Circle Back, Inc. Employee timecard
Clock In · Free

Eight hours. Yours to lose.

The whole thing runs in your browser on itch.io. No install, no account. There's a Windows build on the same page if you'd rather have it local.

No download No account Windows build too

Free means free.

Exhibits

What eight hours looks like.

Five sheets pulled from the shift. Click one to open it full size.

Exhibit A Your desk in Cc:, seen head-on: a desk phone, stacked paper trays, a mug, a Newton's cradle and a stapler.
Your desk The phone, the trays, the mug, the Newton's cradle. Most of it does something.
Exhibit B First-person view at a cubicle in Cc:. The HUD reads 9:02 AM, a x1.0 time multiplier, and shift ends 5:00 PM.
9:02 AM, x1.0 Two minutes in, working, and the clock is moving at its slowest.
Exhibit C The Circle Back, Inc. reception area in Cc:, with a time-clock pedestal standing in the middle of the floor.
Reception The time clock stands where you can't miss it on the way in.
Exhibit D The Synergy Lounge break room in Cc:, with a wall sign reading mandatory relaxation.
The Synergy Lounge The break room, with a sign on the wall telling you to relax.
Exhibit E The Cc: itch.io cover art: an office desk with a monitor behind it carrying the CC: sign.
The cover What you'll see on itch.io when you go to click play.

Captured on the submitted build · 26 July 2026

The Dial

The clock runs at whatever speed you earn.

Most office games hand you a clock and let it tick. This one hands you the knob. Slack off and the day accelerates, so five o'clock comes at you fast. Do actual work and it crawls. The catch is that it's one dial: the same multiplier that speeds up the day is the one raising the boss's scrutiny.

Slack, and the day sprints

Every minute you waste buys you speed. The multiplier climbs, the clock climbs with it, and 5 PM starts looking reachable.

Work, and it crawls

You can always duck back into real work to look busy. It's the safest thing in the building and it's the slowest one. Sometimes that's the trade you want.

One dial, both consequences

There's no separate risk meter to manage. The number that speeds up your day is the number that gets you noticed. Every decision is that number.

The Boss

He walks the floor.

Get caught mid-slack and you get a talking-to you can't skip, plus thirty minutes of overtime stapled to your shift. There's no game over here and no fired screen. You just leave later than you wanted to.

At 5 PM the shift gets a grade, S through F, and then you go home.

+00:30 Overtime, stapled on

S A B C D F
Thirty-Odd Ways To Waste A Shift

Around thirty activities. Each with its own verb.

Nothing in this office is a menu entry. Paper toss has an arc. Ceiling darts have a ceiling. Chair racing has a hallway, and the meeting has a margin you can doodle in. Every activity got its own little verb instead of one shared interact button. Most of the four days went there.

Paper tossAcross the office, into the bin, ideally on the first try.
Ceiling dartsUp is a direction nobody checks.
Chair racingThe hallway is long and the wheels are good.
Meeting doodlesYou have to be there. Your notepad doesn't.
…and the restAround thirty in total, and the office is small enough that you'll find them.
GRIND_OSC:\

> The retro computer on your desk.

> It runs real work apps. Use them and you look busy.

> It also has games on it. Nobody installed those officially.

> _

2:00 PM · the meeting A set piece lands at two, and you have to be in the room for it. What you do while you're in there is between you and the margin of your notepad.
How It Got Made

Four days, by hand.

Cc: is my GMTK Game Jam 2026 entry. I designed it, built it, modelled it and submitted it in four days, on 26 July 2026, on my own. It's a jam game and it's shaped like one: one office, one shift, one joke taken seriously.

Every model in it, characters and props both, was hand-finished in Blender. Music and sound effects come from Pixabay and are credited in-game.

Where it's rough, that's four days showing. I'd rather ship it rough than not ship it.

Clock in.

It's free, it runs in your browser, and a shift takes less time than the meeting it's making fun of. If you want to see what comes next, the devlog covers everything the studio ships, and the newsletter rounds it up about once a month.