
Design your own arsenal in Clockwork Ambrosia, a steampunk metroidvania in the vein of a run-and-gun platformer. Join Iris, an airship pilot who must combat an army of deadly robots and monsters, and experiment with over 100 rule-based weapon mods and armors to prevail through this wild adventure!
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About
Engage enemies from afar in this 2D action platformer set in a steampunk/retro futuristic world. Clockwork Ambrosia takes inspiration from the metroidvania genre but adds a new twist: players can customize their weapon behavior with a plethora of modifications.

Iris can equip four different weapons: the versatile Pulse Breaker, the armor-shattering Missile Launcher, the rapid-fire Revolver, and the trick-shot Grenade Launcher. Unique characteristics and different firing modes add basic utility to your kit.

Players don’t hunt for ammo count upgrades in Clockwork Ambrosia. Instead, unearthing secrets reveals weapon mods - powerful items that reprogram your weapon’s behavior. Each mod is different, updating how your weapon behaves in more complex ways than “damage +1”.

Should you add a mod that powers up your bullets? Great, but it disables a round! Wait a minute, let’s add a mod that fires extra bullets whenever you disable a round… Oh! And now you’re firing multiple bullets too, so you can use the mod that fires an extra bullet whenever you fire multiple! Oh, and that means…!
ahem
So this is just one small example (of the thousands) of unique builds players can craft through discovery and ingenuity.

Upgrade weapons to unlock even more mod slots, further unleashing your weapon’s potential.
Players also unlock a variety of movement abilities, from the classic wall jump to special gloves that let you stride along ceilings - and much more. Then customize your equipment even further, adding armor, healing powers, and other game-changing effects!

Scour the island for secrets. Make new friends. Defeat gorgeously animated foes. All while crafting a loadout for Iris that is built to your taste!
Other features include:
15-20 hour (average) playtime
Find over 100 unique mods for endless possibilities
Save and swap between your favorite weapon & mod loadouts
Pin icons to the map, marking areas for later exploration
Purchase new mods and items with scrap from the hub village of Borersville
Upgrade weapons to add mod slots; upgrade equipment to enhance their stats
Buy enemy drops from the Borersville shop if you miss them during the heat of battle
Fast travel across the island with unlockable warp points
Death returns you to your last save point, but (limited) extra lives let you resurrect where you left off
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
值得一玩的类银佳作,8/10。战斗以远程射击为核心,特色是枪械系统,搭配130+丰富的配件可以组出很多bd,后期成型了直接火力覆盖,爽感拉满。同时射击手感、反馈强,战斗体验很棒。地图设计总体上优秀,除了水下区域略水,其他图都不错,各个区域的连通做的很好,探索起来非常舒服。探图正反馈很强,隐藏、宝箱多的同时,给的奖励都是配件、装备之类有用的东西,比起某些给钱给衣服装饰的奖励要好的多。平台跳跃部分比较简单,少见的没有跳跳乐,取而代之的是一定量的解谜,不过也不算难,还是挺有意思的。游戏难度不高,在存档点存档后会给三次原地复活的机会,减少了死后不必要的跑图。 -传送后期才给,并且传送点较少。虽然主角性能强,跑图很快,但还是有点累。 -全成就不难,一周目就能达成,但比较繁琐,涉及一些重复的刷素材。 -背景容易混淆,有时候分不清哪些是能踩的台阶,哪些是真的背景。 -换皮怪略多。 -传送的交互逻辑有待改善,应该直接在地图上进行选择传送,而不是把所有传送点带地名,以纯文本的方式全部列出来,一点都不直观。 -有些神秘的bug,比如装备特定的鞋子可以直接冲刺穿过本应解谜关闭的激光墙(逃课小技巧);打开装备界面重新装卸护腕,可以原地回满护甲,切装备回血说是。
Phenomenal Metroidvania gem. Shining bright in a genre that is outplayed this is what Metroidvanias should be. The screen is simple and not filled with graphical vomit or overloaded aesthetics. The game flows great and requires decent skill but imo overall game is a bit too easy. With that said so glad the game doesn't have 5 different achievements for different endings. What really grabs me is the flow, atmosphere, music and exploration. It's just fun. The music in mushroom village is so chill. You get excited knowing you are moving to a boss or something because you can just tell. Yes you have to backtrack, especially people doing all achievs but the maps connect amazingly. The dev finally gives you super jump 2/3 through the game and says it this good enough? Because it doesn't give it to you early and he knows that :D. Looking forward to when I sit down and play this game for sure and I know I will love the rest. Final Edit: Just as figured. One of my favorites. It can get frustrating on where to go sometimes but that is the time to explore old ways anyway to look for mods. As long as you stay diligent you could figure it out. You also have to be able to jump to a ceiling, use your upgraded +3 jumps equipment and a dash to get up in passageways that are otherwise inaccessible. Feel free to use my materials guide/locations and shop/equipment/mods list. It will help those going for 100%.
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Languages: English
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Clockwork Ambrosia is a metroidvania with one good idea: extensive weapon customization. Unfortunately, the further I got, the more its promising foundation gave way to design issues that made it difficult to recommend. The biggest issue is progression or rather the complete lack of direction. The game does a poor job of guiding the player, and I don't mean through obnoxious quest markers. Early on this isn't much of a problem. First ~2 hours are fairly linear, with a steady stream of movement upgrades, weapon mods, bosses, and new areas to discover. But once the world opens up CA starts to fall apart. The map quickly becomes cluttered with unexplored paths, locked passages, and potential routes forward, yet the game provides almost no indication of which of them actually matter. NPCs mostly deliver lore and worldbuilding, but rarely offer useful hints about where to go next. At one point, I had dozens of unexplored routes marked on my map and absolutely no idea which one would lead to meaningful progression. What makes this especially frustrating is that the game often creates the illusion of progress. I'd spend 20-30 minutes exploring a new area, solving environmental challenges, fighting enemies, and pushing deeper into the map, only to discover that the reward was another dead end with maybe a weapon mod rather than anything that advanced the game. Even when I did make progress, it rarely felt intentional. Most of the time it seemed like I advanced purely by accident, wandering through the map until I happened to stumble across the one thing that unlocked progress somewhere else. There were very few moments where I felt rewarded for remembering a previously inaccessible location or figuring something out on my own. Progression often felt more like a lucky coincidence than a satisfying "aha!" moment. The map itself doesn't help matters, and probably should be redesigned from ground up. Many great metroidvanias, subtly guide players through their structure, encouraging them to remember obstacles, revisit old locations, and make satisfying connections between different regions. Clockwork Ambrosia rarely achieves that. The world is full of paths to explore, but very little of it feels intentionally arranged to support progression. It also doesn’t help that map loops back on itself, so by going west, you will eventually reach east part of the world. Eventually, I ran into what is probably the worst feeling a game can create: I stopped playing because I was excited to see what was next and started playing because I wanted to finish what I'd already started. More than once I found myself forcing another thirty minute session in the hope of making progress, only to end up even more confused than before. I should also mention that I didn't finish the game. I've encountered I think a mandatory boss fight, but game crashed every time the fight started. Maybe there's a workaround, maybe not. Either way, after spending hours wandering through a map that already tested my patience, I wasn't willing to replay all that just to find out. Overall, I can't recommend Clockwork Ambrosia. The weapon customization system is interesting, exploration can be rewarding, and there are good ideas here. But the further I got, the more unfinished the game felt. What begins as a promising metroidvania gradually turns into an increasingly frustrating experience. By the end, it felt less like a finished release and more like an early access title that needed several more months of refinement.
I played the demo for this game and it was kinda fun, so I bought it a while after it's released. Turns out, the developer couldn't fix the gamebreaking bugs that were found and reported on the forums back in may/early june. At some point your ability to heal (mend in game terms) simply stops working. At first only certain armours are affected, but over the course of the game every single one breaks and you can't heal anymore at all. There is a work around to this - switching your armour, but what it does is completely refills your armour (the part of your HP that can be healed), which means it makes your HP infinite as you can reequip your items at any moment, even mid boss fight. But what about the game itself? It's kinda ass. Back in may people were complaining that it doesn't give you any direction of where to go and people are getting stuck. The developer acknowledged that, but still there are plenty of places in the game where you might miss a minor detail and get stuck aimlessly wandering around. Besides that, the core of the game, weapon customization, is very bland. You have 4 weapons and you can apply various modifiers to them, which sound cool. But some modifiers are simply useless, and honestly, 2 out of 4 weapons are just bad. Revolver doesn't deal nearly enough damage, and its special ammo needs to be loaded manually 1 by 1. Grenade launcher is seemingly broken as sometimes it reloads automatically and sometimes doesn't. But even if it did reload properly, it's simply worse than the rocket launcher in all use cases, because all the modifiers that it has are useless. About 2-2.5 hours in you'll have a decent setup for your first pistol and then you'll just be using that and nothing else (an occasional rocket against heavily armoured enemies, but that's it). I unlocked a dual-wielding mod slot for my revolver, but 2 hours later I still don't have any actual mods to put there so that I can dual wield it. To sum up, I wouldn't recommend this game even if it wasn't simply broken. As it stands, I hope the steam gods approve my refund request, even though the game broke after I've put 2 hours in already.
This metroidvania has one of the most open worlds I've ever seen. This is normally a good thing, but when paired with a near complete lack of warp gates in a giant world, it becomes a backtrack nightmare of epic proportions. level design is also really poor in the mt yore area. The armor bug is also really annoying.
👍 Recommandé (ENGLISH BELLOW) Clockwork Ambrosia est un excellent Metroidvania qui m'a beaucoup rappelé l'excellent Guns of Fury, même si l'approche est ici davantage orientée exploration que run & gun / action. ✔ Très beaux graphismes et animations ✔ Jouabilité précise et agréable ✔ Boucle de gameplay addictive ✔ Grande variété d'armes, d'améliorations et de capacités ✔ Univers et biomes très différents les uns des autres ✔ Checkpoints fréquents et système de retry bien pensé ✔ Une quantité impressionnante de secrets à découvrir ✔ 100% adapté STEAM DECK ! Points plus mitigés : ❌ Pas de traduction française, ce qui complique parfois la compréhension des objectifs ❌ Système de téléportation peu pratique : les zones ne sont pas clairement identifiées sur la carte et naviguer dans une simple liste devient vite pénible ❌ Scénario assez oubliable ❌ Le système de fusion d'armes est une excellente idée sur le papier, mais manque d'informations chiffrées pour comprendre réellement l'intérêt des différentes combinaisons. Sans les discussions Steam, j'aurais probablement raté certaines combinaisons particulièrement efficaces. ❌ Une aventure très longue... parfois même un peu trop grande pour son propre bien. Malgré ces défauts, j'ai terminé le jeu à presque 100 % et je ne regrette absolument pas le voyage. L'exploration est gratifiante, le contenu généreux et l'aventure reste très plaisante du début à la fin. ⭐ 7,5/10 - - - - - - - - - - - 👍 Recommended Clockwork Ambrosia is an excellent Metroidvania that reminded me a lot of the great Guns of Fury, although it's much more focused on exploration than run-and-gun/action. ✔ Beautiful graphics and animations ✔ Responsive and enjoyable controls ✔ Addictive gameplay loop ✔ Great variety of weapons, upgrades, and abilities ✔ Diverse environments and biomes ✔ Frequent checkpoints and a well-designed retry system ✔ Tons of secrets and hidden areas to discover ✔ 100% STEAM DECK COMPATIBLE ! A few downsides: ❌ No French localization, which made it difficult at times to understand exactly what the game expected me to do ❌ The fast travel system is cumbersome. Locations aren't clearly identified on the map, and navigating through a text list quickly becomes frustrating. A map-based teleport system would have been much more intuitive ❌ The story isn't particularly memorable ❌ The weapon fusion system is a great idea in theory, but the lack of clear stats or numerical data makes it hard to understand the real impact of each combination. Without checking Steam community discussions, I probably wouldn't have discovered some of the most effective builds ❌ The game is very large and very long—sometimes a little too much for its own good That said, I completed the game at nearly 100% and thoroughly enjoyed my time with it. The exploration is rewarding, the content is generous, and the overall adventure is consistently fun from start to finish. Score: 7.5/10
Its fine. The map is too big to not give any direction. Half my play time was just wandering around aimlessly. Theres also a bug where I couldnt repair my armor which lead to a lot of frustration with the last 2 bosses to the point it ruined my entire experience.
Played on 512 OG LCD Steam Deck without issues. I had a good albeit confusing time with this. It has great hidden areas/rooms that are cleverly done. I wandered a lot but it seems I for the most part was on the main line path but it felt like dumb luck. The map is serviceable but it repeats while you scroll which is dumb and confusing. Double jump took forever to get, as if this review with 17.2 hours I just got it and I’m likely done with the game. Seems there are 5 more bosses left but I’ve had enough. Bosses are cool but I’ve been around this map so much I’m just tire. Had a good time overall but many I would choose over this. Guns of fury, Before I Go, The Mobius Machine. It was worth the $20.
Un buen juego, pero con el correr de las horas se va desinflando. Es muy bonito, y la idea central tiene gancho: "haz tu propia arma"... aunque eso tiene algunos problemas. El pixelart es muy bonito, los controles suaves, la música acompaña bien, y el gameplay en general se disfruta. Por lo que vale, el entretenimiento está garantizado, es una buena experiencia. [h2]Puntos buenos[/h2] - [b]Suavidad[/b]: el control está bastante pulido, el pixelart también, y lo mismo con la música. Todo el juego transmite una sensación afable de ligera exigencia y acompañamiento al jugador. En esto es lo que mas se disfruta. - [b]Armas Custom[/b]: la principal satisfacción del juego se sostiene sobre la base de ir encontrando modificadores para las armas, así puedes ir mejorándolas mas y mas. Esta idea que en las primeras 5 o 6 horas te impulsa a querer explorar cada vez mas, llega un punto en el que pierde su efectividad. A partir de que ya tienes tus dos armas de confort mas o menos equipadas, ya te deja de interesar conseguir modificadores para armas que no usas... y el recorrido por el juego pasa a hacer mas bien cansino en vez de satisfactorio. - [b]Diseño de niveles[/b]: hay varias zonas interesantes, estilo puzzle, subiendo o bajando el agua, puertas de colores, o unos desbloqueos con trenes. No son una maravilla pero te sostienen las ganas de seguir aún en los momentos en los que ya no te interesa tanto explorar, al menos por la satisfacción de resolver el puzzle. [h2]Puntos problemáticos[/h2] - [b]Es demasiado largo[/b]: 20 o 25hs de metroidvania no está nada mal. El tema es qué haces en ese tiempo. Esto va enlazado del tema de conseguir modificadores que realmente no te interesan o que no cumplen funciones interesantes. Creo que al juego le sobra fácilmente un 30%.... es mucho, sí... pero en mi partida de 28hs, creo que a partir de la 18 o 20 ya quería que se termine. - [b]Conflictos entre periféricos[/b]: yo suelo jugar con teclado.... cuestión que si tenía enchufada mi mixbox (con placa de mando de XBOX 360), se conflictuaban ambos períféricos y ciertas funciones no se realizaban... entre ellas la curación o el cambio de armas. Aún desenchufando uno de los dos periféricos seguía teniendo algún problema evitable, pero estaban ahí... esto puede tirar atrás a mucha gente y es lógico que le pongan un negativo al juego o que soliciten su reembolso. - [b]Combates[/b]: no son muy exigentes... pero los que sí lo son, hacen que se vean problemas de diseño o en el control. Por ejemplo si tiran algún ataque por lo bajo que es necesario saltar, como le de en la punta del pie a Iris, te dan igual... la hurtbox del personaje debería estar mas alta al saltar para evitar eso. El Dragon tira unas pelotas de electricidad que impactan fuera de su FX... el final boss tiene momentos de caos absoluto... y así hay varias cosas... creo que necesita mas pulido todo el combate, pero sobretodo los retos mas exigentes. - [b]Historia[/b]: bastante insulsa... y aunque hay algunos personajes con carisma, no logró interesarme sinceramente. Además está contada a través de líneas de diálogo sin ninguna cinemática o al menos con unos arts... Cuesta empatizar un poco con los personajes de ese modo la verdad. [h2]Conclusión[/h2] Es un juego que está bien, con lo justo y nada mas. Al principio enamora y sientes que te lo vas a pasar tranquilo y bien... pero a medida que la dopamina fácil de los mods de armas se pasa, sobreviene cierto hastío y ganas de terminar... el tema es que cuando te pasa eso, no estás por el 80% si no por el 50% como mucho... Recomiendo el juego sin vas a jugarlo sin mucha expectativa y para sesiones no muy largas, porque la monotonía puede hacerte dropearlo. En todo caso es un juego que se ve que está hecho con mucho cariño e ilusión y creo que cualquier amante del género debería darle una oportunidad.
THIS IS A GAME THAT ASKS YOU TO WANDER AIMLESSLY. Know that going in. You’ll wander a lot, you’ll be rewarded in lots of small, interesting ways, but it will take patience, lots of map-marking, and lots of gear tinkering. Each time you find the next major progression point, the game will scope up exponentially. This game delivers on that thrill more than any other. I don’t think I’ve ever had my opinion of a game bounce around so wildly only to somehow land in absolutely loving it. The launch of this game was quite rocky for quite a while, but it’s in a very stable, very easy to recommend state now, and the core content of what they delivered was incredible from day one, even if I didn’t see it at the time. The best thing about this game is its gear and weapon customization. There are so many possibilities here, it’s honestly staggering. I wish there was an option to randomize all of it because I expect builds to be wildly different. You can find setups that bust combat, puzzles, or even exploration in some areas wide open. I can’t wait to replay this game in the future in this full stable state and have the experience of building from nothing, and having a better idea of where things can eventually go. This is currently in my top 10 games of the year. It ends in an incredibly satisfying way, making me more curious about the world, excited to replay, and anticipating future releases from this dev. What a treat.
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