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Clockwork Dawn

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Clockwork Dawn Gameplay Showcase trailerWatch trailer on Steam ↗

Clockwork Dawn

Terra Studios LLC · Published by Terra Studios LLC

Positive — 91% positive (11 reviews)

Last updated 28 Sept 2026

A new dawn approaches with the advent of intricate mechanical designs that will transform the world into an era of steam and steel. Take control of a country in this alternate history steampunk timeline and either survive and prosper or be forgotten in the dust of ages past.

Early AccessDJCTQ 10

£12.79

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £12.79 · Highest: £12.792 Oct 2026

Simulation, Strategy, Early Access · 2024 · More £5 - £15 games

In Clockwork Dawn, manage an alternate history kingdom as it transitions into a steam-powered era. Your decisions will determine whether your realm thrives or falls to obscurity.

About this game

The world stands on the precipice of a revolution that will transform the landscape of the old world into a new realm of steel and smoky skies. Take control of a nation and guide it through this transformative time, embrace new technologies, and fight to survive and thrive.

Choose Your Nation

Play as one of 100 countries spanning 1306 provinces, each with unique starting situations from population and economics to diplomatic relations. You will need to forge alliances, build your army, and stabilize your country in order to overcome other adversaries.

Grow Your Realm

Help your people prosper by ensuring a stable flow of resources through domestic projects, buildings, and overseas expeditions. Conduct research on over 70 technologies inspired by the 19th and 20th centuries to unlock additional advancements.

Compete for Global Dominance

Fight either at home or abroad among overseas areas to secure resources flowing to your country. Send armies overseas to capture territory or fortify your existing nation, improve your domain through development, and more.

Clockwork Dawn is still early in development. Some features may be removed, changed, or added.

System Requirements

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Minimum

Minimum:
  • OS *: Windows 7 (SP1+), Windows 10, Windows 11
  • Processor: Intel® Pentium® IV 2.4 GHz or AMD 3500+
  • Memory: 2 GB RAM
  • Graphics: NVIDIA® GeForce 8800 or ATI Radeon® X1900
  • DirectX: Version 10
  • Sound Card: DirectX® compatible

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Patch 0.9.1

    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
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  • AnnouncementsOfficial

    Release 0.9.0 - Government, Art, and UI Overhaul

    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, Financiers, ImperialistsHead of Government - Either elected or inherited based on lawsLeaders - Usually representing a faction and their candidates for the Head of GovernmentVarious government mechanics and ways to interact with factionsUI overhaul with new visuals and colorsButtons, notifications, many other assets improvedDynamic effects for picturesAdded portraits representing leadersMinimap represents real state of the game mapInitial mechanics for modding - Includes portraits, leader names, and leader lore occupationsNew loading screenCountry lists are always sorted alphabeticallyImproved map visuals, with a focus on oceansGovernment MechanicsFor a while now, interacting with your own country has been somewhat limited mainly to economic and military development. Government and its related mechanics hopefully will help to add more peacetime activity, help players to mold their country more interactively, and let players see the changes to their country as time and technology progresses. The main facets of government have been designed to have an interplay between laws/acts, faction intere...
    Read full article on Community Announcements (Spacecrab)
  • AnnouncementsOfficial

    Release 0.8.0 - The Americas, Optimization, and Smoother UI

    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 given a free claim on the province when colonized by another country And the following bugs have been fixed: Fixed tabbing out causing music to reset Fixed cases of armies still being visible while zoomed out Fixed event popups rendering over UI layers they are not meant to Fixed some UI being interactable while paused Fixed cases of tooltips persistently remaining Fixed some UI elements apearing over others during transitions Development tab no longer appears when selecting non-owned provinces Fixed opening diplomacy box causing stuttering Camera movement disabled while debugger open Capitals hidden while zoomed out Map Expansion Full map of the world {STEAM_CLAN_IMAGE}/45004655/7bd511d44b7cd12c67d82d408e1cc9ffef3cca68.png North American provinces {STEAM_CLAN_IMAGE}/45004655/3c72d3627e0d80190bfc0b6fd500c722283719a6.png Central American provinces {STEAM_CLAN_IMAGE}/45004655/399a87f1e681a7055f630372e487b16a33a5fa01.png South American provinces {STEAM_CLAN_IMAGE}/45004655/b6e6ccb85236fe6b6c5c94a31f7f5243816a60f5.png Glad to have finally finished the creation of all land provinces in the wor...
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  • AnnouncementsOfficial

    Release 0.7.0 - Flavor, Province Effects, and Luddites

    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 allowed to dock in foreign provinces with exiled armies Cleaned save file names to not have file extension displayed Changes to font to be more readable Fixed the initial calculation of World Council members Fixed battle boxes not opening properly when a battle starts Fixed blank notification bug Fixed occupied provinces not removing fog of war Fixed merging navies causing embarked armies to disappear Lore and Flavor So far the lore has been pretty barebones, with the primary focus being on implementing mechanics, but this will now also be a major focus going forward. this update includes the first iteration of world building, with expanding on the invention of the Cognition Engine (the cutoff where this world goes into fiction) and the events that then follow. To assist with this, the starting date has been placed 6 years further from 1822 to 1828 so that the initial invention of the Cognition Engine occurs before the game start. Originally, the world was supposed to slowly evolve from a normal industrial revolution into a Steampunk one, but I've found that placing the cutoff point fr...
    Read full article on Community Announcements (Spacecrab)
  • AnnouncementsOfficial

    Release 0.6.0 - Province Development and Overlays

    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: {STEAM_CLAN_IMAGE}/45004655/9f2a5574f33a64518de91885a5fe5bdc3aec6aab.png Instead of building capacity being based on population, provinces must first be developed to open up slots for "improvements" to be constructed. Each improvement has a specified workforce required to keep it running - which is tied to a provinces' population. Improvements are also now separated by category (Production, Workforce, Research, Defensiveness, Land Recruitment, Naval Recruitment). In order to build these improvements, the province must first be developed up to the prerequisite level. Settled colonies start with no development, while starting development in the rest of the world varies from province to province. Infrastructure development opens up more slots for Production improvements to be built, while also opening up the possibility for developments tied to other improvement categories. Below are the categories improvements are separated into: Production Production improvements are the core of where resources are gained. These include improvements such Farms and Coal Mines. In order to get the maximum output of these improvements, the province must have enough workforce. If there is not enough workforce, the production output is cut ...
    Read full article on Community Announcements (Spacecrab)

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