Time Transcending Clocks
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completed
84 ratings
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
developer response: Should be fixed now! My bad.
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.
developer response: Any clue what specifically happened? I can't seem to replicate any issues with rockets.
top comments
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.
developer response: This is a game of micro-management, after all. It's not for everyone: I get that.
-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!
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?)
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.