Key art for Time Clickers

Game review

Time Clickers

Incremental ShooterWindowsmacOSLinux

6 / 10

Developer
Proton Studio Inc
Publisher
Proton Studio Inc
Released
23 July 2015
Platforms
Windows, macOS, Linux
Genre
Incremental Shooter
Monetisation
Completely free with no in-app purchases, no premium currency, no ads and no DLC of any kind — one of the few clicker games on Steam with literally nothing in the store
Players
Single-player, aside from a Steam achievement list

The short version

Time Clickers earns points nothing else in the genre bothers chasing: it gives the clicker loop an actual first-person body, and it does it without charging a cent for any of it. The aiming and the boss waves make the opening hours feel different from tapping a cookie, right up until the hired sharpshooters take over and the 3D dressing becomes scenery around a standard incremental curve. Proton Studio isn't fixing what's left to fix — its attention moved to two later games years ago — but what's here still runs, still costs nothing, and still does the one thing it set out to do.

Biggest strengths

  • The Click Pistol's crosshair and the wave-clearing structure make early combat something you actually aim, not just a progress bar with a coat of paint
  • Genuinely free from top to bottom — no premium currency, no ads, no DLC, nothing to buy anywhere in the client
  • Boss waves every fifth level add a real timed-encounter beat to what would otherwise be a flat upgrade grind

Biggest weaknesses

  • TimeGamers.com, the hub the store page still cites for cross-platform saves and a live leaderboard, now redirects straight to Proton Studio's Steam developer page, so that promised ecosystem no longer exists
  • The single looping soundtrack turns grating well before the Time Cube and Artifact systems give players enough new decisions to offset it
  • Difficulty spikes at specific wave thresholds stall progress into a straight repeat-and-upgrade grind rather than a new tactical wrinkle

Who it's for: Players who want a completely free, no-purchase-required clicker to run in a window for a few sessions, and anyone curious what a first-person shooter grafted onto an incremental economy actually looks like in practice. Not for players chasing an active live game or a satisfying endgame.

6 / 10

The pitch: a clicker with a body

Time Clickers takes the clicker genre's most abstract element — a number that gets bigger when you press a button — and hands it a first-person camera. Instead of tapping a cookie or thumbing a phone screen, you're standing in front of a wall of glowing cubes, sighting a Click Pistol down the middle of the screen and watching blocks shatter under your crosshair. It's a strange pitch for 2015, and it's still the only reason this game is worth talking about eleven years later: Proton Studio genuinely tried to give the incremental loop a body, rather than just reskinning the same spreadsheet with a new coat of paint.

That framing is also the whole argument of this review, because it doesn't hold up evenly across the game's length. It's real and it's good early. It stops mattering later. And knowing exactly where that line falls is the difference between recommending an hour of this and recommending a weekend.

Where the gun earns its keep

In the opening waves, aiming genuinely does something. Cubes are laid out across a 3D grid rather than a flat 2D field, bosses telegraph attack windows you have to track, and clearing a screen fast enough to beat a timer feels closer to a light-gun arcade game than to Cookie Clicker. That's a legitimate design idea, not marketing copy — a straight top-down or 2D clicker couldn't replicate the moment-to-moment tension of a boss wave closing in on you while you're still clearing the last row of blocks.

The trouble is that everything the shooting adds is entirely front-loaded. Once the first hired sharpshooters come online and start contributing team damage, the numbers they generate dwarf anything a human clicking a mouse can manage, and the incentive to actually aim quietly disappears. You keep clicking because the game keeps prompting you to, not because it changes an outcome. At that point the first-person camera stops being a mechanic and becomes scenery — an attractive way to watch numbers move, which is a perfectly respectable thing for a clicker to be, but it's not the same promise the opening hours made.

The vanishing point every clicker has

Every incremental game has the moment where active input stops mattering and the automated systems take the wheel. Time Clickers handles that transition better than most of its contemporaries, largely because it never actually turns the player's contribution off — clicking still adds direct damage all the way through, it just becomes statistically irrelevant next to a fully staffed team. That's a softer landing than games that lock clicking out entirely once idle income kicks in, but it also means the game never gives you a clean signal that you've "graduated" into the idle phase. Player feedback around the transition is consistent: several reviewers describe losing interest once the wave-100 Time Cube threshold flips the game from active shooting gallery into background number generator, precisely because nothing about the interface changes to acknowledge the shift.

Time Cubes and the long climb

Reaching wave 100 unlocks Time Cubes, which buy into an Artifact tree — permanent multipliers you keep across resets. It's a standard prestige structure, and it works the way these structures usually work: each reset makes the next run faster, and the Artifact tree gives you a reason to plan a run rather than just leave the game open. What it doesn't do is add a genuinely new decision. There's no branching build, no competing playstyles the Artifacts push you toward — just a longer and longer list of percentage boosts to buy in roughly the same order every time. Difficulty spikes at particular wave thresholds compound the problem, turning what should be a strategic reset decision into a mechanical "grind here until the wall breaks" checkpoint. Compare that to Clicker Heroes' Ancients tree, which at least lets you specialise a run toward gold, DPS or survivability — Time Clickers never gives you that kind of fork.

What happens while you're away

The store page's own pitch line is "your team earns gold even when you're offline," and that promise is kept — the hired sharpshooters keep working without the window open, which is the baseline expectation for anything calling itself an idle game in 2026. What's missing is any visible ceiling or catch-up mechanic communicating how that offline time is being spent; the game simply resumes as though you'd been watching, with no summary screen breaking down what you earned or why. Compare that to the offline-progress presentation modern idle RPGs build entire UI panels around, and Time Clickers looks exactly like what it is — a 2015 design that solved the "does it earn while I'm away" question and never revisited the "does it explain that clearly" one.

The cleanest storefront in the genre

Whatever else is true about Time Clickers, it deserves real credit here: there is nothing to buy. No premium currency, no ad-watch bonuses, no cosmetic DLC, no energy timers gating progress behind a purchase. Compare that to almost anything else in this genre — Zombidle sells Steam DLC bundles and diamond top-ups, Idle Slayer runs a full Jewels of Soul shop — and Time Clickers is a genuine outlier: a completely free product with nothing behind a paywall to critique. That's not nothing. It's the rarest kind of clicker monetisation, the kind that doesn't exist.

A finished game the developer already left behind

The Steam page itself gives away the support story. Its own description headlines with a banner for "TIME WARPERS - THE EVOLUTION OF TIME CLICKERS," pointing at a 2018 multiplayer first-person looter-shooter Proton Studio built as this game's direct successor. When that project wound down, the studio's attention shifted again, to Time Wasters, a bullet-heaven roguelite that launched into Early Access in March 2023 — and the last two items in this game's own Steam news feed are cross-promotions for that game, not updates to Time Clickers itself. The most recent piece of actual Time Clickers content is a December 2021 Christmas event; nothing has shipped since. TimeGamers.com, the hub the description still cites for cross-platform saves between Steam, browser, Android and iOS and for a live leaderboard, now redirects straight to Proton Studio's Steam developer page — that ecosystem is gone, whatever the store text still claims.

None of that makes Time Clickers broken. It runs, it's free, and the 87% positive rating across more than five thousand Steam reviews reflects a game that does exactly what it says on the tin for the length of a first playthrough. But it's a fossil in the best-preserved sense — a complete, working artifact from a studio that solved this design problem once and then went looking for a bigger one, twice.

Final verdict

Time Clickers is worth an evening for what it proves rather than what it sustains: that a clicker's core loop can survive being given a first-person body, and that a free-to-play incremental game can exist without a single purchase behind it. Both of those are real achievements. What it can't offer is a reason to stick around once the sharpshooters take the wheel — the Time Cube grind flattens into repetition, the soundtrack loops long past its welcome, and there's no ending or late-game system waiting to reward the players who push through it. Players who want a persistent world that keeps rewarding them for coming back, rather than a closed loop from 2015, might find more staying power in something like Idle Slayer or in Wanderer itself, where offline progress feeds into a game that's still actively adding content. Time Clickers is a good hour, a fair afternoon, and an honest answer to a question nobody else in the genre has bothered asking twice.

Pros and cons

Pros

  • The Click Pistol's crosshair and the wave-clearing structure make early combat something you actually aim, not just a progress bar with a coat of paint
  • Genuinely free from top to bottom — no premium currency, no ads, no DLC, nothing to buy anywhere in the client
  • Boss waves every fifth level add a real timed-encounter beat to what would otherwise be a flat upgrade grind
  • Ninety-nine Steam achievements give completionists a long, concrete list of goals beyond just watching the gold counter climb

Cons

  • TimeGamers.com, the hub the store page still cites for cross-platform saves and a live leaderboard, now redirects straight to Proton Studio's Steam developer page, so that promised ecosystem no longer exists
  • The single looping soundtrack turns grating well before the Time Cube and Artifact systems give players enough new decisions to offset it
  • Difficulty spikes at specific wave thresholds stall progress into a straight repeat-and-upgrade grind rather than a new tactical wrinkle
  • There is no ending and no distinct late-game hook — clearing wave 100 just restarts the same shooting-gallery loop at bigger numbers
  • Proton Studio hasn't shipped Time Clickers content since a December 2021 Christmas event, having moved on first to Time Warpers and then to Time Wasters

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 6 / 10
  • Visuals 5.5 / 10
  • Sound 5 / 10
  • Progression 6 / 10
  • Performance 7 / 10
  • Value 8.5 / 10
  • Originality 6.5 / 10
  • Replayability 4.5 / 10
  • Monetisation 9.5 / 10
  • Interface 6 / 10