles never ending Fix for capital relocating when a two province countries' capital is taken Occupations display after a saved game is loaded Allies properly called to war on both sides Disbanding an army during a siege checks if another army will take over siege progress Unit upkeep properly displayed in tooltip Manpower gain now calculates properly Resources from colonies lowered Resources from buildings raised High population provinces start with an extra farm
- Hotfix 0.3.1 - 4 August 2024
Hello! Thanks everyone for the feedback so far on the Early Access release. The first hotfix for Clockwork Dawn has been released (0.3.1) with a number of bug fixes and quality of life improvements, including the following: Fixed project upgrade capacity Splitting an exiled army also exiles new army Fixed unit population cap always being displayed as 3000 Navies now recover morale after battles Tier 2 buildings have slightly higher upkeep Prevent colony richness and defense from going under 1 Fix merging armies resetting a siege Limit time to reach overseas area to 10 days minimum Limit overseas building capacity based on area control Fix for fortifications overseas building AI offering alliance cooldown extended to two years Automatic selling of resources extended to a max of 2x monthly production Automatic 100% warscore when a war leader is fully occupied AI armies less likely to atta…
- Clockwork Dawn Early Access Release - 2 August 2024
Hi All! Excited to announce that Clockwork Dawn is now released into Early Access! There has been the addition of a couple new features since the last developer update, including a fog-of-war mechanic and the initial version of country-specific objectives, but those will be written about in greater detail in the next developer update. Thanks everyone that has followed along so far and have fun!
- Developer Update #3 - Undersea Outposts & More - 22 July 2024
Hello everyone! Clockwork Dawn continues to move forward with development - the initial Early Access build has been submitted to Steam for review! To go along with this, I wanted to show some of the recent features that have been implemented since the previous update. Undersea Outposts The map's playable area currently contains 119 sea provinces - a lot of area that previously did not have much effect on gameplay. This changes with the addition of undersea outposts. Countries, once they have researched the prerequisite technologies, can now send undersea expeditions to explore the depths of the ocean for suitability for creating an outpost away from the prying eyes of the public. Outposts, once constructed, give a country-wide bonus to a specific resource or to research points gain, along with claiming that sea province for the home country. The magnitude of the bonus (and cost of the o…
- Developer Update #2 - Projects and Diplomacy - 26 June 2024
Hello everyone! I wanted to take some time to showcase some of the recent progress and talk about some of the upcoming work for Clockwork Dawn. The recent focus has been on a new feature - Projects, and on refining diplomacy and the AI. Projects During a Clockwork Dawn campaign, a nation - especially one played by the player, begins to snowball in terms of resource production. The two major outlets that have existed for excess resources to be poured into are: Overseas empire expansion Army and navy expansion I wanted to create a domestic alternative for countries to pour their excess resources as a counterpart to overseas empire expansion for countries that are not well situated to create a colonial empire (landlocked or on the interior of Europe). The solution for this has been Projects. Projects essentially act as large buildings with their own upgrades and a constant need for resourc…
- Clockwork Dawn Announcement and Developer Update - 7 June 2024
Hello all! First off, I would like to thank everyone that has taken an interest in the development of Clockwork Dawn so far. I wanted to take some time to talk about the game itself, the goals for this project, and me - the developer. What is Clockwork Dawn? Clockwork Dawn is a Grand Strategy game that takes places during the time period of the Industrial Revolution, except instead of a historical Industrial Revolution occurring, the world transforms into a Steampunk inspired setting with accompanying fantastical technologies, events, and units. Players will need to balance their countries' economy, keep social unrest quelled, and compete against other countries both on the European continent and abroad. The game starts out in a normal historical setting, but quickly develops into a race to outcompete other countries that are also embracing increasingly enigmatic technologies such as au…