This gem surfaces soon
We have it ready, but it is not unsealed yet. Come back when it opens.
Opens on 2026-07-05 (JST)
You never see the clock. You count it in your head, and you have to stop it at the exact instant your skill needs to land.
A body-clock roguelike action game developed solo by MONO ENTERTAINMENT, an individual Japanese indie developer based in Tokyo, and published by Phoenixx Inc., a mid-size Japanese indie publisher. No timer is ever shown on screen: you feel out the passage of time inside your own head, stop a stopwatch at the moment you judge to be right, and the instant you stop it a skill locks onto whatever position on a clock face your stop lands on, triggering if it lands inside that skill's window. The stronger a skill, the narrower the window it must land inside to fire; the weaker skills forgive a wide sweep of the clock face. Every enemy you defeat opens a three-choice draft of new skills, and across a run you place each pick onto the dial yourself, building a clock face that is entirely your own. The setting casts you inside the body of a hedgehog, where you play a Hari Cell, holding the line against a viral invasion from within. In the lineage of Loop Hero. It already supports English among ten languages, yet the West has barely found it.
Published 2026-07-05
01First, the one feeling
- The core loop hides its own clock. No stopwatch, no timer bar is shown on screen: you feel out the beat in your head, and you have to stop that private count and lock a skill onto a spot on the dial at the exact instant it needs to land. The game trusts your internal rhythm more than your eyes, so the tension is not whether you can react to what you see, it is whether you actually know how much time has passed.
- Where you stop is also where you build. Placing a skill on the clock face is not choosing from a menu, it is choosing a position, and the strength of a skill is paid for in precision: the stronger it hits, the narrower the window you must land inside to trigger it, while the weaker ones forgive a wide sweep of the dial. Every skill you draft is also a bet on how tightly you can trust your own timing.
- After every kill, a three-choice draft hands you the next piece of your dial, and across a run you are not filling a deck, you are laying out a face, deciding which narrow-window powerhouses and wide-window safety nets sit where relative to each other. Wrapped around that build is the frame of a Hari Cell inside a hedgehog's body, holding the line against a viral invasion from within, so the abstraction of a clock face becomes, in fiction, an immune system you are personally assembling.
02Who this is for (and who it is not)
For you
- You love Loop Hero and the idea of building the loop that plays itself rather than controlling the fight directly, and you want that turned into a precision timing game where a position on a clock face, not a card in a deck, is the unit of your build
- You want a roguelike where risk is measured in timing windows, narrower margins for stronger skills and wider ones for weaker skills, drafted three at a time after every kill into a clock face that is different every run
- You want a Japanese indie gem the West has barely found, Very Positive at 99 percent over 112 reviews, made solo by MONO ENTERTAINMENT and published by Phoenixx Inc., already supporting English among ten languages
Not for you
- You want visible timers, clear on-screen cues, and reflex-based action; this game deliberately hides the clock and asks you to trust an internal count instead of your eyes, so the whole pull is precision built on your own sense of time, not on what you can see
- You expect a big-publisher, already-popular Western title, or you want something free; this is a paid solo indie work by MONO ENTERTAINMENT, published by the Japanese indie publisher Phoenixx Inc., not free and not in Early Access, with no AI-generated assets and nothing sexual by Steam's descriptors, and its audience is still mostly Japanese, with only about 14.3 percent of its reviews in English
03The roots of this taste
99% positiveonly 112 reviews — yet almost no one has found it
Clock Rogue Buried gem
A body-clock roguelike action game developed solo by MONO ENTERTAINMENT, an individual Japanese indie developer based in Tokyo, and published by Phoenixx Inc., a mid-size Japanese indie publisher. No timer is ever shown on screen: you feel out the passage of time inside your own head, stop a stopwatch at the moment you judge to be right, and the instant you stop it a skill locks onto whatever position on a clock face your stop lands on, triggering if it lands inside that skill's window. The catch is that power costs precision: the stronger a skill, the narrower the window of the dial it must land inside to fire, while the weaker skills forgive a wide sweep of the clock face. Every enemy you defeat opens a three-choice draft of new skills, and across a run you place each pick onto the dial yourself, building a clock face that is entirely your own, positioned and timed rather than simply collected. The setting casts you inside the body of a hedgehog, where you play a Hari Cell (a spine-based immune cell), holding the line against a viral invasion from within. Released on November 7, 2024, it is Very Positive at 99 percent over 112 reviews, a paid title, not free, fully launched and not in Early Access, with no AI-generated assets and, by Steam's own content descriptors, nothing sexual. It supports English alongside Japanese, French, Italian, German, Spanish (Spain), Brazilian Portuguese, Simplified and Traditional Chinese, and Korean, all as localizations of a game both developed and published in Japan, yet with only 16 of its 112 reviews in English (about 14.3 percent), the West has barely found it.
Give it your first passLoop Hero The loop-building origin
The origin of this taste: Loop Hero, a roguelike developed by Four Quarters and published by Devolver Digital, released in March 2021. There is no map to walk and no direct command over the fight itself: a hero advances automatically along a looping road, engaging whatever the player has placed there, while the entire game is the act of laying terrain, building, and enemy cards along and around that loop, cards that both construct the world the hero passes through and generate the resources and threats within it. Loot recovered along the way and camp upgrades built between runs carry a player's progress forward, but the loop itself, built card by card rather than fought move by move, is the whole design. It crystallized the idea of a roguelike where you build the very structure that then plays itself, and is the origin of the lineage of games in which arranging placed effects along an automatic progression, not directly controlling the action, is the entire game. That core, that you do not fight in real time so much as you construct the progression that fights for you, is the root Clock Rogue grows from, keeping the built-not-fought loop but rebuilding it around a hidden internal clock, where the loop becomes a dial, the cards become skills placed by precisely timed position, and automatic movement becomes a stopwatch you must stop yourself.
Give it your first pass04Make this gem shine
If it speaks to you, check it on Steam and give it your first pass. Your push is what makes a buried gem shine.
You gave it your pass. The gem just caught the light.
05The bloodline of this taste
- Loop Hero Root
- Clock Rogue You are here
- Read-and-build games another taste