TWO TOES STUDIOS · FIELD RECORDS
The Forgotten
Clockwork Codex
Time is breaking.
Learn how to survive the Fracture.
Explore the combat, classes, creatures, worlds and rewards of our isometric action RPG.

IN DEVELOPMENT FOR PC · Screenshots show work in progress. Class records are captured in-game; isolated enemy and boss images show model and animation reviews. Balance, art and interface may change.
RECORD 01
Combat
Control the battlefield. Break Stability. Make the opening count.

Build a loadout with a purpose
Choose six regular skills, an ultimate and a movement option at the hub. Combine your class resource, equipment, talent choices and run upgrades into a fighting style that can answer a whole pack.
Temporal Stability
Enemies have Stability as well as health. Heavy hits and control wear it down. At zero, a target becomes Fractured: briefly stopped and vulnerable to increased damage. Create that window, then spend your strongest attacks.
Read the tell
Positioning matters before the hit lands. Watch a heavy enemy’s wind-up, leave ground markers and use a well-timed dodge to create an Exposed opening.
Damage & defence
Physical, Temporal and Anti-Time damage interact with armour and resistances. A strong build also needs an answer to incoming pressure.
Speed & timing
Attack speed improves attacks that fire on a rate. Cast speed improves spell rates. Cooldown recovery and movement speed solve different problems.
Risk & persistence
Death restarts the chapter and clears run upgrades. Your character’s levels and gear persist, so each attempt can begin with a stronger foundation.
The mission cycle
The campaign spans five Acts, each with four chapters and three missions per chapter. Choose Purge, Hunt, Salvage or Hold the Anchor objectives, then return to Brasshaven to equip, craft and prepare.
Neutral run picks reset at an Act boundary; class picks carry forward. Completing the campaign opens New Game+, with stronger opposition and greater gear potential. Chronicle modifiers can add trials and boons to a mission for additional rewards.
RECORD 02
Classes
Six approaches to a world that no longer obeys time.
Ranged pressure · mobility · traps
Temporal Ranger
Exploit the moment

Temporal Ammo powers the kit, while Combo rewards sustained attacks and fuels finishers. The Ranger creates space with a Phase Cut, controls crowds with Temporal Grenade and Snare Mine, and sets a Clockwork Turret to cover an angle.
Abilities & field notes
Quickshot, Ricochet Shot, Temporal Grenade, Execution, Snare Mine, Clockwork Turret, Overclock and Deadeye.
Field note: Build an opening with control, keep moving, and spend Combo when your target is vulnerable.
Status: gameplay systems implemented; balance and presentation remain in development.
Spellcasting · crowd control · burst
Chronomancer
Spend time itself

Timeflow fuels spells. Temporal Momentum rewards weaving different spells together, turning a rotation into a growing threat. Stasis creates breathing room; Temporal Collapse turns a controlled group into a burst opportunity.
Abilities & field notes
Time Bolt, Chrono Lance, Stasis and Temporal Collapse anchor a kit with ranged and alternate melee options.
Field note: Alternate your spells, watch your Timeflow, and use control to protect a fragile caster.
Status: gameplay systems implemented; balance and presentation remain in development.
Melee · guarding · retaliation
Temporal Knight
Endure. Then answer.

Temporal Fury grows through pressure: striking, blocking and taking damage. Bulwark and a well-timed Perfect Guard turn defence into an opening. The Anti-Time path offers a different way to convert danger into power.
Abilities & field notes
Clockbreaker, Bulwark and Chrono Sweep lead a kit of close-range attacks and defensive tools.
Field note: Read the wind-up, guard deliberately, and release Fury when enemies commit.
Status: gameplay systems implemented; balance and presentation remain in development.
Summoning · decay · sacrifice
Cog Slaver
Command the forgotten

Bind displaced spirits into an army. Each summon reserves Essence, so more servants mean less free capacity for your own abilities. Commands, soul manipulation and sacrifice make the army an active part of combat.
Abilities & field notes
Call Lost Soul, Command the Forgotten, Sever Binding, Rewrite Soul, Accelerated Decay, Withering Field, Transpose and March of the Forgotten.
Field note: Balance your reserved Essence, direct your spirits at priority targets, and sacrifice at the right moment.
Status: gameplay systems implemented; balance and presentation remain in development.
Nature · celestial power · shapeshifting
Druid
Adapt beyond one shape

A class in active prototype development. Its direction brings nature and celestial forces together through the Time Beast, Praying Mantis and Star Crawler forms, with a different fighting role for each shape.
Abilities & field notes
The current capture shows the prototype ability record. The designed base form and shapeshifting kit are still being developed.
Field note: Follow this entry as the prototype becomes a complete class.
Status: class prototype; full kit in development.
Temporal monk · combinations · counters
Novachron
Fight across a lifetime

An Intellect-based monk fighting with fists and chronal gauntlets. Continuity supports a flowing style: Past builds combinations, Present answers with counters, and Future rewards precision. Fractured briefly breaks the pattern.
Abilities & field notes
Temporal Impact, Shifting Strike, Epoch Shift, Causal Palm, Borrowed Opening, Age Sentence, Between Seconds, Thousand Tomorrows, Convergent Fist, Stillpoint Clinch, Future Perfect and Paradox Knuckle.
Field note: Shift styles to create imprints, then turn the sequence into a stronger opening.
Status: gameplay systems implemented; balance and presentation remain in development.
Equipment changes what your character wears and carries. Ordinary main-hand weapons are shared across classes; individual abilities can require a compatible weapon type.
RECORD 03
Enemies
Recognise the role before you choose the target.
Five era bands bring distinct appearances to a shared set of tactical roles. Rushers, shooters, armoured bodies, heavies and controllers become more dangerous when their strengths overlap.




Rusher
Fracture Hound
A fast, low silhouette that closes distance and punishes stationary play.
Field note
Keep a movement option ready and avoid being surrounded.
Shooter
Fractured Gunner
Ranged pressure that makes an exposed lane dangerous.
Field note
Break the firing angle, then close or counter from cover.
Bulwark
Cog Revenant
An armoured front-line body that holds space for the rest of a pack.
Field note
Use control and flanking instead of spending every attack into its strongest position.
Heavy
Furnace Colossus
A large furnace-bodied threat with attacks that demand room to evade.
Field note
Watch the wind-up and commit damage after the heavy attack passes.
Controller
Fracture Chanter
A support threat that makes nearby allies harder to deal with.
Field note
Reach the Chanter early when its support changes the fight.
Heavy commander
Cog Warden
A larger mechanical threat that brings the encounter’s frontline pressure together.
Field note
Clear room to move before trading blows at close range.
Deep Time signature
Strata Lurker
Burrows out of reach before a marked emergence.
Field note
Move away from the emergence tell rather than chasing underground.
Industrial signature
Ballast Mortar
Keeps its distance and lays explosive ground threats.
Field note
Leave the marked blast area and shorten its firing lane.
Long Dark signature
Tanglewire
Places a snaring line that slows movement.
Field note
Cross carefully or go around before another enemy traps you in it.
Far Orbit signature
Warden Shell
Projects a directional barrier for its allies.
Field note
Change your angle and attack around the protected facing.
Beyond Tomorrow signature
Unmade Revenant
Rebuilds after its first defeat if its inert body is left intact.
Field note
Use the vulnerable rebuilding window to finish it.
Elites change the question
Swift, Armored, Volatile and Unshakable modifiers can change how you approach a familiar enemy. Read the modifier before relying on the same answer that worked against the ordinary version.
RECORD 04
Maps & the world
Twenty places. Five Acts. One fractured history.
Brasshaven · the Anchor Hour
At 11:47 PM, Brasshaven remains a refuge while the rest of causality breaks apart. You are an Anchor, able to walk the Fracture: disconnected places and eras pulled into the failing Clockwork of Time.
The journey reaches from prehistory and impossible antiquity through an industrial past, distant cities, the outer moons and finally the machinery beyond tomorrow.
ACT 01
Deep Time




180 million BCE
Primordial Foundry
A volcanic valley where impossible machinery intrudes into prehistory.
70 million BCE
Amber Chronogrove
A forest caught in uneven time, preserving life in amber and stillness.
10,000 BCE
The First City That Never Was
An impossible civilisation of stone, machinery and astronomical clocks.
1300 BCE
The Pharaoh’s Broken Hour
A royal necropolis split between four conflicting temporal states.
ACT 02
Industrial Fracture




1200 BCE
Iron Labyrinth of Knossos
Bronze mechanisms and shifting passages remake an ancient labyrinth.
200 CE
The Crucified Meridian
Roman stonework spans overlapping centuries, with chronal currents in its aqueducts.
1348 CE
Black Bell Monastery
A plague-haunted monastery where the bell tolls against the flow of time.
Alternate 1889
Brass Kingdom of London
A clockwork metropolis built around a vast temporal engine.
ACT 03
The Long Dark
1917
Trenches of the Eternal War
A battlefield trapped in a repeating hour.
2186
Neon Grave of Tokyo
A future city flickers between the lives and deaths of its skyline.
2470
Rusted Sea of Mars
Abandoned industry lies beneath red storms and a ruined planetary horizon.
2600
Cathedral of Phobos
A fortress moon becomes a reliquary of machinery and altered gravity.
ACT 04
Far Orbit
3100
Europa Below
A submerged city beneath black water, held together by pressure and sealed steel.
3400
Titan’s Clockwork Refinery
Industrial towers rise through the haze above methane seas.
8000
Graveyard of Sol
The wreckage of solar megastructures drifts across the last age of an empire.
One million years ahead
Moon at the End of Earth
Crystalline lunar ruins look out upon a shattered Earth.
ACT 05
Beyond Tomorrow
Ten million years ahead
Cathedral Beyond Tomorrow
Machine architecture watches futures beyond human history.
Unknown era
Dead Star Mechanism
A vast clockwork draws on the remains of a dead star.
Outside ordinary time
The Anti-Hour
A place where absence and reversed causality replace familiar rules.
The source of Time
Heart of the Forgotten Clockwork
Enter the god-machine itself, where the Prime Gear and the Unmaker await.
How the maps connect
Each chapter uses one map set across three missions. Act overworlds connect the regions and their entrances; later Acts follow a chain of islands and bridges, while the opening Act uses a cross-shaped layout. Mission objectives and encounter layouts vary within these themed environments.
RECORD 05
Loot & progression
A dropped item can change the whole build.

Wear the build
Weapons, off-hands, armour, cores, ammunition enhancers, necklaces and accessories all contribute to your character. Equipment is carried onto the shared body, so what you find also changes what you see.
From a useful roll to a defining power
The rarity ladder runs from Common through Magic, Rare and Epic to named Legendary and Unique equipment. Affixes shape your stats; higher tiers can raise an ability’s rank and add new mechanics.
Named legendaries combine a fixed power with rolled lines. Uniques carry hand-written effects that can change the way a build functions.
Cogs
Fill the in-run pick meter. These create temporary power for the attempt and reset with the run.
ChronoScrap
Persistent character experience. Levels remain when a chapter attempt fails.
Quantalite Dust
The hub wallet for lasting purchases and services in Brasshaven.
Crafting, storage & companions
Use the field satchel and shared stash to manage finds. Workshop cubes, prisms, welds and enchanting provide ways to refine equipment rather than waiting for one perfect drop.
Materials support crafting and permanent systems. Companions use the same equipment system as the player, giving promising gear another purpose. New Game+ raises the ceiling for item stats as the journey continues.
RECORD 06
Bosses
The great threats of the broken timeline.
Chapter bosses test the build you have assembled. Each Act ends with a signature confrontation tied to its place in the Fracture. These images show the current development models; the encounter and presentation continue to evolve.
Chapter boss · Deep Time
Escapement Tyrant

A fossil predator whose machinery turns the hunt into a cycle of lunges, tail attacks and mounting aggression. Read its commitment before choosing your escape route.
Chapter boss · Deep Time
Mainspring Ammonite

A shell-bound machine on six legs. Its spring winding gives the fight a clear question: create a Stability break before the stored attack is released.
Act I finale
The Fourfold Pharaoh

One ruler exists as young, old, living and skeletal states. The Pharaoh’s Broken Hour makes conflicting versions of the same life a central threat.
Act II finale
Lord Warden of the Hour

The Brass Kingdom’s great clock becomes a boss arena. A vast brass guardian, chimes and supporting Watch forces define the encounter.
Act III finale
Keeper of the Orbit

The guardian of the Cathedral of Phobos. The orbit, the reliquary and the moon’s altered gravity shape this confrontation.
Act IV finale
Selenite Remembrancer

A keeper of the Moon at the End of Earth, carrying the memory of a world that can no longer answer.
Act V finale
The Unmaker

The force poisoning the Clockwork with Anti-Time. The final confrontation escalates through the Heart of the Forgotten Clockwork.
Win the opening
A boss is more than a larger health bar. Learn its commitment, keep an escape route, and use Stability breaks to make your damage window count. A new piece of gear or a different skill combination can change the answer.

