
The Tactical Rpg Going Full Goblin Mode!
In Gobs and Gods, you freely explore a fantastic world full of magic, wonders and crazy surprises.The bad news: its nicest inhabitants are ... Goblins.
The good news: they seem to believe you are their God.
Hire, equip and level-up a band of goblins to fight and die for you in tactical turn-based combats, while you uncover the secrets of this world, and maybe find your way out of there!
The Gameplay Includes:
- free exploration of a sandbox world
- fast tactical turn-based combats
- a wide variety of absurdly unique quests
- levelling your army of expendable goblins while increasing your own powers.
Free Exploration Of A Sandbox World
At game start, you can choose either the default map or a new procedurally generated world map for increased replayability.
You will explore smelly dungeons, mysterious mage towers and prosperous villages ... all that while getting the opinionated comments of your goblins about the places you visit.
Fast Tactical Turn Based Combats
When encountering an enemy mob, the game switches to a turn-by-turn combat on a hexagonal grid.
Your goblins must act each turn with a limited pool of action points, to move, hit, cast a spell, or maybe insult the opponent.
They can also unlock more powerful moves by spending "essence" points, but this resource is limited, making for difficult tactical decisions.
To ensure there are no downtime, the opponents move all simultaneously during the AI phase, and the engine can smoothly be swapped to a "real time" mode to quickly finish a battle.
Quests Like You Just Won't Find Anywhere Else
In Gobs and Gods, you should not expect epic quests where you are the only hope to save the world - it is way beyond saving anyway.
And if you are told by a nice and miserable gob that you are the one to help them get rid of the local evil bad guy, don't fall for it, it's a scam!
Instead, you would get quests which make sense for a goblin - which is to say, sometimes not so much; but we bet that for once you will actually read the text of the quests.
Levelling Your Gobs and Your God
Your goblins will gain xp when they survive a battle, increasing their strength, unlocking new perks, and enabling you to deal with stronger enemies...
... until you suffer a defeat and lose most of your army. Does this mean you have to reload or restart the game? No! Remember, You are a god, and they are only expandable goblins. When you lose a levelled goblin, you absorb its experience and gain devotion points, which allow you to unlock new powers and to help you quickly recover from a set back.
Update 1.4 brings a major rework of the Gods Path system, new quests and lore, and a few new achievements to challenge you!
Gods Path Rework
When making choices in many dialogs, you may get the opportunity to advance one of the three Gods Paths: Nurturing, Nerdy, or Sadistic.
These paths already change the gobs available for hire, but we felt, and some players told us, that following a path should bring more meaningful rewards
What\'s new:
the Gods Path window lets you track your advancement on each path (Sadistic / Nerdy / Nurturing).
[/*]Killing a gob, overfeeding, or inventing potions now grants an advancement only the first time.
[/*]The new Path Altars on the worldmap allows you to advance a path of your choice.
[/*]Advancing on a path now grants:
[list]Free skills and spells
[/*]And a new unique passive bonus specific to each path
[/*]
Quests
There is now one late-game quest associated with each path, all granting unique rewards:
\"Merry Footmas\"
[/*]\"Sadism Contest\" (actually already in patch 1.3.9, but unannounced so far)
[/*]\"Unhanging the Moon\" (which was already available since a few patches ago)
[/*]
And a long quest chain deepening the lore of the goblin world. It starts with 3 \"normal\" quests proposed by npcs:
\"Writing History\"
[/*]\"Enemies of Old\"
[/*]\"The Unexpected Downsides of Geology\"
[/*]
Completing all three unlocks the late-game quests \"Kingly Blessing\" and \"Deposing the tyrant, also with their unique rewards.
New achievements
One achievement has been added for each late-game quest.
[/*]\"Around the world in 80 days\" challenges you to finish a run in less than 80 days.
[/*]
Looking Ahead...
I hope you will enjoy this update, and as always, feedback is welcome!
Ill now focus on preparing the next patches. I heard a gob prophet whisper of animation improvements (with goblins finally opening their eyes!), as well as new alternative starts to diversify your runs. Stay tuned!
Main changes
Spells rework:
- spells no longer have a level. Upgrading a spell / picking it on several mage towers gives additional casts per cycle.
- mage tower allow to choose one of three spells. - make most spells more powerful (often targeting several gobs instead of just one)
- a bit less mage towers on the worldmap.
[/*]makes \"what are the news\" more often relevant
[/*]skill altars: cost candles but give permanent +1 (once max per altar)
[/*]advancing a path changes the mood of gobs (depending on their own path)
[/*]moods malus when reentering a dungeon immediatly
[/*]gobs armor are fixed between dungeon levels
[/*]UI improvements:
- make theme a bit more coherent
- improve items color / level
- show selected gobs icons above order bar
[/*]
Small tweaks, improvements and fixes
Fly: reduce essence leak ( can be prevented by \'magic defense\')
[/*]Sadism -- nerfing a bit \'expert\' perk. (mutliplier 1.8 to least armor part, instead of 2)
[/*]Alchemy: damages increased (!) with skill level.
[/*]Alchemy: improved recipes UI
[/*]reduce a bit loot quantity after a fight
[/*]Squire: improve bonus
[/*]Good mood for: opening a chest; opening door to nowhere
[/*]reduce whip damages vs armor
[/*]Inventory sort: fix \'by time\'
[/*]fix crashes after latest nephew quest
[/*]doubling red flash on damages
[/*]Fix equip pet whim in fight
[/*]fix Poison (Greater belllow??)
[/*]fix raised dead weapon not visible
[/*]fix KingBonus: bonus / malus on other gobs are temporary
[/*]fix Damages Label showing armor damaged when armor already 0
[/*]fix talks speed in combat
[/*]fix lich items weird position
[/*]fix pet whim when completed during a fight
[/*]fix minos pncs position on buildings
[/*]sort buttons on minimap
[/*]fix some shadows
[/*]fix heavy armor expert perk not giving expected bonuses
[/*]and maybe a new quest somewhere!
[/*]
- Rework special bonuses for: King, Cook, Lumberjack, Smith, Guard, Engineer, Trapper\n- Add campaign option for scaling difficulty with time. (Warning: this is still a bit experimental)\n- New quest: \'Territory Marking\'\n- Add quests pushing to visit another kingdom, and limit quests available when greatly over-leveled for current kingdom\n- Enemies sometimes open the doors in dungeons. \n- Borders tooltips: information is scaled to player\'s army\n- Minimap: radio button to view world difficulties\n- Alchemy: skill value gives a proba to double-drink pots\n- Raiding mobs stay near the attacked village, and you can enter the village after rooting the raiders\n- Allow multi fights on world locations\n- Loot from mobs: best mob item is more likely to drop\n \nFixes:\n- avoid duplicated villages names, more varied troll city names\n- spells: fix price displayed during the day\n- balance: give slightly less teeth for mobs, and more for quests\n- fix mob visilibity on game reload\n- slightly increase dungeon mobs scaling\n- fixing some bugs on text inputs introduced in previous patch\n- fix some tooltips on buildings not hidden when entering a dialog\n- fix camera sometimes wrongly centering on acting gob\n- improvements on the world generation algorithm\n- Alchemy: prevent mixing rings into potions\n- fix shortcut not displayed correctly\n- Guns: cannot use indirect fire while in dungeons, Allow unpack guns while in control zone.\n- alchemy: add button to \"mix\" a potion directly during a fight\n\n\nThis patch took a bit of time to release because I wanted to ensure it was playtested enough -- Thanks a lot to 4eyes for helping us to get there!\n
- fix notifications (like \"saved\") not showing while game is paused\n- god upgrades: tooltip tells how to unlock; fix channeling; unlocks channeling later in game\n- touring quest: remove quest arrows / fix \'where to go next\'\n- inventory: remove cost in Time unit when opening from button\n- fixed Zoom In and Zoom Out keybindings which were reversed.\n- fix cookbook quest second run\n- show more info in tooltips about items with special actions \n- alchemy: click on recipe with ingredients ready triggers the \'brew\' popup\n- fix joker upgrades sometimes improving a skill not available (yet)\n- fix sound option menu showing game icons\n- fix typos\n\nSpecial thanks to DaviddesJ, and once more to N20 Games, for helping me identify some bugs and improve the game!\n
More bug fixes, and starting to improve UIs for controllers.
- Mitigation for "Buggy Fog of War on reload": On some machines, the fog of war would sometimes fail to save correctly. If you observe a buggy-looking fog of war after reloading a save, go to the "Save" menu and click the "Fix Fog of War" button in the top right. It will regenerate fog of war almost identical to what should have been there at this point in the game.
- Fonts: Changed how increasing font size works, focusing mostly on increasing small fonts. This allows you to enlarge small fonts much more without (completely :) ) breaking the UI. Also defaults to larger fonts on smaller screens.
- Fixed morale bonus for "greedy" gobs
- Show an icon for 'hurt' modifiers on gobs ingame.
- "Permanent Increase" spells tooltip now shows how many casts have been made per gob so far.
- "Happy Pot" also increases the mood. Now usable outside combat. (In combat, it increases mood and morale; outside combat, it increases mood and starting morale for the next fight.)
- fix tab size of stats window
- fix gobs they moving into range instead of reloading their weapon.
- Improve selection of a gob with no time units.
- make it possible to navigate some UIs using keyboard/controller only.
A patch containing mostly minor bug fixes, and a few UI improvements.
- UI: allow selecting a gob whose turn is finished
- Fix quest arrows in tree-stalker special quest
- Update sculptors quest description when the quest is almost done
- Adding 'clear' buttons in control remapping menu
- fix displayed candles count after casting a spell
- fix alchemy recipe not displayed immediately after brewing
- fix lifebars missplaced sprites when taking damages
- fix pessimistic sometimes having an empty bubble
- fix dungeon exit messages
- fix player goblins pixelated on shrine / village windows
- UI: cancelling all 'interact with' orders after a chest / door is open (To avoid bug when switching game mode)
- fix observation tower effect icon
- fix effects tooltip when remaining time is less than 1 hour
- fix moons tooltip
- nicer load menu (and showing world seed in tooltip)
- updating a few panels
Thanks to N20 Game, 4eyes, Thraag and especially big thanks to Yeoman for helping me hunting these bugs and for proposing good improvements!
- Fix some gob traits which did not work correctly (pessimistic bonus on kill was not triggering)
- Fix crash on new campaign, with some seeds failing to build a valid world.
Thanks to N20 Games and Eipumodo for reporting these issues!
- Fix crash with "pet best friend" whims.
- Fix visibility of trainers on minimap.
- before fighting several mobs, 'fight' button tooltip show which mobs are allied
Thanks to Eipumodo for helping me identify the crash, and to Kopyrda for reminding me that trainers were sometimes too hard to find.
- Fix crash on reload when saving right after stealing an egg
- show current kingdom with current time on moon/sun tooltips
- show both kingdoms on far away border tooltips
- fix alchemy 'brew' button size
- nerf flies essence drain
- fix batamama wings
Thanks to N20 Games and Yeoman for helping me preparing this patch!
- Fix game not starting when updated from an old version
After six months without updates, we are thrilled to announce the release of the next big update to Gobs and Gods!
This patch focuses on enhancing tactical combat. Weve added a much wider variety of enemy mobs and reworked almost all existing enemies. These changes should make the late game far more diverse and challenging.
Additionally, weve revamped several traits and skills that felt underwhelming. For example, ranged weapons have been redesigned to feel more distinct, and goblin traits have been updated to be clearer while always offering some (small) advantage.
Looking ahead, we plan for the next major update to focus on adding more quests. I already have a backlog of 'unique' quests written and waiting to be properly integrated into the game. After that, were likely to focus on introducing a few alternative game starts to maximize replayability.
[h2]Changelog:
[/h2]
Enemies and mobs:
- rebalance stats to make enemies more unique
- add new enemies powers.
- ai can use more special skills (nets, swap, backstab, trolling,...)
- many new mobs
Gameplay updates:
- revamp all range weapons, especially guns, wands and crossbows
- modify weapons "apprentice" perk to give wider access to weapon special attacks
- modify essence regeneration: essence now regenerates with time at night, at a rate dependent on the moon.
- add throwing nets, usable with the 'trap' skill
- add a few new items
- add a Battle Log, which can be activated from the "gameplay options" menu. (still a bit experimental however)
Other changes:
- change loading screen
- dead pnj: explain why they talk
- nets and spiders webs
- "magic defense" lowers many debuff effects and some spells damages
- more alchemy recipes from npcs
- faster saves
- fix dungeon generation
- fix lines of sight
- more details on game rules in tooltips (stats effect,...)
- faster saves
- statue effect fixes
- moods are impacted by more events
- show kingdom banner on villages
- some whims prevent unequipping an item for a time
- adding "Pet BFF" whim
- mob shadows on worldmap: reworked to avoid lag when loading a new part of the map
- and many other tweaks and fixes.
This is a minor patch containing only one fix, as the upcoming changes in the pipes are not yet ready and will take some time to complete:
- Fixed statue effects that were not correctly applied to goblins
Gameplay and balance
- Moods and Whims:
- your goblins mood will evolve, from "Brooding" to "Cheerful", depending on your actions. The mood will provide a few small bonuses, and goblins in bad mood are more likely to activate their defects.
- goblins in good mood may sometimes become "Obsessed", triggering a mini quest you can complete to keep the gob happy (and get rewarded by a small but permanent bonus)
- Goblins wages:
- to better balance the economy, your goblins will ask some wages whenever you rest; and will get unhappy if not paid. (Note: you can disactivate the wages at the start of the campaign if )
- Limited time quests:
- random generated quests have a maximum time to complete, after which they get cancelled (this can be disactivated too)
- Smoother difficulty:
In previous version, the difficulty of quests was scaled to the player but independent from the kingdom, while the difficulty of world and dungeon mobs was only defined by their location.
This lead to sometimes weird situations, with a to high contrast between 'quest' and 'normal' mobs.
Now, the quests scale with both the player and the kingdom; while world mob are slightly scaled with the player (slightly: first kingdoms will still feel easy when coming back in late game; just not as trivially easy as it was.
- Campaign options: at campaign creation, you can turn off goblin wages and limited time for quest. I believe the game is better balanced with these options activated, but some players told me they would prefer not have these. So, your choice!
- Skills rework: 3 skills were giving the same "swap" perk. Now instead, sprint gives "sprint" order, and dodge gives access to "enemy swap"
- Also:
Alchemy: recipes may be given as quest recompense
night vision reworked
increased (actually fix) enemy mobs view range, making them a bit more agressive
lower random gobs joining event rate
modify hiring gobs prices
modify food and drinks price
slightly decrease shields weight
Graphics:
- better scaling to screen resolution, to fix artifacts appearing on high resolution screens.
- combat: increase move animations during player's turn. Add options to modify animations speed in combat.
- add missing shadows
- world mobs: show several enemies
- add some options for shadows and world mobs
- rework broken armor shaders
- new drawings for Undead Cities
UI
- make it clearer that current order requires to move
- fix click sometimes interpreted as camera move in combat
- change 'selected shader' color on snow for better visibility
Fixes:
- fix items gained twice in some quests
- fix "skinning many" quest
- fix archer range proba sometimes increased by obstacles.
- fix quest arrows rotating wildly
- increased god max weight && logistic effect
- fix bug with main quest showing quest start dialog several times
- feed menu: better tooltips position + allow to give more food than required, to advance "nurturing" path
- particles around chests and stairs (... to make the quest "hide item" easier to complete)
- worldmap: longer run duration
- sort inventory with most recent items first
- hire window improvement
- give more information about followed path
- lich raise dead spell: raise with half hp (instead of 1 hp)
- item prices: lower reputation impact, avoid ultra low sell prices at producing villages .
- show if current prices are higher/lower than normal.
- traps: range +1
- tradeofalljacks: move parts of apprentice perk to skill, rewrite description. (Should be clearer that it is *both* "trade" and "Jack of all trades")
- prevent random quest targeting broken temple
- increase wood in forest
- fix observation towers
- levelling: fix archetypes with both range and melee
- starts run with double click
- fix enemies IA sometimes not moving in dungeons
- a few other minor fixes
- more information on dead gobs (warning: will not be accurate on gobs hired before this patch)
Following a common player request, I've configured cloud saves for Gobs and Gods. I have to admit, it was easier than I expectedSteam has really done a great job with this!
If you run into any issues with the saves, here are the details:
- The saves are located in this folder: C:\Users\USERNAME\AppData\Roaming\Godot\app_userdata\Gobdot\saves
- Each subdirectory represents a saved game.
- This directory is now synchronized with Steam Auto Cloud.
- The game also creates a backup of the saves in: C:\Users\USERNAME\AppData\Roaming\Godot\app_userdata\Gobdot\savesbackup This directory is *not* synchronized by Steam, so if any data is mistakenly erased by Auto Cloud, you can manually copy and replace the files from /savesbackup to /saves
As always, if you encounter any issues, please let me know on the community forum or on my Discord!
Alexandre
- player gobs willpower decrease spells effect
- further nerf death magic
- increased athletics hp bonus
- donjon: allow entering directly to lvl 2 if lvl 1 was cleared
- fix rally perks
- increased trollish effect
- saves: making backups (to prepare safely activating autocloud)
Since the release two months ago, we've gathered a lot of player feedback, which has helped us identify ways to improve Gobs. We've already released a series of small updates with fixes and quality-of-life improvements based on player suggestions, but a larger patch was needed to address game balance.
This patch is thus designed to correct all the balance issues which were reported or which we noted ourselves. Overall it should make the endgame more difficult, by increasing the diversity and strength of late-game enemies, and by nerfing some abilities that were too easy to exploit. We hope it will make the game more challenging and interesting for all types of players. it also contains quality of life improvements, like adding a "basic" attack with no essence cost on wands, to avoid wands users to rush in melee once their essence is depleted when playing in real time.
More balance patches and quality-of-life updates will certainly follow as we gather more feedback. We also plan to add new content, such as the "Alchimechanics" skill in items, hopefully in the next large update.
- Balance changes:
- rework mobs generation. Allowing larger mobs to vary end game enemies.
- nerfing spells at high skill value
- critical strike nerf master level
- slightly lower level-up bonuses
- more coherent skills table per background
- sharper items price increase with level
- increase items weights, especially shields
- tweaking shield skill (partially ignore shield weight) and armor skills
- faster reload on long runs
- rescoring all enemies
- makes several skills more powerful at grand master level
- lower teeth given by difficult quests
- night penalty: reduced visibility and attack malus at range
- wands: add weak base attack with no essence cost; to avoid mages rushing to melee and getting quickly killed once their essence pool is empty.
- Fixes:
- implement only one GM per skill
- fix non viewable control zones
- wig-it-yourself: quest description;
- sell quest show target arrow to return once items have been found
- high level enemies not as strong as they should be
- fix targeted gobs for mass meat shield
- fixes in player difficulty autoscoring
Other:
- death magic: remove friendly fire.
- joker random upgrades are seeded on day
- allow to upgrade an item without unequipping
- faster dungeon and saves load
A few changes while preparing a bigger balance patch:
- fix foot sculptor quest when first killing arrogant sculptor
- increase max mob size to get more diversity on hard late game
- clarify which armors are light
- fixes in mobs autoscoring
- refactor mobs definitions
- improved camera centering on worldmap
- option to desactive auto center in fights
- improved minimap
Our testers report that the native linux version now works well. Thanks to Godot this one surprisingly simple to target several OS!
- fix crash on reload after quitting in the middle of a gob order
- improve upgrader ui (sorry, did not re-equip upgraded item yet)
- fix worldmap camera locked on player
- fix fleeing gob moving toward enemy
- lower sadistic increase for dismissing a gob
- tuning melee gobs ai range in RT, so that they move in front of archers.
Since the release one month ago, we have been actively iterating based on players' feedback and suggestions. Our primary focus has been improving the UI and enhancing the overall player experience.
Next, we plan to address game balance and difficulty, aiming to provide a rewarding challenge for all players, from casual gamers to hardcore enthusiasts and even sadistic goblin gods. Following this, we intend to introduce additional content such as new items, quests, the new "alchimechanics" skill, andhopefullynew scenarios to offer more varied playthroughs.
We sincerely thank all the players who have contributed their comments and ideas!
You can reach us on our Discord .
Below are the changelogs so far:
2024/08/18
- Improved stickiness of tooltips
- Added shortcut for "hold position"
- Fixed issue with selecting multiple gobs
- Added display of time units used by the next action
- Hiring now requires two clicks
- Hiring event now allows viewing gob details
- Added potion descriptions
- Added sort buttons in inventory
- Options: Pause after a fight; Disable camera movement on screen edge
- Some spells can now be cast directly from the world map
- Added drag-and-drop feature to change gob order
2024/08/15
- Fixed stats bug affecting gobs created before the "show speed" patch
- Fixed minimap displaying "unarmed trainer"
- Rebalanced fame XP bonuses
- Added button in the quest window to hide quest arrows
- Added "hold" and "attack at" buttons in real-time mode
- Fixed fleeing gobs that could still attack
- Added shader for currently executed orders
2024/08/07
- Removed training level 7 (was not supposed to be available and caused crashes)
- Fixed crash when upgrading "skinning quest" sword on game reload
- Expanded enemy tooltip details
- Game now starts in pause mode on reload
- Added more logging for god-issued orders
- Fixed statue UI issues
- "Badly hurt" icon now visible under gobs (other icons are still in progress)
2024/08/03
- Made trees half-transparent on combat maps
- Red hexagons now appear around buildings if the option is enabled (in gameplay options)
- Moonbook UI now shows candles and god XP when upgrading spells
- Re-enabled the speed stat
- Defense tooltip now displays all defenses
- Minor camera UI fixes
- Fixed issue with 'm' key opening the minimap while renaming a gob
2024/07/31
- Increased essence cost for death magic spells
- Equipping potions now costs TU (time units)
- Fixed "zoom frozen at max" on some screen sizes
- Added graphics option for "Nvidia flicker workaround"
2024/07/29
- Unstylish/Coquettish gobs now always accept upgraded items
- The next trainer location is now displayed in the training window
- Fixed issue with "tournament" quest allied mobs wandering randomly after save/load
- Added message explaining why a spell can't be cast on certain gobs
- Fixed gob order when entering dungeons
- Fixed potential crash when reloading a game where gobs are sleeping
- Attempted patch for fog of war not reloading correctly
- Updated Discord link
2024/07/27
- Fixed difficulty scaling issue when players repeatedly fight weak mobs (thanks to They Live!)
- Swapped "space" and "E" shortcuts for turn-based mode (requires resetting controls to take effect)
- Fixed crash when renaming a gob with special characters
- Fixed occasional dungeon crash when changing levels twice in the same frame
- Attempted fix for fog of war not loading on low-end hardware
- Fixed re-entering three-way fights when clicking on a dead mob
- Fixed various typos
- Improved minstrel skills to better match his class bonus
2024/07/23
- Fixed bug caused by double-clicking some buttons within the same frame
- F1 - F12 keys now select gobs
- Added more logging for the strange 'foot expert' quest bug
- Editing gob names is now possible
- Fixed additional typos
2024/07/20
- Fixed bug when clicking on the level-up button for a non-player gob
- Corrected many typos
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