Counterclocking
Last seen
0Sampled 2 hours ago · not a live figure
—of peak
All-time peak
010 Sep 2026
Last seen
0Sampled 2 hours ago · not a live figure
All-time peak
010 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | Update: v.EA.0.3.1 Lock and load! Hey everyone, We’re thrilled to roll out some major updates this time! From overhauled controls to fresh visuals, here’s what’s new: Controls Target Locking: You can now lock onto enemies by pressing R3. Switch between targets by flicking the R button. While locked on, most attacks—including firearms—will automatically aim at the locked target. Some moves, like the forward slash, still rely on… | — | |
| In-game event | Update EA v.0.3.0 Hi all, I know it has been a while since the last update; I have some fascinating news! I spent most of my time during this period finding talents to join me and, wow, I am no longer working on this alone! We now have world-class artists, animationists, and musicians! The team is now 7 people. We all work on this part-time. And things are going smoothly. Unfortunately, good things take time, no… | — | |
| In-game event | Earlier Access Version: 0.2.4 Hi, This is also a small update: - Key binding: now you can bind any combination of key inputs of your controller - Minor tweaking of the tutorial to adapt to the key binding change - Air combo. Now many moves can lift enemies to mid-air for you to air-combo. Hope everyone has a nice holiday. -Brain Hack Magic | — | |
| In-game event | Early Access 0.2.3 Dear all, Here we have a small update. I put in a new mechanism: "Air dash". - This is to help mid-air maneuverability. - air dash onto a wall to enter wall-running, this makes the control more clean. Random things: I got COVID earlier this month. It is my first time, and it hurts really bad. That disease is still out there! Wishing you all well and be aware of it. -Bran Hack Magic | — | |
| In-game event | Update: Ver. EA 0.2.2 Hi all, This is a minor update. As I am considering the direction of how to add content, such as boss movement and stage designs, I have some little things fixed in this patch. - Large enemies now have a bigger collider box so less camera blocking - The main character now flashes red when he gets hit. Similarly, enemies will flash teal when hit. This should improve the situation read. - The sab… | — | |
| In-game event | Update: Ver. EA 0.2.1 Hey all, This one took me a while! In this update, I tried to consolidate the experience of the stages. Sorry for still delaying the rework of the sound effect, I know it is annoying, lol. So the main idea is to make all minions recognizable and memorable so it is more fun to fight with. And the stage should be the same; I am trying to make some platforming into it with a small amount of parkou… | — | |
| News | Developer Log: New Stages For the friends waiting for updates, here is a teaser for the next update with the main topic I am working on. 1. Better stage. The current states are short and serve as a proof of concept for the art style. Now with the wall running and the AI can navigate in 3D. Better stages are on the way! 2. Solidifying the core. The core is the combat. The 3D building and pathway make the combats and came… | — | |
| In-game event | Early Access Update: 0.2.0, A step into the 3D world! Sorry for taking so long for this update. I am taking some bigger steps in this one. It is still an ongoing effort and certainly not done yet, only the intro and data center stage are actually updated to the 3D platform. More is coming, let me know what you think! - The main character can now wall-running. You can run along the wall horizontally or vertically for a short time and then jump off… | — | |
| In-game event | Update: Early Access 0.1.4 Hi all, Here is another minor update to improve the core game mechanism before I begin to expand the stage design. - New mechanism: backstabbing, attacking enemies from the back now deal double damage and double shield damage. This mechanism makes dancing with the AI slightly more fun. - Katana X1 X2 X3 Y5 remake. Now the moves are more natural and responsive. (more remakes will be done to gaun… | — | |
| Game update | Update: Early Access 0.1.3 Here is a minor update that addresses some of the obvious flaws. Also sharing some of the road map directions I am planning. Update: - Video Option: Frame Rate Target is now available. - Video Option: Quality Setting is now available. (I am not sure if this helps the steam deck implementation) - Audio Option: Music Volume is now there - Audio Option: SFX Volume - Enemy AI: Minions are now more… | — | |
| Game update | Early Access 0.1.2 Fixed a potential issue that 144 and up frame rate make the game drops inputs. (targeting frame rate option will come in later versions, currently, the target is 300) -Brain Hack Magic | 11069195 | |
| Game update | Update: Early Access 0.1.1 This is a quick fix for some glaring flaws that can be improved quickly. It is not the best fix for the problem mentioned later, but a quick patch. More long-term improvement is on the way! Patch note: - Katana X1, X2, X3 remake to improve responsiveness - Cancelation input buffer time increased to improve responsiveness - Cancelation delay time reduced to improve responsiveness - Special moves… | 11064533 | |
| In-game event | Counterclocking is now entering Early Access!! Hello, I am Brain Hack Magic. Counterclocking is my first work and today I am pushing it to the next level, Early Access! 2 mins sneak peek of the gameplay: 5 mins gameplay: Please DON"T skip the tutorial!!! Please DON"T skip the tutorial!!! Please DON"T skip the tutorial!!! I made a video just in case you did. - Playstation 5 controller is now supported with Steam compatibility (plug and play)… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.