Clockwork Day¶
Time
Time moves only when you move.
| Kind of world | Time |
|---|---|
| Serum in the arrival Box | 2 ampoules |
| Native Serum stand-in | None: bring spare Serum |
| Quests | None |
clockwork-day-frozenWhat happens when you arrive¶
A golden meadow under a warm, hazy sky, with horses and sheep grazing. You stop to look around, and so does everything else. The grass stops in the wind. A bee hangs beside your ear with its wings spread. Take a step and the world starts again, at exactly your pace.
The rule: time moves only when you move¶
| What changes | How it works |
|---|---|
| Stand still | Everything near you stops dead: mobs mid-stride, arrows in the air, animals, water. |
| Walk | Everything runs at full speed. Full speed is a little under a normal walk, so walking and running both keep the world going normally. |
| Move slowly (sneaking, inching) | The world runs slowly, in step with how far you move. |
| The sun | Keeps the same bargain. A day here lasts exactly as much walking as you put into it. It is only ever night if you walked into it. |
| Distance | Each creature follows the pace of the nearest player within 48 blocks. Anything further than that from every player simply stands still. |
| Beds | Explode. The bed's night-skipping means nothing here. |
A bee, a zombie, a skeleton's arrow: if you're not moving, neither are they. But neither is anything else, which means you can't wait anything out. Standing still to let a mob wander off, or to let the night pass, doesn't work.
clockwork-day-zombieNight¶
Normal monsters spawn in the dark: zombies, skeletons, creepers and spiders. Because the sun only moves when you do, you choose when night comes. When the light starts going red, stop walking, and dusk will wait for you while you get ready, dig in or head back to the Box.
The Pocket Watch¶
Mainspring ore runs through the stone from Y -16 to Y 80. It needs an iron pickaxe and drops a
Mainspring
(more with Fortune) plus a little experience. Two Mainsprings and three gold ingots make a
Pocket Watch.
Held in either hand in Clockwork Day, the watch keeps time running at a quarter of its speed while you stand still. That means you can finally wait: wait out a night, let a fight play out without you, or watch the world go by. Anywhere else it does nothing.
clockwork-day-watchWhat lives here¶
Horses, sheep and rabbits on the meadow. At night, zombies, skeletons, creepers and spiders.
What to bring home¶
| Find | Where | Why it's worth it |
|---|---|---|
| Mainspring Ore, Y -16 to 80. | Makes the Pocket Watch. | |
| Crafted. | The only way to let time pass here without moving. |
Serum and getting home¶
- The arrival Box's cache holds 2 Serum Ampoules.
- There is no native ingredient.
Tips¶
- Stopping is your pause button. Surrounded? Stand still, look around, plan your move, then act.
- Arrows freeze in flight when you stop. Step out of their path before you start walking again.
- Make the Pocket Watch early: without it you can't rest, and the night only ends if you walk through it.
- Don't sleep. The bed will blow up.
Everything this world adds¶
3 blocks and items (click to open)
The traveler's tape¶
Every arrival Box has a chest by its door holding a cassette: the last traveler reading their journal of this world aloud. This is what they say. It gives a lot away.
Read the journal (spoilers)
Nothing here moves unless I do. I stopped to catch my breath and a bee stopped beside my ear, wings spread, and stayed there. Walking starts it all again at my own pace: the grass, the clouds, the zombie I had not seen behind me. Run, and they run. The sun keeps the same bargain. A day lasts as long as I walk, and I only met the night because I walked into it, so I learned to stand still when the light went red. There is ore in the stone that comes out as coiled springs, and two of them with gold make a watch that keeps time going slowly in my hand. With it I can wait. Without it, waiting is the one thing this place will not let me do.