Key art for CLICKOLDING

Game review

CLICKOLDING

7 / 10

Developer
Strange Scaffold
Publisher
Strange Scaffold, Outersloth
Released
16 July 2024
Platforms
Windows
Genre
Narrative Clicker, Psychological Horror
Monetisation
One-time purchase, no DLC or in-game currency

The short version

Content note: CLICKOLDING's Steam page discloses "mature themes and imagery, including suggestive language and depiction of suicide" — there is no explicit sexual content or nudity, but its subject matter, widely read by its own reviewers as a piece about sex work and emotional labour, is deliberately uncomfortable rather than played for shock alone. Made by Strange Scaffold (Life Eater, El Paso, Elsewhere) and published with Outersloth, CLICKOLDING puts you in a hotel room with a masked man who pays you to click a tally counter to 10,000 while he watches and occasionally interrupts. It released on 16 Jul 2024 to a Very Positive 83.2% across 1,562 English reviews, a score this review's read of the full negative sample and the top positive reviews finds genuinely earned by the writing and mostly explained by one specific, repeated complaint: the clicking outlasts the ideas it's wrapped around.

Biggest strengths

  • Widely praised, including by several of its own critical reviewers, as a sharply written piece about labour, consent, and discomfort rather than a shock gimmick
  • A distinctive, hard-to-compare concept that its own community tags confirm — Story Rich, Psychological Horror, and Incremental together, which is a genuinely rare combination
  • Cheap at NZ$4.49, with the developer shipping a same-week ending rework and two follow-up patches in its first month

Biggest weaknesses

  • The most common specific complaint, echoed across dozens of the game's own negative reviews, is that 10,000 clicks is more mechanical padding than the roughly 40-minute runtime needs, especially in a back half several reviewers describe as dialogue-sparse
  • Recent-review sentiment (73% of the last 100 English reviews) runs noticeably below the lifetime score, suggesting later buyers arriving without the original streamer-hype context are less forgiving of the pacing
  • Almost no replay incentive beyond the second ending — this is a one-sitting experience, and several reviewers say the trailer alone spoils most of what it has to offer

Who it's for: Players who want a short, weird, unsettling narrative piece more than a game, are comfortable with mature themes handled through suggestion rather than explicit content, and don't mind a low price for roughly 40 minutes; a poor fit for anyone expecting the clicking itself to be the fun part, or wanting more than one real playthrough's worth of content.

Our recommendation: A genuinely inventive, well-written piece of interactive fiction let down by its own central mechanic overstaying its welcome — worth its low asking price for a single unsettling sitting, not for the clicking.

7 / 10

Introduction

CLICKOLDING's pitch is a single unsettling image: a masked man sits in the corner of your hotel room and pays you to click a tally counter, ten thousand times, while he watches. Made by Strange Scaffold — the studio behind Life Eater and El Paso, Elsewhere — and published alongside Outersloth, it released on 16 Jul 2024 and quickly became one of that summer's more talked-about small indie releases, helped along by streamer coverage of its opening minutes. Read past the initial "what is this" reaction and its Very Positive 83.2% score across 1,562 English reviews holds up under scrutiny: this is a genuinely well-written piece of interactive fiction. What the full negative sample makes just as clear is a specific, mechanical problem that a meaningful share of the game's own fans raise too — the central click-to-10,000 loop runs longer than the ideas wrapped around it.

Forty minutes with the man in the corner

Structurally, CLICKOLDING is closer to a short story with a control scheme than a game in the conventional sense, and its community tag votes make the hybrid explicit: Story Rich, Psychological Horror, and Incremental sit alongside each other on its own store page, a combination this library rarely sees paired. You click a lovingly modelled 3D tally counter toward 10,000, and the masked man occasionally interrupts with a request — turn on the television, answer the phone, and so on — each one nudging the story forward and the discomfort up a notch. The writing is doing almost all of the work: reviewers across both camps single out its dialogue, its command of tone, and a jazz score from RJ Lake (Space Warlord Organ Trading Simulator, Unbeatable) as the reasons the concept lands as often as it does. One of the game's most-upvoted positive reviews describes it as "a fantastic narrative piece of art that delves deeply into the nature of sex work, kink, paraphilia, and the amount of emotional labor involved in the field," explicitly noting it does so "while being the most tasteful game" on the subject — a reading echoed often enough in the review corpus to be the dominant one, not a fringe interpretation.

Where the padding shows

The full negative sample tells a much narrower story than that praise might suggest — this isn't a game whose critics dislike its ideas, it's one whose critics think the ideas run out of room before the clicking does. "If you've seen the trailer, you've played the game," reads the single highest-voted negative review, at 124 votes. Others are more specific about where it goes wrong: one detailed review describes the second half of the required 10,000 clicks as largely empty of new dialogue compared to the first, leaving the player "just sitting there, waiting for something to happen." Another calls the ending predictable almost from the start, arguing the game "gives away the ending at the very beginning" and spends its remaining runtime waiting for the player to catch up. These aren't drive-by dismissals — the median negative reviewer logged 63 minutes, which means most of them finished the game and then some before deciding the mechanic outstayed its welcome. Steam's own achievement data adds a useful data point to the "gives away the ending" complaint: only 43.4% of players have unlocked the alternate ending, "TheVoid," against 75.2% for simply starting to click — meaning a majority take the game's obvious first read and never dig for the second one, whether from choice or from not realising there was more to find. Recent-review sentiment has softened alongside this pattern too, running 73% across the last 100 English reviews against 83% lifetime, consistent with a game whose initial streamer-hype audience was more forgiving of the pacing than buyers arriving cold a year or two later.

Content, price, and who it's for

Steam's own content disclosure is specific and worth repeating rather than paraphrasing: "suggestive language and depiction of suicide," alongside a broader mature-themes note. Nothing in the review corpus, positive or negative, describes explicit sexual content or nudity, and one detailed positive review says so directly. At NZ$4.49, the price is low enough that several reviewers who otherwise disliked the pacing still call it worth trying, and the developer backed that up early — a same-week "Major Ending Patch" landed two days after launch, followed by two further patches and an achievements update within a month. Nothing has shipped since August 2024, so treat every criticism above as describing the game exactly as it plays today.

Final Verdict

CLICKOLDING is a genuinely distinctive piece of writing that most of this library's usual categories don't quite fit, and it earns its warm reception honestly on the strength of its tone, its dialogue, and a subject it handles with more care than its premise suggests. The clicking itself is the weak link its own audience keeps naming, and the achievement data backs up the suspicion that most players see exactly one layer of it before moving on. At its price, that's an easy trade for a single unsettling sitting — go in expecting a short story you operate rather than a game you play, and don't expect a reason to click through it twice.

Pros and cons

Pros

  • Widely praised, including by several of its own critical reviewers, as a sharply written piece about labour, consent, and discomfort rather than a shock gimmick
  • A distinctive, hard-to-compare concept that its own community tags confirm — Story Rich, Psychological Horror, and Incremental together, which is a genuinely rare combination
  • Cheap at NZ$4.49, with the developer shipping a same-week ending rework and two follow-up patches in its first month
  • Steam's own achievement data shows only 43.4% of players reach the alternate ending, "TheVoid" — a genuine incentive to look past the obvious read for anyone who enjoyed the first pass

Cons

  • The most common specific complaint, echoed across dozens of the game's own negative reviews, is that 10,000 clicks is more mechanical padding than the roughly 40-minute runtime needs, especially in a back half several reviewers describe as dialogue-sparse
  • Recent-review sentiment (73% of the last 100 English reviews) runs noticeably below the lifetime score, suggesting later buyers arriving without the original streamer-hype context are less forgiving of the pacing
  • Almost no replay incentive beyond the second ending — this is a one-sitting experience, and several reviewers say the trailer alone spoils most of what it has to offer
  • No patches since August 2024, so any of the pacing complaints raised at launch remain exactly as they were

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5.5 / 10
  • Value 6.5 / 10
  • Originality 8.5 / 10
  • Replayability 3.5 / 10
  • Interface 6.5 / 10
  • Story 8 / 10