Rever Games and Radical Theory have stepped back into the spotlight with the gameplay trailer for Clockfall - the hybrid action-RPG roguelite the two studios first unveiled in April. The cut is the clearest look yet at the time-pressure dungeon-crawler-meets-village-defense hook the team has been pitching, and with the open PC playtest already running on Steam, it is the trailer most likely to convince people to actually sign up.
The short version of Clockfall is that you have two jobs and one clock. The first job is a roguelite dungeon descent: pick a class, pick a loadout, fight through procedurally-arranged rooms, kill a boss, leave with whatever resources you survived with. The second job is a tower-defense-shaped village protection layer that consumes those resources between runs. The catch is that time itself is the meta-currency. Every action inside the dungeon - every fight, every rest, every chest opened - costs ticks on a global clock that is also ticking down on the village outside. Spend too long below, and the village above is under-staffed and under-walled when the wave arrives.
What the gameplay trailer actually shows
The Gameplay Reveal Trailer plays up the dungeon-side combat more than the original April Reveal Trailer did. The cuts are heavy on melee chains, parry windows, and the kind of dodge-roll-into-spell-cast flow that puts Clockfall closer to the action end of the action-RPG spectrum than the build-and-stack end. A handful of weapon types are previewed - a one-handed sword, a heavy hammer, a focus-style caster staff, dual short blades - alongside what looks like an elemental-school spell system layered on top of the basic attack chain.
The Unreal Engine 5 build leans into a painterly, slightly stylised art direction with strong silhouette and saturated lighting that reads cleanly against the murky dungeon backgrounds. The boss showcase in the back half of the trailer telegraphs an arena-shaped fight with a stagger meter and multi-phase wind-ups - genre familiar, but tightly cut, and notable for showing what looks like a true post-fight escape sequence rather than the run ending the moment the boss collapses.
The village-defense layer gets a shorter showcase but with real specifics: wall sections placed manually, a turret-style ranged emplacement, friendly NPCs moved into defensive positions, and a clear visual indicator that the player can move between the dungeon and the village during a single run if the clock has bought them the room.
The time hook
Time-as-resource is the marketing line and it is doing real work in the trailer. Several cuts dwell on a vertical "clock" UI element shown to drain visibly during dungeon traversal, with red flashes timed to wave incursions on the village above. The implication is that there is no "good" pace for a run - going fast leaves you under-equipped for the boss, going slow leaves the village under-defended when the next wave arrives - and Clockfall expects its players to read those trade-offs in real time.
That trade-off is the thesis. Rever Games has talked openly about Clockfall as a response to the "every run is sealed" structure of most modern roguelites - Hades, Dead Cells, Returnal - where the village above the dungeon, when there is one at all, is a static meta-progression menu. Clockfall wants the village to be a thing the player is actively losing while they are in the dungeon, and the gameplay trailer is built around making that anxiety legible.
Playtest is live, Early Access is next
The most actionable piece of news is the open PC playtest currently registering on the game''s Steam page (Steam app ID 3596470). Sign-ups are processed in batches and the playtest content is a constrained slice of dungeons plus a single village layer, but it is the build that will inform the Early Access tuning. Steam Early Access is still scheduled for this year, with the full 1.0 launch on PC, PlayStation 5, and Xbox Series X|S targeted for 2027.
Rever Games has flagged that Early Access is expected to last 6-12 months, with new dungeons, weapons, spells, enemy types, and village structures planned across that window. The studio has been careful not to commit to a fixed dungeon count at 1.0, partly because the procedural framework supports adding new biomes without a re-release.
What to watch for
Two things stand out as worth tracking before the Early Access drop. First, the boss design - the trailer shows one full encounter and snippets of two more, and how varied those fights are at scale will determine whether the dungeon side of Clockfall holds up across dozens of runs. Second, the village-defense pacing - whether the wave timing and resource flow actually puts the dungeon under real time pressure, or whether the village layer settles into a polite back-of-mind objective that does not affect run decisions.
For now, the gameplay trailer does its job. It is the first clear look at what Clockfall actually plays like, and the playtest is the place to find out whether the hook lands. Rever Games and Radical Theory have set themselves a sharper marketing bar than most first-time studio collaborations - "the roguelite where the village ticks down while you are in the dungeon" - and the Gameplay Reveal Trailer is the cut that has to make that bar feel real.






