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Goblin Stone News

Goblin Stone is Going Rogue!

[h3]Goblin Stone is Going Rogue![/h3]

We're excited to be part of Steam’s Going Rogue - A Festival of Persistence event from May 2nd to May 9th. Re-tread the adventures of our brave Goblins and battle despicable fortune-seeking adventurers in this epic side-scrolling adventure game. Check out Goblin Stone and download our game demo to experience a one-of-a-kind roguelike game.

Aside from the demo, we also have a lineup of gameplay streams on our Steam page so you can get a better sense of how the game plays and what our community thinks about Goblin Stone. If a quiet 10-minute gameplay video is more your style, you can also find it on our YouTube channel.

[previewyoutube][/previewyoutube]

[h3]Did you find Goblin Stone interesting?[/h3]

If you've enjoyed what you've seen so far, we'd appreciate it if you could help us define our game better by tagging Goblin Stone with related categories and genres. To do this, please follow the steps below:

1. Go to our Steam page.

2. Click on the "+" button in the user-defined tags list


3. Select different tags that can be applied to our game


We hope you have as much fun with Goblin Stone as we do! If you haven't already, please FOLLOW us and add Goblin Stone to your WISHLIST. We'll be releasing Early Access soon, so don't miss out!

https://store.steampowered.com/app/1521970/Goblin_Stone/

Devblog#11: Early Access roadmap and game improvements

Hello there, Gobbos! In today's dev blog, we'll discuss what we accomplished following the Closed Beta Test, as well as our plans for Goblin Stone as we get closer to the Early Access launch.

Over the last year, we've added a lot of new features that weren't available in the demo version, so we expected new bugs and balancing issues within the game. We spent a lot of time reading the feedback that we received over time and this helped us identify areas for improvement and address easy-to-miss issues within the game.

[h3]Game Feature Improvements[/h3]
We focused primarily on polishing and balancing the combat feature during the pre-closed beta period, and as a result, we overlooked other aspects of the game, particularly in the lair and during adventures. We've been working hard over the last few weeks to make these features more interactive and appealing to the player, while also gradually improving the game's performance and visual quality.

Some of these ideas have been in the works for some time, while others were taken from the community's suggestions and wishlists which were recently added for development. Here’s a sneak peek of what’s in development:
  • Puzzles during adventures such as collapsing bridges and teleporters.
  • New things to encounter during adventures such as normal and cursed shrines.
  • Rescuing goblins with uncommon genetic traits.
  • Upgradable campgrounds, new merchant tiers, and character models.
  • Balancing the Lair’s room upgrade requirements
  • Allowing the party to quickly exit the level at any time if objectives have been completed.
  • Snappier feel to the menu navigation.


[h3]Quality of Life Improvements[/h3]
Our community also pointed out the game's lack of tutorials, which makes it less intuitive and difficult for new players to understand how some features work. Our plan is to simplify the user interface while keeping it detailed and consistent with all the information displayed.

  • When the player encounters a new feature, tooltips and prompt messages will pop up to guide them through the controls.


  • Keyboard and gamepad control lists will be added to the menu options This is still a mock-up design of our developer for the user interface but in future developments, the player will be allowed to customize the controls for each key.


  • We improved the tooltips with clearer wordings to hint the player on what they need to do to unlock certain features.


  • Visual effects and animations were also added to assist the player in locating buttons. Active buttons are also highlighted to alert the player that they can be used.

These are just a few of the features that we are currently developing. We have a ton of additional features and content on our to-do list and wishlist to make this game everything it needs to be. But we can't keep everyone waiting for the next release for too long, can we?

[h3]Goblin Stone Road Map[/h3]
Now that we have completed the Beta Testing phase, our community has been inquiring about our future plans for Goblin Stone. Is the Early Access still planned for this year? Will more testing invitations be sent out before the launch? What are our development plans after the release? Let's start by looking at our Early Access Road Map to get some answers.


Goblin Stone is almost feature-complete, with all of the main game features and 5 story chapters set-up for Early Access. However, before we can release the game, it must go through a few more steps to ensure that we deliver a high-quality, bug-free game. This overall plan will help us in meeting our goal of launching Early Access in the third quarter of 2022.

Currently, we only have a few days left to reach the first milestone on our roadmap. After the feature lock phase, no new features can be added to the game design, allowing our development team to focus solely on a set list of features. That being said, this is a great time to tell us about your Early Access suggestions and wishlist HERE.

Our next step is to focus on bug fixes and polishing the game. Goblin Stone will go through a series of internal playtesting sessions. Once the game has met our standards, we will consider inviting a small group of testers to conduct a more focused user experience playtest.

In terms of Goblin Stone development, we still have a long way to go. Early Access only tells the first half of our goblin's story. We intend to add five more story chapters and introduce the northern region of the world, where the realm of menfolk can be found, as well as a slew of new characters such as the Elves, Kobolds, and Trolls.

https://store.steampowered.com/app/1521970/Goblin_Stone/

GOBLIN STONE CLOSED BETA IS NOW LIVE!

Thank you for your patience, gobbos! Goblin Stone Closed Beta is finally live.

Goblin Stone Closed Beta starts today March 3, 2022, Thursday at 15:00 (GMT+8) and will end on March 11, 2022, Friday at 23:59 (GMT+8). Selected beta testers should receive their Steam beta access key and access guide through their e-mail. Please make sure to check both your e-mail inbox and spam folders.

We also highly recommend that everyone join our Discord Server for updated news and information about the Closed Beta Test. All beta testers who signed up with their Discord information will be automatically added to our Beta Tester role list. If you already received your Steam Beta Key and did not receive this role, kindly inform our Discord Community Manager to give you access.

Happy gaming, everyone!

[h3]BUG NOTICE[/h3]
Be aware that the beta version will be less stable than the final version released to the public. You may encounter problems such as features that do not work properly or bugs that may prevent the game from progressing. Some bugs may force you to close the game or completely start a new game.

[h3]BETA CONTENT[/h3]
Features and content for chapter 3 onward will not be available in the beta build.

For the updated list, please join our Steam Community discussion page.

Important notice about the Closed Beta and Change logs

Hello everyone!

We have an important announcement for all interested Closed Beta participants. Our hardworking team ran into a few major bugs while preparing the game for the beta test. Due to this, please expect that there might be a delay to the Beta release scheduled for tomorrow. We sincerely ask for your patience while we fix the game, and we hope to deliver it soon!

Beta sign-up will remain open until the new date of the Closed Beta Test is set. Please stay tuned to our announcements in our Discord for any updates. 🙇‍♂️

In the meantime, let us share with you what content you can expect during the Closed Beta Test.

[h3]Change Logs for Closed Beta Test[/h3]
Story
  • Chapter 1
  • Chapter 2
Adventure
  • Added a new feature called Shrines
  • Adjusted the type of enemies that spawn per location. Specific enemies will spawn in specific locations.
  • Adjusted the type of loots that drop per location. Specific loots will now drop in specific locations.
  • The Goblin Details UI was revamped to improve its intuitiveness and add more functionality.
  • Players may select 2 out of 4 genes to be active.
Combat
  • Added resistance to certain Status Effects for Bosses. (Each boss has unique resistance stats)
  • Adjusted the Innkeeper’s stats and AI Behaviour.
  • Adjusted the Shadow Wight’s stats and AI Behaviour.
  • Added partial Keyboard controls for combat (‘1’, ’2’, ‘3’ for abilities)
  • Adjusted the Ham Hammer’s stats.
  • Added 2 new weapon types (Spear, Blunt)
  • Changed and rebalanced the Goblin Abilities
  • Added 4 abilities for each Class (each goblin now has a total of 8 abilities)
  • Note: Only 4 can be active at a time. Players can select which abilities to activate
Lair
  • Adjusted required materials to build different rooms in the Lair.
  • The breeding feature is now available in the Lair by building the Warrens.
  • Goblin genes were improved to become more intuitive.
  • Adjusted Goblin squatters that visit the Campgrounds in the Lair.
  • Adjusted the number of inventory slots available in the Larder and Armory at Lvl 1.
  • Dismissing a Goblin from the Lair now provides the player 1 Ancestral Point if the Goblin is a veteran.
  • All rooms in the Lair are now upgradeable.


For more information about the Closed Beta Test, please visit our previous blog post.

Devblog #10: Retiring Goblins

Following up on last week’s dev blog about mortal wounds, this week we’re talking about another lair feature that will give purpose to old age and injured goblins. Let's dive into goblin retirement.

[h3]Retirement[/h3]
When a goblin in your adventure party has suffered permanent wounds in combat or whose stats are starting to fall behind to newer, stronger recruits, the player should consider retiring that goblin.



As mentioned last time, retired goblins can still be as useful to the lair as any other active goblins. Once the player retires a goblin, they will earn valuable ancestry points to advance the lair, and class ability points for their class guild to level up their class abilities.

The number of points that they will receive will depend on how experienced the goblin is.

For example, retiring a veteran guard goblin will gain guard ability points, mystic goblin gives mystic ability points, and so on. Retiring veteran peons, on the other hand, will only gain ancestry points as they haven’t changed class yet before retiring.

New recruits do not give any points upon retirement.

[h3]What are these points?[/h3]
Ancestry points are required to upgrade the Ancestor’s Hall, a vital room in the lair that determines how deep you can dig, how many rooms you can build, and how much you can upgrade your existing rooms. Retirement is only one of a few ways to acquire ancestry points but it gives the most number of points. A player can receive up to 4 points of ancestry from retiring a goblin, and 1 point if they die or are dismissed.



We briefly mentioned how the new ability deck works in our previous blog and one of the new features we added is the ability upgrade system. Class ability points can be used to either unlock new abilities or level up the available ones. There are 8 different combat abilities to improve for each of the goblin classes.



[h3]Goblin’s life after retirement[/h3]
Retired goblins will be part of the lair’s population and they will take residence in the Quarters. Once retired, they will freely roam the lair. Players can still use them for breeding and create new goblin spawns to continue their legacy.

Look out for goblins who have outstanding traits!

It is also important to note that the retirement feature will only be available once the Quarters are built in the lair. It will take about 2 goblin days or 2 adventures to build one. The Quarters houses the retirees and the population of non-adventuring goblins. Players can initially have 42 goblins in the Quarters which can be later on increased by upgrading the room, or by building more Quarters.



When the Quarters are ready to accommodate retired goblins, the retire button on the goblin details UI will be accessible. The player can then easily retire goblins and give them a pat on their back for their service.



If you enjoy our dev blog, please give us a thumbs up and make sure to wishlist Goblin Stone. See you in our next update!

https://store.steampowered.com/app/1521970/Goblin_Stone/