Clockwork Cleanup news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed players1 · 5 October 2026 - 17:22:04 UTC
- SteamPulse tracked peak182
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score100% positive
- Total reviews435
- Release dateDec 8, 2025
- DeveloperDavid Stears, DJ Pizza Robot, Christopher Hansen
- PublisherDavid Stears
Genres: Casual, Indie, Strategy, Free To Play
Company pages: Developer: David Stears, DJ Pizza Robot, Christopher HansenPublisher: David Stears
Clockwork Cleanup Steam news
Clockwork Cleanup news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- v1.2.3 crash hotfix - 27 September 2026
When fixing the two crash issues in v1.2.2 I accidentally introduced a new crash condition. Oops. This new patch should fix the issue and nothing can possibli go wrong. Fix a crash in the workshop when moving tiles off-screen. Fix alignment between the transmutation circle and the underlying grid.
- v.1.2.2 Underground pipe bug fixes - 24 September 2026
Fixed a crash which occurred when placing a pair of underground pipes in the scavenge tool’s grid (thanks Jocker13 for finding this.) Fixed another crash which occurred when dragging a cluster of pipes from the scavenge grid to the main grid with only a single underground pipe. (Note that now scavenge will place both halves of an underground pipe when it is offered as a reward. This doesn’t increase the number of underground pipes you receive, as all underground pipes are a pair of pipes already.) Fixed several bugs which let the player create an infinite amount of underground pipes. Fixed MACs animation when loading a save file into the workshop.
- v1.2.1 Run History and DX12 - 16 March 2026
The two main changes in v1.2.1 is the addition of a Run History log and upgrading to Godot version 4.6.1.Run HistoryThis probably comes a bit too late for most of you, but the game will now keep track of your run history. This can only track runs that complete (hit a Game Over screen and return to menu) on v1.2.1 and beyond. There is a new button on the main menu to browse the list of runs and sort by different criteria. Clicking on an entry will show you the final grid, overall damage stats, and the final fight that was reached.Godot 4.6.1 and DX12I updated the Godot version used to 4.6.1. With this version, the Godot developers felt confident enough to move their DirectX12 support out of beta. I will be adding a launch option to launch the game with DirectX instead of Vulkan or OpenGL. I know some people ran into issues with those rendering options.The new version introduced a few ani…
- v1.2.0 - Virtual MAC - 20 February 2026
Introducing Virtual MAC!Have you ever wished you could pick the exact perfect tile after each fight to have the ideal run? Well now you can! After beating the game at least once, Virtual MAC will be selectable from the New Game menu. When Virtual MAC wins a fight, you will be able to pick any tile as a reward.The tabs at the top of the window can be used to filter the selection based on element (or combination of elements).A few things to note about Virtual MAC:As the game is significantly easier with Virtual MAC, beating the game with this character will not unlock the next pressure difficulty level.Scavenging for tiles in the workshop is still random.Virtual MAC cannot select the double rewards like "2 T-pipes" or "2 random pass-throughs"Have fun creating the theoretical build of your dreams!
- v1.1.2 balance patch - 6 February 2026
Fired Up (the buff from Flame Ring) now only provides half damage when applied to attacks that target all enemies. Flame ring's damage scaling increased from 4 to 5 (back to the v1.1.0 value) While I like the adjacency change to flame ring, it became way too easy to breeze through the first 20 fights with just a flame ring or two and rain. When you can do 50 damage to all enemies before they can act, there isn't much challenge.
- v1.1.1 hotfix - 3 February 2026
Fixed a bug which was preventing pressure levels from being unlocked when defeating the last boss.
- v1.1.0 - Endless and new difficulty levels - 2 February 2026
v1.1 is now live on the main branch. I decided to up the version number to v1.1 since this added a few features and is not just bug/balance fixes. Edit: There was an issue with pressure mode unlocks in v1.1.0. Please make sure you have v1.1.1 which fixes this issue.So what’s in 1.1?Pressure (difficulty) levelsAfter beating the wave 5 boss for the first time, pressure levels will be unlocked. These are a cumulative set of modifiers to make the game more difficult. You must beat the last boss on the highest unlocked pressure level to unlock the next one. There is a new menu after clicking New Game where you can select a difficulty level.If you just want to jump to the highest difficulty right away, there is a button in the settings menu to simply unlock all difficulty levels. Endless ModeAfter beating the last boss, you will have the option to continue playing in endless mode. In endless…
- v1.0.5 beta2 - 22 January 2026
Endless mode betaThere is a new update on the beta branch that adds an endless mode to the game. The version on the title screen should read "Version: 1.0.5 beta2" after the update.Endless can be selected after defeating the wave 5 boss (on any difficulty). The endless waves will repeat the fights from waves 3-5, but with scaling enemy HP and damage. Additionally, global buffs will be applied to the enemies as the waves progress.There are still a few bugs and balance issues I want to address before this beta is promoted to the main branch. Please let me know if you encounter any issues. BalanceReplace one of the Ghosts in wave 4 fight 2 with an Imp. The DPS of this encounter was way above the intended curve with two Ghosts.UI UpdatesAdded overall damage stats to the Victory/Defeat screen.Added combat time and DPS to the per-fight stats pane at the end of the fight.Damage types are now s…
- v1.0.5 beta branch - 12 January 2026
Hello everyone and Happy New Year!I've been working on a bit of balancing and adding new difficulty levels to the game. I'm going to look into endless mode next. Since both of these features rely heavily on proper balancing, I want to get them both in place and adequately balanced before making an mainline release.There is a beta build of v1.0.5 that you can enable using Steam's beta menu if you want to try the difficulty levels ahead of release. This can be accessed by:Right clicking on the gameSelect "Properties"Select "Betas"Change the Beta Participation dropdown to "beta - in development build"The new difficulty levels (pressure) are unlocked one by one each time you complete a run at the highest difficulty. There is an option in the Misc section of the settings menu to unlock all difficulty levels immediately if you like.Here are the current patch notes for the 1.0.5 build on the b…
- Clockwork Cleanup v1.0.4 - 19 December 2025
This patch is focused on a few QoL updates and improving the user experience of a few of the break time tools.Add support to right-click-and-drag to remove multiple tiles at once.By the way, did you know you can left-click drag to create a selection box to pick up multiple tiles at once?Add new mod tile error message when trying to connect an attack mod to a non-attack tile (e.g. trying to attach the dazed mod to Crystal Barrier).Previously, the mod tile would light up, but it would have no effect.Add tooltips to Banner Cat and Hex Cat’s banners to see what buff/debuff they will apply.Added a Cancel button to the Customize tool for when you change your mind.The Customize tool will no longer rotate the tile back to the default rotation when you click Edit. It will also only move the tile if it is on the border of the customize grid.Added a preview window for the Cut and Transmute tools.…
- One week checkin - 16 December 2025
It's been one week since the release of Clockwork Cleanup. I'm so glad that everyone is enjoying it! I love seeing the screenshots of your grids. There's a lot of builds I would have never thought of :) Thank you to everyone who's played.Short term updatesThere are a few bugs I've seen in gameplay videos (most notably the tiny reward sprites) that I'll work on fixing. Luckily, these are cosmetic bugs and I haven't heard about crashes from anyone after the 1.0.3 hotfix. Please let me know in the Discussions if you run into a bug.I will also work on adding a bit more clarity to the break time options. A lot of options get thrown at you all at the same time on your first run and it can be confusing. BalanceDefensive strategies with lots of daze and shields are quite strong at the moment. I wanted to have more defensive options beyond just stacking Crystal Barriers, but when all the options…
- Clockwork Cleanup v1.0.3 hotfix - 11 December 2025
Fixed a bug in the last boss fight which was causing a crash. People were killing the boss's little friends so quickly that it caused a null reference exception. I'm aware of a few other cosmetic bugs which I will be working on, but since this issue was causing a crash I wanted to fix it ASAP.
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 24 September 2026 | v.1.2.2 Underground pipe bug fixes | 1844751498222348 |
| 2 | 16 March 2026 | v1.2.1 Run History and DX12 | 1826992588602472 |
| 3 | 6 February 2026 | v1.1.2 balance patch | 1823825466500771 |
| 4 | 3 February 2026 | v1.1.1 hotfix | 1823191198612545 |
| 5 | 19 December 2025 | Clockwork Cleanup v1.0.4 | 1819386365093127 |
| 6 | 11 December 2025 | Clockwork Cleanup v1.0.3 hotfix | 1818752592125273 |
Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.
