Clockwork Empires -: Build 39 Cheat Engine
If you want a pre-made table, search for ClockworkEmpires_Build39.CT on community archives or request on the Cheat Engine forums. Many fans have shared scripts tailored to this exact build.
Because the game is no longer updated, memory addresses remain stable across sessions, making cheat tables reliable. Using Cheat Engine 7.4+ (or 7.5), you can scan for and modify: Clockwork Empires - Build 39 cheat engine
Here’s a detailed write-up on using . This covers why Build 39 is notable, what you can modify, common cheat table features, and important caveats. Clockwork Empires – Build 39 Cheat Engine Write-Up 1. Background: Why Build 39? Clockwork Empires was a steampunk colony sim (Gaslamp Games, 2018) left in an unfinished state. Build 39 is the final public release. The game has bugs, broken mechanics, and unfinished systems. Cheat Engine is often used not just for “cheating,” but to bypass bugs, test unfinished content, or recover from stuck states . If you want a pre-made table, search for
Execution Graphs are highly condensed control flow graphs which give the user a synthetic view of the code detected during Hybrid Code Analysis. They include additional runtime information such as the execution status which is highlighted with different colors and shapes.
Entrypoint
Program entry point, most likely the entry point of the PE file.
Key Decision
A code location where a decision has been made to avoid execution of potentially malicious behavior.
Dynamic / Decrypted
Code which has been generated at runtime, often referred to as unpacked or self-modifying code.
Unpacker / Decrypter
Code section which is responsible for unpacking or decrypting a portion of dynamic code.
Executed
Code which has been executed at runtime.
Not Executed
Code which has not been executed at runtime.
Unknown
Code for which it is unknown if it has been executed or not at runtime.
Signature Matched
Code which matches a behavioral signature.
Rich Path
Path through the execution graph which shows a lot of behavior (e.g. with respect to called API functions).
Thread / callback entry
Code corresponding to a thread or callback entry point.
Thread / callback creation
Edges denoting either a thread creation (e.g. using CreateThread) or a callback registration (e.g. EnumWindows).