The Forgotten Clockwork · Story & world
The hour still exists.
A dying god. A fractured history. An Anchor who can walk between the pieces.
The Forgotten Clockwork is a solo-developed, isometric steampunk action RPG built in Godot. Its world reaches across impossible antiquity, industrial cities and the remains of distant futures. Time is breaking, and the machinery that once held those places apart can no longer keep them whole.
The premise
The god of time is dying.
The Clockwork created Time and reality itself. Now the Unmaker, the embodiment of Anti-Time, is poisoning the god-machine, and causality is beginning to unravel. Places that should be separated by millions of years become fragments of the same crisis. The past can no longer be trusted to stay behind you. The future has already left its ruins.
At 11:47 PM, Brasshaven remains a refuge, though it is neither outside time nor safe from what is happening. Beyond this Anchor Hour lies the Fracture: disconnected places and eras drawn into the failing Clockwork. You survived Brasshaven’s catastrophe by accident. Separated traces of Time and Anti-Time now mark a fragile causal boundary within you, allowing you to cross those broken timeways. You are an Anchor, not a predestined saviour. These forces have not become safe to combine.
Your place in the Fracture
Build a way through.
Being able to cross the Fracture does not make its dangers small. The adventure is built around deliberate combat, class resources and equipment that can change how a character fights. Read an enemy’s commitment, create a Stability break and make the opening count. The build you bring shapes how you answer the next encounter.
The expanding main campaign is taking shape as a wider overworld, with instanced boss dungeons and secret lairs. The earlier mission and map structure is being repurposed as a separate roguelike side mode. Both belong to the same developing game, with distinct structures for exploration and focused runs. The world rebuild is still in progress.
Five Acts · One fractured history
From Deep Time to Beyond Tomorrow.
The five-Act scope reaches across twenty era records. These places describe the world being built; they are not a claim that every region is finished.
Act I
Deep Time
Impossible machinery intrudes into prehistory. Volcanic landscapes, an amber-bound forest and a city that should never have existed lead toward a royal necropolis caught in conflicting temporal states.
Act II
Industrial Fracture
Ancient mechanisms and overlapping centuries give way to the Brass Kingdom of London. Labyrinths, aqueducts and a monastery’s bell trace the growing reach of a world remade by clockwork.
Act III
The Long Dark
A war repeats its hour. A future Tokyo flickers through the lives and deaths of its skyline. Beyond Earth, abandoned Martian industry and the Cathedral of Phobos carry the journey into a colder age.
Act IV
Far Orbit
The timeways reach beneath Europa’s black water, through Titan’s industrial haze and into the wreckage of solar megastructures. On a distant Moon, crystalline ruins look upon a shattered Earth.
Act V
Beyond Tomorrow
Human history gives way to machine architecture, dead-star mechanisms and places outside ordinary time. The journey approaches the source of the crisis, where the familiar rules of an hour no longer hold.
A journey with further possibilities.
New Game+ opens a new branch of reality, carrying memory and progression into another journey. The first remembered encounters are implemented; deeper variations and ending possibilities remain in development. What has happened before can matter again, but the story’s answers are left for the game to reveal.
Two Toes Studios is the work of a lifelong ARPG fan, combining beloved strengths of the genre with original ideas for a world of broken time. Godot, Tripo and other creative tools have helped make that solo ambition possible. The vision is being assembled and refined one system, encounter and environment at a time.