Time Clickers
An FPS you play by standing still: Proton Studio's target-range idle with cube teammates.
by Proton Studio · 23 July 2015 · Steam (F2P) / Web (Kongregate)
Time Clickers is Proton Studio's incremental FPS clicker, free on Steam and playable on Kongregate, and it is the genre's reference implementation: the game every later shoot-things-while-idle project gets measured against. Released July 23rd, 2015, it strips the shooter down to a firing range and bolts the full idle apparatus onto it, cubes instead of enemies, teammates instead of turrets.
What the loop feels like
You shoot a cube, the cube drops gold, and the gold hires a cube that shoots for you. That's Time Clickers.
Then the team takes over and the game becomes a management shooter. Your hired cubes keep firing while you aim, prestige resets convert a finished wall of cubes into permanent power, and artifacts hand out the long-term multipliers that make each run start stronger than the last. The clicking never fully disappears, it just stops being load-bearing. That's Time Clickers.

How it actually works
The systems are the genre's canonical set, executed cleanly. Active clicking is the seed mechanic, your crosshair versus a field of cube targets that shed gold when destroyed. Idle progression arrives through hired cube teammates, a growing roster of automated marksmen that keep dealing damage while your hands are elsewhere. Automation deepens as the team scales, and prestige closes the loop: resetting your cube squad for permanent bonuses, with artifacts as the collectible layer that stacks multipliers across runs and gives long-haul players their math. The FPS framing is deliberately thin, a shooting gallery rather than a shooter, which is precisely why it works as an idle: the active skill is aiming, the passive skill is none, and the two never fight over the same attention. The art is cubes all the way down, and the cube aesthetic became the genre's visual shorthand because of it.
Where it stumbles
The honest caveats are structural to its age and genre. The presentation is minimal to a fault, the endgame is the artifact grind that defines the breed, and players who want the content density of later idle-FPS hybrids will find the original a benchmark rather than a buffet. Its own successor projects, both Proton Studio's and everyone it influenced, absorbed most of the format's evolution, which leaves Time Clickers as the clean, foundational version: everything it does, later games did bigger. And the Kongregate half of its availability depends on that platform's Flash-era infrastructure, so Steam is the durable address.
Playing it today
Free on Steam, with the Kongregate version as the alternate door, and the official teaser trailer preserved alongside three verified gameplay videos on this entry. The appid here was verified twice against the Steam store after an early erroneous listing was caught, so the link lands on the right game. If the idle-FPS itch outlasts the cubes, the catalog's shooter-idle shelf starts here and gets fancier from there.
The verdict
The idle-FPS genre's reference implementation: cube-clean, artifact-deep, and the reason every shoot-stuff-while-idle game has a benchmark to answer to.
Gameplay videos
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