
The world has been swallowed into the grey void of time and space. The only key to the winding puzzle - a time-controling pocket-watch - lies in the hands of a clockmaker Father. The watch creates a mysterious barrier between the Father and his estranged Daughter.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 285reviews | 83% | — | $24.8K |
| $3.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
FUN
简直神作,而且流程也不长,剧情泪目了
非常垃圾的指引,如果你想打真结局那你有福了,四个条件缺一不可我可以理解,但是为什么重来必须一整个大章重来?如果不小心打错了进了假结局,那么不好意思,你将再次被硬控五分钟,如果你这个时候心急点了重新开始本章节,那么恭喜你将重头体验一遍这个游戏,为了这个真结局我反反复复打了三遍,如果你克服了以上种种,达成真结局条件进入结局,而你如往常一般接着往前走,而不是往后方那个在先前一进入就死的裂缝走的话,那么恭喜你你又进入了假结局,纯纯反人类设计,设计出来这种真结局条件的全家死光了
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Spanish - Spain, Russian, Japanese, Portuguese - Portugal, German
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Clocker, developed by Wild Kid Games and published in collaboration with indienova, is a quiet yet emotionally resonant puzzle adventure that explores the relationship between time, memory, and family. At its core, it tells the story of a father and daughter separated by a mysterious temporal disturbance, and the player’s task is to guide them toward reunion through a series of intricate time-based puzzles. Rather than relying on dialogue-heavy storytelling, Clocker uses its mechanics and atmosphere to express emotion, creating a narrative that unfolds organically through the player’s actions. The concept is both intimate and ambitious, blending heartfelt storytelling with a mechanical complexity that challenges the mind as much as it tugs at the heart. The game begins with a clockmaker father who, through his experiments, accidentally alters the flow of time in his world. His pocket watch, a symbolic and literal embodiment of time’s fragility, becomes the key to manipulating the environment and solving puzzles. The world around him is frozen in stasis, and by using the watch’s power, the player can fast-forward or rewind the lives of the people and objects suspended in this moment. Later, control shifts to his daughter, who must navigate the consequences of her father’s actions. This dual-character structure is central to Clocker’s design, allowing the story to be told from two perspectives that ultimately intertwine. The father’s manipulation of time changes the world in unpredictable ways, while the daughter’s exploration and determination to fix the damage bring emotional weight to the mechanical process. Together, they create a layered narrative that feels deeply human despite its fantastical premise. Clocker’s puzzles are its strongest and most defining feature. Each scenario requires an understanding of cause and effect—how moving one element in the past will influence another in the future. The father can alter objects and characters in various temporal states, while the daughter deals with the results of those manipulations. This creates a fascinating interplay where one puzzle solution might disrupt another, forcing players to think in loops rather than straight lines. The sense of discovery that comes from seeing the world shift under your control is immensely satisfying, but it can also be demanding. Some puzzles require keen observation and patience, as the relationships between objects and time sequences are not always immediately obvious. The game never holds the player’s hand, and this deliberate ambiguity gives its challenges more depth. However, this complexity can sometimes lead to frustration, particularly when the logic behind a puzzle feels opaque or when progress hinges on noticing subtle environmental cues. Visually, Clocker adopts a hand-painted style that evokes a storybook or watercolor painting. The color palette shifts gently as time moves, helping to differentiate between temporal states and emotional beats. Environments are modest in size but filled with small, evocative details—a frozen fountain, a clock tower mid-chime, people caught mid-step—that remind the player of the stillness that defines this disrupted world. The art direction contributes significantly to the game’s emotional impact; it doesn’t aim for realism but for texture and tone, crafting a world that feels dreamlike yet grounded. The sound design complements this perfectly. A soft, piano-driven score carries the player through moments of discovery and sorrow, reinforcing the game’s themes of loss and connection. The music often fades into near silence, creating a reflective atmosphere that gives the player space to think and feel between puzzles. Where Clocker falters is mostly in pacing and accessibility. The game’s complexity, while intellectually engaging, can occasionally slow its momentum, especially when a puzzle sequence requires backtracking or extended trial and error. Some players might find the progression uneven, as moments of revelation are interspersed with stretches of confusion. The interface, though functional, occasionally feels cumbersome when switching between time manipulation and exploration, and the control scheme can feel imprecise in certain sections. These issues don’t undermine the experience entirely, but they do interrupt the flow of an otherwise meditative game. The narrative, while affecting, is minimalistic; it leaves many emotional threads implicit rather than stated, relying on the player’s interpretation to fill the gaps. This can be powerful for those who appreciate subtle storytelling, but others may wish for more direct emotional payoffs or dialogue-driven moments. Despite its imperfections, Clocker achieves something rare in its genre. It creates a space where logic puzzles serve emotional storytelling rather than distracting from it. Every action the player takes—every rewound moment, every shifted timeline—feels like an expression of the characters’ bond. The father’s attempts to control time mirror his desire to protect his daughter, while her journey to restore balance reflects her acceptance of loss and responsibility. The story concludes on a bittersweet note that reinforces the central idea that time cannot be conquered but only understood. Clocker leaves the player with a lingering sense of melancholy and reflection, not through grand spectacle but through quiet, deliberate design. It’s a small game with a big emotional heart, and its ability to connect complex mechanics with human storytelling marks it as a standout within the indie puzzle landscape. For players who value introspective, artistically driven experiences that challenge both the mind and the heart, Clocker is a moving and memorable journey through the fragile beauty of time. Rating: 7/10
人物操作体验是真的垃圾,很多地方剧情对话不连贯,剧情解锁解密触发很蛋疼,比如说小孩、飞机和遥控车这一段,压根搞不懂、对话到哪一段才能触发遥控车撞飞机,角度瞄准了也不行。另外我是没有触发真结局,但结束的也太突兀了,玩着玩着拦腰断了完全感觉不到是怎么回事。整体剧情较短,所以人物情感也非常苍白,很多地方的都是为了煽情而煽情,整体体验很差。
O jogo não era que eu esperava, até que é divertido mas é bem estranho.
(ノ◕ヮ◕)ノ*:・゚✧ The loading dock defeated me but the game is a still a beautiful game!
不太行的线性解谜小品。 游戏有一些巧思,但总的来说很折磨。 - 开游戏提示手柄,接好才发现一个破左右移动游戏,单手都能操作非要装手柄适配。 - 游戏行动节奏极慢,成就探索隐秘且繁琐,游玩体验极其折磨人。 - 美术普通,毫不起眼。 - 过场动画,演出极其笨拙。 - 解密难度是没有的(1/5),就是穷举,没有智力可言。 + BGM设计得不错,没有让本就笨拙的游戏体验更加烦躁。 总的来说,极其折磨,浪费时间,不建议体验。
Really fun puzzle game. Didn't play for much yet, but I will be returning! I love the burglar puzzle -- for sure! Sad to see it's so underrated as the style is pretty unique and the game quite puzzling at times!
中规中矩的游戏。 通关普通结局后谈一下感想吧,后续通过观看实况视频了解了真结局的剧情。 美术和音乐不错,角色待机动作很可爱。但是叙事一言难尽。开篇处理有些逻辑上的小缺陷,[spoiler] 男主原本先追出去找女儿,为什么被人打断一下就放弃,转而直接研究起表了?到黄昏才想起找女儿,真不怕孩子出事啊。 [/spoiler] 解密方面有很多小巧思,这一点值得夸赞,可是没有特别惊艳的点。解密环节的场景和两位主角关联太弱,并没有起到对角色塑造或者剧情铺垫的作用。从根本上来讲,这是一个以展现父女之间亲情为基础的游戏,然而游戏当中没有体现出来。除了在结尾,我没有感受到他们之间的感情深厚。以及剧情里只用非常少的文本提及了作为母亲的角色,完全没有展开叙述这个角色的故事,这一点很让人遗憾。 故事中规中矩,个人感觉普通结局比真结局更加动人。真结局虽然圆满但非常语焉不详,作为玩家我只看到主人公的女儿长大了,并没有太多额外的信息。事件解决后两位主人公未来的生活、关于故事的核心物品钟表的解释,这些统统是没有的。 总体上是很粗糙的游戏,几乎只有大纲没有细节,食之无味弃之可惜。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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