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Greetings and happy new year!


Before Christmas we updated the demo with a patch v0.5.1 with some new mechanics such as Stamina System, Construction Upgrades and Status Effect Buildups (+general HUD updates like a scalable HP bar).



Onto the more relevant news: Goblin's Die will be participating the Steam Next Fest February 2026!


And we've been prepping for this with a new and tasty official announcement trailer which we will be sharing publicly very soon. Atm we are aiming to make a splash with a media outreach most likely this week.


As it has been stated, we are planning to release the game on Early-Access asap after the February's Next Fest has ended. So we've been of course working on the EA content alongside everything else. The main focus has been the Aqueducts, but also we've been fixing up the Dark Swamp area based on the most recent playtest feedback.


The Equipment Durability is still a mechanic we are working on. The main point being that this would encourage players to use a wider variety of equipment and experiment with different builds. Repairing gear will be possible, but items will slowly depreciate after multiple repairs.


But yeah. Lot of buzzing on the announcement stuff all-around and prepping for the NF.


Have a great start of the year!


Ps. We are hosting + streaming a spontaneous 'Play With The Devs' on our Discord server next Monday (12.1.26). If this sort of things is your jam then be sure to be there!


Here are some new faces who need names...



 

Greetings! It's time for the November dev log!


The Dark Swamp playtest came and went, and we want to thank everyone who crash-tested the new region and shared their thoughts with us. We received a lot of valuable feedback that will help us make the experience even more fun and engaging.


We’ve also just updated the demo to v0.5.0, as quite a few things have changed since the last patch. You can read the full patch notes in the #patches channel.


So what’s next?

  • We’re currently iterating on the Dark Swamp based on your feedback and finishing up content that was cut due to time constraints. These would include:

    • The cut troll boss

    • Economy rework with some additions ( items + nodes )

    • Map + Quests for the area


  • We’ve also been working on the area beyond the swamp — the Aqueducts — for quite some time already.

    • The layout is shaping up nicely, and most of the new enemies are done and animated.

    • The art team is busy producing new decorations and procedural content as we speak.

    • Boss fights and economy work are starting soon.


That’s mainly the world content — but we’re also brewing some new mechanics! Now dig these:

  • Equipment Durability is on its way ( let us know your thoughts! )

    • This will encourage players to use a wider variety of equipment and experiment with different builds.

    • Repairing gear will be possible, but items will slowly depreciate after multiple repairs.

  • Stamina system is something that we have discussed ( another important topic to bring in your thoughts! )

    • The idea is that we'd take away general cooldowns and instead would have a stamina bar that would decrease as you perform actions and move around

    • We could add variety to food values / gear / mutations that would alter the max cap of the stamina bar

  • We’re reworking the status effect system ( Burn, Poison, Bleed, etc. ) to make it more interesting.

    • The idea is that players must build up status “gauges” before the effect actually triggers — but once it does, it’ll hit harder and feel more impactful and satisfying.

  • Stations are getting some love too.

    • Players will now need to build them, instead of stations upgrading automatically in the background as the Hive levels up.

    • Upgrading a station will come with visual changes and other gameplay benefits — more on that later.


I think that is most of the news for now. We'll keep you updated. And please, do start a discussion if you have any requests, thoughts, or even worries on the upcoming features. No filter required. Just blurt it out and let's ponder things together :)


Have a nice November, goblins!


Ps. I'll drop some Dark Swamp screencaps here in case you missed the playtest. We've forgotten to update the website devlogs, sorry. If you want to ensure to get the latest news, consider joining our Discord.








 

It was quite a journey, but it is finally here.


Even though the demo was delayed a bit, we are super proud and thrilled of the end result. The demo is very plentiful and meaty slice of the upcoming game. We'd argue that there is at least 3 to even 5 hours of full on goblin gameplay.


The whole team put in such a goblin effort ^o_o^


Few things about the demo:

~ Demo save files will not carry over to the Early Access version

~ The game still needs plenty of audio-visual polish—UI magic, visual sparkles, weird noises, and general goblin grime

~ Controller support is bubbling in the cauldron for Early Access

~ We're conjuring proper graphics settings as we speak

~ Performance optimization is underway

~ Gameplay balance is still being brewed with questionable ingredients

~ Achievements are planned for Early Access

~ Expect bugs—both in the gameplay and skulking in the world



We still highly suggest you to join our Discord server!


We want to hear your feedback, opinions and ideas regarding the demo. Come chat and chill with the community and contribute to the shaping of the game. Or just keep updated on the progress of the game. Plenty of game art, animation showcases & concept posts.



See you at The Hive!


Goblin out. ^o_-^

 

Devlog

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