Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
ClockfallNewsMajor Early Access Update #1
Major update

Major Early Access Update #1

Clockfall · published 14 Sep 2026, 15:19 UTC · build 25302759

All newsPlayers around this dateRead on Steam

THE NIGHTFALL UPDATE


The clock was always counting down. Now you get to find out what happens when it reaches zero — and it isn't a game over screen.This is our biggest update yet: a whole new nightfall phase, a rebuilt Invasion mode, the first chapter of Thull'noss' story, and an updated HUD/UI.


🌙 NIGHTFALL — SURVIVE PAST ZERO

When the dungeon clock runs out, the run doesn't end. Night falls.

  • Every enemy in the dungeon transforms. Violet eyes open in the dark and bodies lift off the ground. They become 3 times more lethal.

  • Ennemies' health and armor merge into a single Night Pool.

  • The night drains you. Your life ticks away second by second while you're down there. Every second you stay is a choice.

  • The loot is worth it. Drops multiply while night is active.


⚔️ INVASION — REBUILT

Invasion has been torn down and rebuilt around waves instead of a timer.

  • Choose a card every waves you clear. A pool of 38 upgrades, curses and pacts — the dangerous ones tell you exactly what they'll cost you before you take them.

  • Elemental totems. Plant totems next to your defences and they take on the element. Chill, burn, freeze, poison and shock now read clearly on every enemy you apply them to.

  • Smarter enemies. They no longer run laps around your walls. If your line seals a route, they commit and break through it — and they spread along the wall instead of piling into one door.

  • A real build phase. Placement grid, turret range rings, free rotation, refusal feedback when a spot won't take, and a warm-up panel that starts the wave when you're ready — not before.


📖 THE STORY STARTS HERE

  • A full prologue. The village before the massacre, the people in it, and the night everything stopped. The HUD assembles itself piece by piece as you learn the game.

  • A brand new dialogue system. Written, staged and shot.

  • Thul'Noss. The god at the other end of the clock now has scenes of his own, and the gifts he hands you come from his mouth, not a menu.

  • The Void. Rebuilt as a place — glass and aura tiles, floating stone paths that rise out of nothing, ripples under your feet, mirages that reveal themselves as you approach.

  • Travel that feels like travel. Portals now swallow the screen and spit you out somewhere else. Death sends you falling backwards through a rewind tunnel and you wake up in bed.

  • Quest markers that actually find their target, on-screen and in the world.


🎨 A NEW HUD

  • Rebuilt from scratch: new health and potion cluster, equipment cluster, resource rail, Call of the Void charge, spell slots, and a timer ring that empties like a maze.

  • New enemy, boss and altar health bars — cleaner, readable at a glance, with boss names front and centre.

  • HUD Size slider in Display settings, for big screens and handhelds alike.

  • Redesigned end-of-run screen — tabbed, with a full run breakdown, everything you picked up, and what the night took from you.

  • New save slots showing your run at a glance.


✦ ECHOES

  • The pool has been cleaned out and rebuilt — dead weight removed, 18 new Echoes added, and everything that made the cut has been re-tested.

  • Echoes that need a partner to work are now hidden until you own the partner. No more dead picks.

  • A new dodge pillar and the Grain of Evasion.

  • The praying altar is now Thul'Noss' statue — and it turns to stone once you've taken what it offers.


🌍 WORLD & ATMOSPHERE

  • Every biome has been relit with its own direction: the Swamp as a canopy cathedral, the Village in warm afternoon light, the Invasion in war smoke where fire is the only warm colour, the Void in cold blue and violet.

  • The village is alive. Villagers walk their own routes, stop at their work, and turn to look at you when you get close.

  • New enemies and gear: the Cultist boss reworked with a new sword kit, the Bubble Squid's kamikaze lunge and new stylized swords.


🔊 SOUND & SETTINGS

  • Interface sound now has its own volume slider, separate from effects.

  • All volume sliders now default to 50% — including for existing saves, so nobody gets their ears blasted on first launch.

  • Music muffles when you pause and stays muffled through the sub-menus.

  • New sound throughout: ghoul flinches and deaths, portal warps, clock-piece pickups, stun impacts, spinning blades, the Hourglass menu, and the echo statue.

  • Dialogue text speed is now a setting.


🐛 FIXES & QUALITY OF LIFE

  • Fixed Echoes and upgrades surviving death in some cases — a death is a death again.

  • Fixed the 18 newest Echoes never appearing at the altar.

  • Fixed Invasion wave 1 occasionally closing on a boss far above its weight class.

  • Fixed quests not registering things you'd already interacted with.

  • Fixed several conversation soft-locks in the prologue.

  • Fixed old saves being stranded on a quest step that no longer exists.

  • Fixed clock-piece pickups playing no sound.

  • Removed a looping sound effect in the Invasion arena that ignored your volume settings.

  • Fixed missing hit feedback on the Spinning Blade.


Thank you for playing, and for every bug report — a good chunk of this list came straight from your feedback. We hope you enjoy this major update and we can't wait to share more about the next update coming up!See you after dark. The Rever Games Team

More from Clockfall

Other announcements

All news
Community3 Sep 2026CLOCKFALL | DEVBLOG #3September Update is on the way Today we want to introduce two of the big changes we're planning to release with the next September Update: one boss refresh who was overdue for attention, and a full rebuild of the Nightmare. Here's what's been cooking. Boss revamp: PATRICK gets his due Our first boss was running on legacy mechanics and old AI while every boss after him moved on. He's been rebuil…In-game event15 Jul 2026Early Access | Update #2 LIVECLOCKFALL Early Access | Update #2 Hello everyone, Today, we’re excited to introduce the new 'Death Defiance' mechanic. We’ve also prepared some tweaks and adjustments to make combat feel punchier, add tactical depth with new armored enemies, and polish the overall core gameplay loop. Here’s a breakdown of what’s changing today: Game Systems · New Mechanic: Death Defiance: Players can now escap…Community3 Jul 2026CLOCKFALL I DEVBLOG#2DEVBLOG#2: Time - The Ultimate Resource “In Clockfall, death is not the enemy. Wasted time is.” Hello everyone, We are back with a look behind the scenes of Clockfall, our dark fantasy action RPG roguelite. Why did we make Clockfall? We could talk about the combat, the bosses, or the village defense. And sure, you will have your hands full down in those dungeons. But honestly, all of it grew ou…