Game review
Clicker Clicker Clicker
5.7 / 10
- Developer
- EagleEye Games
- Publisher
- EagleEye Games
- Released
- 4 November 2024
- Platforms
- Windows
- Genre
- Casual, Indie, Simulation
- Monetisation
- One-time purchase; one optional cosmetic DLC (an 8-skin cursor pack, NZ$2.99) that the store page states outright gives no gameplay buffs; no currency shop, gacha or ad prompt in any of the eight official screenshots
- Players
- None — single-player only; Steam Achievements, Steam Cloud and Family Sharing are the only other listed Steam categories
The short version
Clicker Clicker Clicker is exactly what its title promises and not one system more. Click the cursor, buy active and passive multipliers, break the golden falling cursors that spawn as you go, and spend a "Projectile Shop" full of knives, spikes and boomerangs to auto-clear the screen for you — that last part is the one genuinely good idea in the whole game, and the corpus agrees with that specifically. Every one of its six official screenshots confirms there's nothing else hiding in the build: no currency shop, no gacha panel, no ad prompt, just number-go-up dressed in clean cartoon art.
What sinks it is pacing. Read across all 53 English Steam reviews this game has — every positive and every negative — the same shape repeats: a good opening hour, a wall, a second good stretch, then a slog that several reviewers say is only survivable with a third-party autoclicker running overnight. The prestige loop, "Clickscension," restarts the run for permanent upgrades that the store page says "have no end" — technically true, since the numbers keep climbing into sextillions and beyond, but multiple reviewers say the game is functionally finished the moment you first prestige, and the achievement data backs them up.
Biggest strengths
- The Projectile Shop is a genuinely distinct addition to the Cookie Clicker formula — knives, spikes, boulders and eventually shurikens and boomerangs that auto-pop the falling golden cursors for you — and it's the one system the review corpus singles out by name as actually fun
- Monetisation on Steam is about as clean as this library sees: a flat NZ$4.49 one-time purchase, one optional cosmetic-only DLC that the store page itself confirms gives no gameplay advantage, and no currency shop, gacha panel or ad prompt in any of the eight official screenshots
- The developer shipped five patches in the first three weeks after launch (6-26 November 2024), fixing real bugs — broken auto-purchase saves, a fist-timer bug, cursor tiers not breaking correctly — rather than leaving the launch build to rot
Biggest weaknesses
- The dominant complaint across the negative sample is pacing, not content — "very slow progress," "gets more difficult just to pad its time," an "ABSOLUTE slog" after a specific mid-game currency threshold — and several reviewers explicitly recommend running a third-party autoclicker overnight to get through it
- Multiple reviewers say the game is functionally over after the first Clickscension prestige, with the rest amounting to the same loop at a slower rate; the achievement data backs this reading — completion falls from 85.3% at the first gold-currency milestone to 18.5% at the sixth and hardest
- The achievement grind itself draws its own complaint: one 56.8-hour reviewer with five achievements left calls the late-game achievement design "respectless padding" and names it the weakest entry in the developer's whole catalogue
Who it's for: Players who want a genuinely clean, one-time-purchase clicker to leave ticking over in the background for a few dozen hours, and who don't mind that the back half of the game is mostly waiting for numbers to get big enough to buy the next thing.
Our recommendation: Fair value at NZ$4.49 for the first stretch and the projectile system alone, but go in knowing the pacing gets rough enough that its own reviewers recommend an autoclicker, and that this same developer's later game, Keep on Mining!, is the more developed version of this exact idea.
5.7 / 10
The loop: click, buy, and let the projectiles do the rest
Clicker Clicker Clicker does not pretend to be anything other than what its triple-repeated title says. Click the big cursor in the middle of the screen, earn "click gold," and spend it on Active and Passive upgrades that raise how much gold each click and each second are worth. Golden cursors fall from the top of the screen at a rate tied to your progress; clicking them individually pays out more than an ordinary click. It is the Cookie Clicker structure applied with almost no alteration, and the store's own vote-weighted community tags describe it more honestly than the official genre panel does — "Idler" leads the tag vote at 234 and "Incremental" sits second at 229, both comfortably ahead of "Simulation" at 162, the one official genre label that also shows up in the community vote. "Indie," the other official tag, isn't in the top twenty voted tags at all.
The one system that breaks from the template is the Projectile Shop, and it's worth calling out on its own because the review corpus does too. Instead of just clicking golden cursors as they fall, you can buy knives, spikes, boulders, shurikens, boomerangs, arrows and eventually lasers that fly around the screen automatically, popping falling cursors for you at a percentage-chance-per-second rate. Later screenshots show a genuinely busy screen — multiple projectile types in flight at once, critical hits flashing "CRIT!" over the main cursor, a "Bonanza" event buff running in the corner — and it's the one part of the game that reads as a real design idea rather than a reskin of a fifteen-year-old genre template. Reviewers agree: it's flagged by name in the positive sample as one of the "interesting approaches you don't see in many games in this genre," even by reviewers who otherwise marked the game down.
Behind all of it sits Clickscension, the prestige system. Ascending resets your run in exchange for a separate currency spent on permanent upgrades — cosmetic cursor and fist skins, mostly, plus percentage boosts to future runs. The store page says these upgrades "have no end," which is technically accurate; the numbers genuinely keep climbing past sextillions into septillions and undecillions in the later screenshots. Whether that counts as content is the argument the whole review corpus is having with itself.
Where the pacing breaks down
Every one of this game's 53 English Steam reviews — all 34 positive and all 19 negative — was read in full for this piece, which is a real claim worth making plainly on a corpus this size: nothing here is extrapolated from a sample. Read end to end, both sides describe the same shape. The opening hour moves fast and rewards you constantly. Then there's a wall. One reviewer, writing after 39 hours, put it plainly: "the pace is pretty quick in the beginning, then you hit a wall that stalls you for a while. Once you break through that wall it's quick again until 5QA coins. Then it is an ABSOLUTE slog for the rest of the game." Another, at 44.7 hours, called it "very slow progress... upgrades are almost useless... gets boring almost instantly" after the opening stretch. Roughly half the negative sample touches some version of this complaint — slow, imbalanced, padded, boring — which is a real cluster for a sample this size, not a stray voice.
The specific mechanical argument that recurs is that Clickscension resets too little for what it costs: several reviewers say the game is functionally finished the moment you first prestige, because everything after that point is the same loop running slower. "Once you prestige once, you have really finished the game," reads one, at 122.7 hours. "The rest of the entire game is simply boosting your stats ever so slightly and slowly... I really consider this the most basic of Idlers." The achievement data backs that reading up rather than contradicting it. The six gold-currency milestone achievements — matching the store's own highlighted "1M/1B/1T/1Qa/1Qi/1Sx Gold!" list — taper from 85.3% completion at the first tier down to 18.5% at the sixth, a steady decline rather than a cliff, which is consistent with a game that keeps being technically completable while asking for proportionally more time at every stage. The single hardest achievement in the whole 55-achievement list, at 17.0%, is a late Projectile Shop unlock — meaning even the game's own strongest system is where the fewest players end up.
Several reviewers say the practical fix is an external autoclicker left running overnight, which is a strange thing for a clicker game to require of its own players, and it colours how the achievement grind specifically gets talked about. One 56.8-hour reviewer, five achievements from the end, wrote that "the achievement grind is just respectless padding" and named this "easily the worst game" in the developer's catalogue — a harsher judgement than the review score alone would suggest, but one that lines up with what the pacing data already shows.
A clean deal on Steam, a different one on mobile
On the numbers that don't need much interpretation, Clicker Clicker Clicker is honestly priced and honestly monetised. It launched at NZ$4.49 with no discount at time of writing, carries one optional cosmetic DLC — eight cursor skins for NZ$2.99, which the DLC's own store description states plainly "does not give any buffs" — and none of the eight official screenshots show a currency shop, a gacha panel or an ad prompt anywhere in the interface. For a genre this library has repeatedly found monetised hard elsewhere, that's a clean scorecard, and it's worth crediting without a caveat attached: this is what a fair one-time-purchase clicker looks like.
The Steam release isn't the whole story, though. The developer's own news feed records a free Google Play release on 16 November 2024, twelve days after the Steam launch, described in the developer's own words as containing "optional rewarded ads and an in-app purchase to remove ads which will give you free rewards." That's a genuinely different monetisation model on a different platform, from the same build of the same game — not a bait-and-switch, since neither version hides what it is, but worth knowing if the appeal is specifically "the same game without ads," because that promise applies to the Steam version this review covers and not necessarily to every version of it.
Support, then silence
The developer shipped five patches in the first three weeks — 6, 9, 11, 20 and 26 November 2024 — fixing real, specific bugs: a broken auto-purchase save, cursor tiers not breaking properly at higher tiers, a golden-fist spawn timer running long, and one bug the developer's own patch notes call "the weirdest bug I've ever encountered," reported independently by three different players. That's a genuine post-launch support window, not a token day-one patch. But the news feed shows nothing further about this specific game after 26 November 2024. The developer's next posts are about other projects entirely — Slime Squisher in April 2025, then Keep on Mining! in July 2025, which this library has already reviewed at a 7.0. Keep on Mining! sold 100,000 copies in its first seventeen days and drew genuine praise for a cleaner opening hour and a stronger sense of built-in progression, before running into a similar back-half complaint of its own. Read next to each other, the two reviews tell a consistent story about this developer: strong first impressions, real early support, and progression systems that don't always hold up once the opening rush wears off. Keep on Mining! is, by most measures available to this library, the more developed version of the same idea — worth knowing if the pitch here appeals more than the execution does.
Final verdict
Clicker Clicker Clicker is an honest, cleanly monetised clicker that does exactly what it says on the tin for its first stretch, adds one genuinely good idea in the Projectile Shop, and then loses its own audience to a prestige loop and an achievement list that its own reviewers — every one of them read for this piece — describe as padding rather than progress. The 5.7 reflects that split squarely: a fair NZ$4.49 asking price with nothing to complain about in the monetisation column, against a design that most of its critics say runs out of ideas well before it runs out of numbers to display. Worth it for a few honest weeks of casual clicking, especially if the Projectile Shop appeals specifically; go in expecting the back half to test your patience, and know that this same developer's own later game is generally rated as the better version of this pitch.
Pros and cons
Pros
- The Projectile Shop is a genuinely distinct addition to the Cookie Clicker formula — knives, spikes, boulders and eventually shurikens and boomerangs that auto-pop the falling golden cursors for you — and it's the one system the review corpus singles out by name as actually fun
- Monetisation on Steam is about as clean as this library sees: a flat NZ$4.49 one-time purchase, one optional cosmetic-only DLC that the store page itself confirms gives no gameplay advantage, and no currency shop, gacha panel or ad prompt in any of the eight official screenshots
- The developer shipped five patches in the first three weeks after launch (6-26 November 2024), fixing real bugs — broken auto-purchase saves, a fist-timer bug, cursor tiers not breaking correctly — rather than leaving the launch build to rot
- A vote-weighted community read that actually matches the game: "Idler" (234 votes) and "Incremental" (229) sit well clear of "Simulation" (162), the one official genre tag the community also voted for; "Indie," the other official genre label, isn't among the top 20 community tags at all
- No crash, stability or performance complaints turned up anywhere across all 53 English reviews read for this piece
Cons
- The dominant complaint across the negative sample is pacing, not content — "very slow progress," "gets more difficult just to pad its time," an "ABSOLUTE slog" after a specific mid-game currency threshold — and several reviewers explicitly recommend running a third-party autoclicker overnight to get through it
- Multiple reviewers say the game is functionally over after the first Clickscension prestige, with the rest amounting to the same loop at a slower rate; the achievement data backs this reading — completion falls from 85.3% at the first gold-currency milestone to 18.5% at the sixth and hardest
- The achievement grind itself draws its own complaint: one 56.8-hour reviewer with five achievements left calls the late-game achievement design "respectless padding" and names it the weakest entry in the developer's whole catalogue
- Post-launch support stopped after the fifth patch (26 November 2024); the developer's own news feed shows nothing further about this specific game, only two later titles
- Only 109 lifetime Steam reviews (53 of them English) roughly two years after launch is a thin base for a purchase decision, even though every English review on record — all 53 — was read in full for this piece
Screenshots
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Clicker Clicker ClickerImage: EagleEye Games via Steam -
Clicker Clicker ClickerImage: EagleEye Games via Steam -
Clicker Clicker ClickerImage: EagleEye Games via Steam -
How the review scores each part of the gameWanderer Editorial -
The game at a glanceWanderer Editorial -
The short versionWanderer Editorial