
Clocker
A hand-drawn time-puzzle from a Chinese indie studio that nobody covered enough. If you have two to four quiet hours and a soft spot for fathers making terrible choices, this one lingers.
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About Clocker
I have a soft spot for the small ones, the games that slip out without fanfare and sit quietly in a corner of your library waiting to be found. Clocker is exactly that kind of game, a point-and-click puzzle built around a single mechanical idea that it commits to completely. You play as a clockmaker in a small village where time has frozen solid. A stranger presses a pocket watch into your hands, and suddenly you can scrub individual NPCs and objects forward or backward through their personal timelines while everything else stays still. Move a van a few seconds forward so it parks under a ledge. Nudge a pedestrian backward so they walk into a doorway at exactly the right moment. Chain those effects together and the frozen world starts to rearrange itself around you. The dual-protagonist structure is worth understanding before you start. The father's sections are where all the temporal puzzle work happens, rendered mostly in muted, grey-washed tones with flashes of colour that feel earned. Then control passes to the daughter, who walks the same spaces in full colour, living through the downstream consequences of every timeline you twisted. Those daughter sections are lighter on interactivity but they carry most of the emotional weight, filling in the story of a family quietly falling apart long before any supernatural pocket watch showed up. The storytelling is abstract, closer to a mood piece than a plot, and the father is a bit of a closed-off character by design. Some players find that distance hard to bridge; I found it honest. The time manipulation itself is genuinely clever and, in its better moments, produces that quiet click of satisfaction you get from a well-designed puzzle. Some solutions ask you to change a soccer match result by interfering with a lab on the other side of town. Others ask you to use mid-flight birds as stepping stones. The puzzle logic ranges from elegantly intuitive to bafflingly obscure, and the controls for cycling through multiple NPCs in a crowded scene can feel fiddly and slow. Trial and error is part of the contract here, and the pacing drags slightly in the middle when the cause-and-effect chains grow long without enough visual feedback to help you track what you have already tried. That said, the game knows how long it wants to be: most players finish in two to four hours, and the multiple endings give completionists a reason to replay. The art is the thing that quietly stays with you. Levels open as rough pencil sketches on lined notebook paper before the colour washes in, and the hand-painted look has an unpretentious warmth to it. The soundtrack matches, piano-led and a little melancholy, calibrated to land harder in the emotional beats than the puzzle beats. A few reviewers have noted a tonal inconsistency between the game's sad-dad story and some of its sillier puzzle solutions, and that friction is real. But to me it reads less like a flaw and more like the honest texture of a small team trusting their instincts. Clocker came out of a crowdfunding campaign that ran for over two years, and you can feel the patience and care in how every system serves the central theme of time and the irreversible distance it puts between people. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- 7
- Memory
- 4 GB RAM
- DirectX
- Version 9.0c
- Storage
- 5 GB available space
- Graphics
- Intel HD 4000 Series
- Processor
- 1.8 GHz
Recommended
- OS
- 10
- Memory
- 8 GB RAM
- DirectX
- Version 10
- Storage
- 6 GB available space
- Graphics
- GeForce 780
- Processor
- 2.4 GHz
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Game Info
- Developer
- Wild Kid Games
- Publisher
- Wild Kid Games
- Release Date
- Feb 14, 2019