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Time Transcending Clocks

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developed by

developed by plasma4 oversight

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completed

84 ratings

rated 3.1 stars, 84 ratings.
jsidlestrategyresource-managementmicro-management

Posted March 15, 2024. Updated February 2, 2026. Played 7196 times for a total of 7446 hours.

description


Website link | Discord link
NOTICE: This is a fairly old and messy creation and not for the lighthearted incremental player. Be prepared to see a variety of weird progression chains, and know there's a lot of reading involved! (It has the resource-management and micro-management tags for a reason.)

A game all about building clocks and eventually conquering the multiverse. Discover the wonders of time travel, phoenixes, 2D dungeon gameplay, and exotic apples in this wacky and complex idle game. (An autoclicker is included.)

Clock sprite in thumbnail by @that_1_shadow on Discord.

latest update


UI cleanup/minor rebalancing February 2, 2026

Fixed some UI problems:

  • Removed a bunch of the more flashy UI/slowed animation speeds significantly; got rid of the MYSTERY text
  • Buttons being disabled now clearly indicated (should prevent early-game confusion)
  • Hid manager/megamanager mini-buttons until actually necessary.
  • A few spelling/wording issues.
    (Some problems like text resizing still remain; sorry.)

Some new stuff:

  • Added new news tickers, and got rid of some of the cringe ones
  • Changed dungeons UI and some prices of things
  • Early magic should be a bit less grindy
  • Got rid of all AI art (there was no AI-generated code).

It's been over a year, hasn't it? In retrospect, the vast majority of the issues were due to me being unwilling to remove features to an extreme extent (especially bad ones), resulting in really bad UX and feature-bloat. This was my first attempt at making a game, and poor design decisions/lag problems are too entrenched to make the game not-so-much of a mess.

The advice and comments everyone has given me over the years, as well as this game, has helped me grow a lot; I'll definitely remember the advice and people who actually gave the game. I might even try to remake TTC into something way better, who knows?

Cheers, and have a good 2026 :)

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newest comments


Imhoden February 10, 2026
+1comment score: 1
Fiery danger dungeon upgrade isn't working (doesn't do anything).

developer response: Should be fixed now! My bad.

hexamiel oversight February 2, 2026
+3comment score: 3
Flavor text is nice, but if it gets in the way of informative text, it does a 180 and becomes annoying. For example, what exactly does a jeweler do? The information I need (cost, effect) is scattered all over the tooltip (most of which is fluff...) and a lot of information just comes off as vague.
nutshell February 2, 2026
+1comment score: 1
The first dungeon immediately crashed my game. Reloading it only causes it to break again after 5 seconds.
Debug info:
TypeError: Cannot read properties of undefined (reading '2')
at updateDungeon (https://plasma4.github.io/my-site/clocks.html:17956:189)
at https://plasma4.github.io/my-site/clocks.html:19405:17

developer response: Sorry for the issue; should be fixed now? Let me know if there's still any problems.

ignDevi February 2, 2026
+2comment score: 2
the amount of flashing and jumping and spinning that all of the UI elements are doing is making me want to throw up honestly
Yayestguy1234_ December 3, 2025
+1comment score: 1
Bug:When I wanted to buy a Rocket part, it broke The game

developer response: Any clue what specifically happened? I can't seem to replicate any issues with rockets.

top comments


Entropy donator March 19, 2024
+29comment score: 29
my immediate first impression is that everything in this game is absolutely screaming for my attention and information is scattered all over the pages in a million different colors and icons

the end result is that i am borderline overwhelmed despite the gameloop literally just being "click the thing to sell them for money so you can buy things to make another thing" which is... impressive?

developer response: Sorry about that: I understand it is popular opinion that the game is too complicated, but it's...kinda intended?

Unfortunately, it does tend to drive people away given the complexity, and I'm sorry about that. The game is intended to have a whole bunch of micro-management (that's why it has that tag), and I get why many will be "borderline overwhelmed." I've updated the game's description, but be aware that this game is INTENDED to be at least somewhat complex and that this game will not receive too many major updates.

Lustre March 19, 2024
+20comment score: 20
I want to like this game, but it's just a mess. You have to buy too many chains of items before it's automated enough, and even then, meh... Maybe some people like this style, I just can't get into it.

developer response: This is a game of micro-management, after all. It's not for everyone: I get that.

Tangerine102 March 20, 2024
+14comment score: 14
The good:
-Large amount of content
-Interesting progression mechanics
-Decent sense of humor
-Crystals merge offline and online play well

The bad:
-Long wait times, even with 100x gamespeed, to buy certain upgrades (prior to Coal Machines)
-Resources don't show where they're coming from or going, and at what rates
-Researches don't show up until you have enough science to even see them, and "You'll need a lot of scientists" isn't a very helpful hint.
-Some things can't be multi-bought even with omni-managers, meaning long stretches of holding down enter/autoclicker.

The ugly:
-Power flickering between stable/unstable/not fully powered adjusts text sizes on the menu, making it difficult to adjust power priority.
-The UI. Flashing, pulsing, glowing text - it's all an eyesore.
-An "itemToAdd is undefined" bug permanently corrupted my save.

Overall, I'd continue playing if I could, but there's definitely work to be done here. (To the dev - what's the best way to submit a bug report?)

developer response: Thanks for the summary! Currently, I believe you contacted me on Discord and I promptly fixed the issue, so that is the best way to report a bug.
Edit: I've now released 0.2.3, which allows you to speed up crystal usage in exchange for a speed bonus!
Future ideas:
- Change the color of resource texts when you hover over something that produces them (say, when you hover over a digger, the clay resource changes color), and also say how much of an item it is producing.
- As for the UI, it might be the overwhelming quantity of buttons (and of course, the text size adjustment involving electricity). Future readers: Note that you can enable Sleek Mode within the settings for the buttons to darken! Sadly, this one is more complicated and it may take longer to fix. But thanks for all of the helpful information: I'll get to it!

Entropy donator March 19, 2024
+9comment score: 9
update: no, this is like... actually kind of unpleasant to play once you start auto-earning money. i can't easily keep track of what resources i have or what they're used for, the costs of everything are buried in their tooltips (assuming you can even find them, because they seem to be placed according to the rule "be vaguely next to some currency they interact with", settings like an autoclicker and an autoseller are directly next to important structures for some reason... and all of this wouldn't be so bad if the main way of progression was not resources that make other resources that make other resources, which quickly turns into a nightmare when i can barely tell what i have or what anything costs.

i mean there's a skeleton of a good game somewhere here but... the UI really, really needs work

developer response: Thanks for the feedback on the game! Unfortunately, I understand this game isn't for everyone simply because of the complexity. However, I do understand the fact that it's extremely difficult to understand and pick up the game. This game is more of a test of micro-management, but how would you advise a fix? Should early mechanics be moved further back?
(Also, I'm curious why you're having a hard time with costs, because it does give you statistics at the bottom of main buttons. Is it because of the mini-buttons or just the confusion?)

ducdat0507 countest March 19, 2024
+5comment score: 5
You should implement a reduce motion mode

developer response: I've reduced a lot of motion involved: I've changed the moving stripes to a much calmer gradient and reduced the flashing text. The rapidly changing text is another issue that I'll have to tackle later.

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