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"Deep Clean" - bubbles and elbow grease!

Hello Goblins and welcome to our first update of 2025: Deep Clean!

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As you could probably tell from our last news post, we're very excited about our plans for Trash Goblin throughout 2025. Now that the rush of our Early Access launch is over we've settled into a new production schedule that gives the team a nice cadence of working on the new updates for a couple of sprints and then taking the foot off the gas a little and pivoting our attention to our backlog during a dedicated polish and bug fixing sprint. This means that while there might be a little longer to wait between updates, there will always be a nice balance of new features and fixes, plus it stops the team from burning out – because goblins don't do crunch!

Now this is a real chonky update, so go make yourself a brew, grab some biscuits and then settle in!

[h3]What's New[/h3]

Cleaning Upgrades
You guessed it, the Deep Clean update is all about cleaning! Aimon has been to the supplier, stocked up his wares and you can now upgrade your sponge! There are three new sponges in game (Improved, Quality and Advanced), and each one allows you to clean more efficiently and cover a larger area of dirt.

This is unlocked the morning after you give Mushromeo their tooth, and if you're beyond that point, unlocking them is just a case of completing or dismissing any active quest, and then the very next day you should get access. When I type things like that, I do wonder about the sort of game we've made πŸ˜…

We think you'll be able to tell the difference in these upgrades straight away, but as always we appreciate your feedback on the Steam forums and particularly in our Discord server!"

Upgradable Soak Tub
The soak tub is now upgradable! After the initial investment into this overnight soaker, you're able to upgrade it another two times. Each upgrade is visually different and unlocks the ability to add another trinket to clean overnight, up to a maximum of three. We've also moved the soak tub into a more suitable place which means the storage chest has returned to its original location and is no longer blocking the way to your bed! We're excited to see what you think of the tier 3 soak tub in particular. Some of the team think it's adorable, others find it slightly disturbing!

General Cleaning Improvements
We've been doubling down on the cleaning mechanics and making sure the experience feels fun and satisfying, as well as fixing a bunch of cleaning bugs. Here are all the related changes:
  • Getting fed up with not being able to see tiny bits of dirt in awkward places on a trinket? Well you can now see where you've missed a bit with the new dirt highlight feature! Press F on the keyboard or click the middle mouse button and any remaining dirt will be highlighted for a second or two.
  • Smaller items are now much easier to clean and dirt cleaning now scales with trinket size. That means the smallest of trinkets are relatively quick to clean, whereas the largest take a decent amount of effort, as you'd expect! It was always our intent, but a little quirk prevented if until now!
  • You can now rotate trinkets during cleaning with the WASD and arrow keys. This works for Chipping and Upcycling too. The right mouse button still does this too.
  • When cleaning mode is set to Hold, you can now click the left mouse button while the cursor is off the trinket and the sponge will start to clean the moment you drag it over the top of the item. This means you don't have to be as precise when cleaning very narrow trinkets like the dang hairpin.
  • Trinkets are now highlighted with an outline whenever the sponge is held over them during the cleaning sequence, so you know you're connecting with them.
  • The cursor dot now appears as soon as you pick up the sponge, making it easier to see where the contact point is for interaction, not just when you enter the cleaning sequence.
  • We've done a huge optimisation pass on the cleaning gameplay. These improvements should be felt by everyone but especially anyone on lower end machines or on the Steam Deck.


Chisel Upgrades
Aimon didn't just stock up on sponges, they also sourced some new chisels for you. There are now two chisel upgrades and – this is the really exciting part – some brand new chisel variants! Variants are not upgrades to the regular chisel, but instead are completely different chisel types with unique chipping mechanics. Read on to find out what they do.

For the standard chisel, which only deals 1 hitpoint of damage to puzzle blocks, we've swapped out the existing model for a new one that visually looks the part as the most basic version of this tool. This chisel can be upgraded to the Sturdy/Improved chisel and then again to the Heavy chisel, which deal 2 and 3 hitpoints of damage respectively, allowing you to chip through puzzle blocks much faster. Once you've upgraded the standard chisel to the Heavy version then this will unlock the other chisel variants for you to buy.

The first variant is the sleek and powerful Lance chisel which is capable of punching through multiple blocks in one direction. The second variant is the rather scary-looking Cross chisel which deals a hefty spread of damage around the target block. Once acquired you'll be able to cycle through all your owned chisel variants with 1, 2, and 3 on the keyboard, or by scrolling the middle mouse button during the chipping sequence.

These unlock at the same point as the Sponge upgrades.


Quest Tracker
The Quest Tracker is finally here! Ever take a customer request then get busy pottering around and forget what they asked for? Us too, and that's what the Quest Tracker is for. No longer do you need to go back to the customer and ask them to repeat their order. Just pull down the little chalk board in the top right of the HUD and you'll see the customer's name and a list of any items they've requested. Once the sale is complete, the order is ticked off and then wiped clean. This is the Quest Tracker in its most basic format, we've got big plans for adding to its functionality in the run up to 1.0, so watch this space!

[h3]Other Updates[/h3]
  • We've revamped the navigation buttons and rearranged some elements of the UI to make interaction with the soak tub easier.
  • You can now pan the camera slightly so that you can see a little bit more of your workshop. It is triggered by moving the cursor into hot zones around the edge of the screen, and this feature can be toggled off in the settings if you are prone to motion sickness or just don't like the effect.
  • We've tweaked the tutorial to include prompts for revealing the dirt highlighting feature and rotation of trinkets with WASD.
  • We've added a day counter above the time of day UI, so you can now track just how long you've been tinkering away in your workshop.
  • There is now more of a visual difference between the Noodle and Impervious blocks so it's easier to tell them apart.
  • When in Expansion mode you no longer have to interact with an item to see how much it will set you back; the cost of an item is now visible in the tooltip. The same goes for the tools on Aimon's desk.
  • A and D keys can now be used for navigation around your workshop (arrow keys work too).
  • Different species now have different "burble" SFX while text is typing into the dialogue box.
  • We've made some improvements to the tongues and eye colours of the frog customers in the paper doll system.
  • We've added new layers to our paper doll system which gives us greater flexibility with human hair styles (especially long-haired ones), and we've added some new hair colours and styles too.
  • We've done even more optimisation work on the paper doll systems which should prevent crashes for some machines, and generally improves NPC loading times for everyone.
  • The human paper doll system felt a bit skewed towards the masculine end of the spectrum, so we've introduced more female torsos to balance things out.
  • Some of our Ambassador and Kickstarter backers' paper doll customers have been added to the pool of random NPCs. Have fun spotting your character's attributes shuffled into the line up of random customers.
  • The Options menu has been given a little makeover.
  • New sections have been added to the Game Guide to cover Expansion and Customisation modes, and the information on Upcycling has also been updated.
  • The art team have been super busy creating named NPCs, paper dolls and trinkets for our Kickstarter backers. While trinkets and named characters have not yet been added to the game we couldn't resist giving you a sneak peak of a few of them (and we hope it's incentive for our remaining backers to get their NPC and trinket requests in to us so we can start working on them ;) )






[h3]Bug Fixes[/h3]
The Deep Clean update is not just about the in-game cleaning mechanics, it's about cleaning up our code too, and below is a nice selection of the bugs we've scrubbed!
  • We've adjusted the settings on some of the paper doll components so you'll no longer see the occasional levitating head in the customer window.
  • Frogs now change their expressions correctly during sales transactions.
  • You can no longer add dirty trinkets to clean ones when upcycling.
  • When upcycling existing upcycled trinkets, time slots will not be used up if no changes have been made.
  • The cursor dot now appears as soon as you pick up the Upcycler, not just when you enter the upcycling sequence, making it easier to see where the interaction point is for this tool.
  • We've made slight tweaks to the position of the Stash and upgraded workbenches so that very small trinkets can no longer be lost behind the back of the Stash book.
  • Tall items stacked on high shelves should now be easy to retrieve when decorating your workshop.
  • Dropped trinkets will now spawn on your desk rather than going into an invisible slot in the Stash if it is full.
  • Small trinkets will no longer fall through the gaps on upgraded workbenches.
  • The box collider size on the smaller trinkets have been increased to reduce issues with them not hitting killzones when falling off the desk.
  • We've adjusted some dialogue boxes in the tutorial to ensure trinkets are not occluded when cleaning and chipping with font size set to max.
  • Talmara's box collider was causing issues so we've brought that prickly frog down a peg or two.
  • Jaq's collider has also been reduced slightly, but he's a good lad.
  • We've tweaked one of the responses to Hullifer when he asks for a Magnifying Glass so that the query makes sense.
  • Coin bags will no longer become stuck in the mycelial residue left by fungal NPCs and can be picked up as soon as they are dropped.
  • Similarly, mushroom customers can no longer stand in front of trinkets placed on the mat and pretend they're not there.
  • We've updated the goblin hand cursor and fixed some issues with overflowing pixels.
  • Cruft has been removed from the workbench, so no more losing teeth in the dust!
  • We've replaced the dirt-covered model of the bottle decoration on your workbench for a clean one.
  • The trigger box for upgrading plants in Expansion mode is now much easier to click.
  • We've fixed a bunch of typos and missing prompts in the Game Guide (accessed via the Options menu). Some users will still be seeing some missing icons, but we're investigating this. Half the dev team sees the glyphs fine, and half doesn't. Frankly, we're very confused.
  • A small handful of typos have been nuked along with a couple of visible markup tags in the dialogue.



[h2]What's Next[/h2]

We've talked about it, and here it is, the revised roadmap for 2025!



The biggest change is that we've decided on fewer but much bigger updates between now and launch, and then we're being – for now at least – a little coy on what's going to be released after 1.0! Comparing this to the previous roadmap, the best way to think of it is that we've taken the best elements of the previous updates, and spread them across Deep Clean, Stock N Trade, and the 1.0 launch. Doing so means we spend less time updating/launching/hotfixing, and more time just making the game packed full of the cool features we all want to see - plus you get more with every update!

So now you can see the plan as we have it, as we move forwards we'll update this with more info, more releases, and more detail where we're confident in it. There'll be accurate dates for Stock N Trade as well as the 1.0, and we plan to share all the features that are going into 1.0 just as soon as we've launched Stock N Trade. One thing at a time! Of course there'll be themes and some content details about the post-1.0 content, but that's the stuff that's most likely to change in response to how you all react to our work. We always read everything you say about the game, and often it helps us steer our efforts where they're best focused – and we really think Deep Clean shows that.

2025 - the year ahead!

Welcome to 2025! I hope you had a wonderful break and are feeling full of energy for this, the Year of the Goblin!

We're chomping at the bit to get what we're working on into your hands, and while we solidify the features coming to our next Trash Goblin update, which should be out sometime in mid-February, it's the perfect time to discuss our plans for the year as a whole as well!

What we're working on
First up some teases on what's coming in the next update, because we like to show you cool stuff. Is it big-headed to say this is all cool stuff? Well no matter how cool it is, I do want to point out that a lot of this is in development and subject to change. the usual caveat on showing stuff that's a few weeks away πŸ˜…

[h2]What's coming to Deep Clean?[/h2]
Anyway, for an update called Deep Clean, you'd guess we're focusing on the cleaning gameplay... and you'd have guessed right!

[h3]Sponge upgrades![/h3]
We've had a word with Aimon, and they've managed to source some better sponges for you to buy and utilise - cleaning just got a lot easier! And maybe even softer on your little goblin mitts. We know a lot of you have wanted this for a while, it's exciting to bring it to the game!

From left to right, 3 glorious sponges in order of... sponge-tacular-ness?

[h3]Soaktub rework & upgrades![/h3]
We're going to change where the soak tub lives, and also give you the opportunity to upgrade it to take more trinkets! Another much-requested feature, and something that should make it easy to stay on top of all those customer requests.

This peek at the new tier 1 shows how we like to be smart where we can, re-using assets if we can! But also lavishing detail on everything, because that's what brings them to life.

Speaking of life, I wonder what this has got to do with the new Soak Tub?

And the tier 2 tub is a clear upgrade from the previous one! Looks a little precariously pinned to the wall, though...

[h3]Dirt highlighting.[/h3]
Ever been stuck spinning a trinket endlessly trying to find that last little bit of dirt? Yeah, same. Well, banish that to the past! Now you can just press a button to highlight all the remaining dirt on a trinket!



And we're not stopping there, so make sure to keep an eye on the full release notes when the update comes out, because there's a bunch more work that's been done on this side of the game that we think you'll love.

Meanwhile, lots of other cool stuff is being worked on. Read on!

[h3]Chisel upgrades & alternates![/h3]
We're giving you a way to upgrade the power of your basic chisel (which will work how you'd expect ie: fewer hits to crumble a block) but we also wanted to give you some fun options so... what do you think a Lance Chisel might do? there's more up our little goblin sleeve too...

We like to work through plenty of options before choosing the best fit. Sometimes you till choose the first idea, but regardless it is important to feel through more variants. You never know what might pop up.

[h3]Quest Tracker.[/h3]
We've wanted to get this in for the longest time - and the time has come! You can pull it up and down, and it shows you the details of the current active customer request - no more wondering what you were rummaging in the stash for, you can just peek at this handy little panel.



And more. We've also been deep-cleaning the codebase, getting rid of lots of bugs and adding tons of nice quality-of-life features for you all to enjoy! Maybe you can spot some of them in the various images in this update? I can see at least one new feature I've not mentioned...

[h2]Plans for 1.0 and beyond[/h2]
We're thinking a lot, and very carefully, about what content Trash Goblin needs to include to be considered 1.0, especially because we've had a ton of great feedback and feature requests from you lovely lot since the Early Access release.

This happens with every game - the dev has an idea for something fun and they make it, and then the players play it. From that point onwards all bets are off. People suggest ideas that are better than the ones you had. Or people are more excited about a different part of the game, so it'd be mad not to follow that interest and serve that excitement... the issue being of course time is finite so whenever we redirect our efforts, something else has to be paused or shelved to compensate.

That said, one of the nice things about modern game dev is that 1.0 launch is only the beginning. We've always intended TG to be a game we support for months and months after we launch out of EA.

We're gaining confidence in what we think 1.0 is, and also that we'll have plenty of time to add everything that feels like it belongs in the game even after that point. Or to put it another way, anything that might get paused or shelved for the needs of the 1.0 will be taken back down off the shelf, dusted off, unpaused and brought back into the release plan post 1.0.

A really good example of this is Haggling. We're aware a lot of people think all shop-keeping games require a haggling mechanic. We're also aware most of the systems out there are not that great. Plus, a lot of people in the TG and cosy communities don't want the pressure of haggling to spoil the vibes. Not to mention that haggling is something customers do to get a good deal, at the expense of the shopkeeper - which just doesn't seem right, or fun! All of which adds up to us deciding to leave haggling until after 1.0 - that way we can take the time needed to a) figure out if haggling belongs in the game, and b) if there's a smart mechanic that everyone will enjoy.

Side Note: As a designer, I can't resist chiming in on this more, as I find it fascinating. People who ask for haggling in a shopkeeping game don't necessarily want actual haggling. If we added haggling as true to life, customers would decide to haggle, and you'd end up selling items for less - which would be rubbish for you as the shopkeeper. What this player request actually translates to is more accurately put as "some form of gameplay mechanic involving customers and the items they want, that lets players have agency in gaining a higher price". Moonlighter did a really interesting job with this, but all that said sometimes you gotta design something that is called haggling by name, but is functionally something else in order to satisfy the player's desires. Who knows what form that might be! Anyway, that's the end of my little rambleπŸ˜…

So that's some context and insight into how we think, and the outcome is that we're working on getting an updated and (maybe) more detailed roadmap released soon. A few more decisions have to be made, but we're excited to present it to you and talk about it all - I can't wait! Know that it will be different from the existing one, but not in terms of ambition or quality.

So yeah, 1.0 is not 'job done' for Trash Goblin, it's just another step along the trashy road - we're building a plan to keep adding and expanding the game for at least 12 months after we launch, and we can see a world where we do it for many more years beyond that, not least thanks to all of your support.

Heck, I'd love to drop a hint at what we're thinking for a 1.0 launch date, but until we're totally confident of it I don't want to say a single word. I must resist.

[h2]Other News[/h2]
We can talk about the fact that we worked with Futurlab to make the Wallace and Gromit DLC for Powerwash Simulator that was announced recently! We are delighted to have partnered with Futurlab - they're very good and dear friends of ours, and if you cast your minds back to us pushing the EA launch date, this project was a very large factor in that! Anyway the team did an amazing job on it, and we hope you might go and play it once it's out if you're a fan of Powerwash Simulator or W&G. Also, y'know, elements of Trash Goblin were very inspired by Powerwash's success. Why in this very post we've shown off our own dirt highlighting feature. Sometimes a good idea is just a good idea!

Until next time, stay goblin!

Demo Updated!

The demo now features:

  • save game, plus it will transfer over to the full game
  • around 1hr of gameplay
  • shop cosmetic customisation (bedclothes, wallpaper, and more)
  • shop expansion (shelves, stash space, and more)
  • the Upcycler tool upgrade path
  • meet 10 named customers (but don't expect to see their stories all the way through)
  • loads of random customers
  • 70 trinkets


As a comparison, the full game adds:
  • 4 new named customers including:
  • Virgil
  • Mycelle
  • Raniel
  • Ortici
  • 4-6hrs linear story content
  • Endless play with endless customers


If you'd like to help us out then do report bugs in our discord.

"Festive" Content Update (version 0.1.4912)

Goblins, we come bearing gifts!

The holiday season is upon and what better way to celebrate than jumping into Trash Goblin's Festive update and decorating your workshop! That's right, we've added cosmetic sets to the game so you can get your cosy workshop ready for the festive season. And that's not all, read on to learn all about the new features included in this patch.


[h3]What's New[/h3]
Cosmetic Customisation
You are now able to decorate your shop! Customisation mode allows you to purchase and apply different wallpapers, bedding and work mats. You can even change the look of the your shelves. Purchase cosmetic sets to unlock new options, and mix-n-match to your heart's content! Plus, you can save presets for easy swapping between looks! Customisation mode is introduced with two themed sets (plus of course the ability to go back to the default 'scruffy workshop' visuals):

Festive Cosmetic Set
A full set of Festive themed cosmetics. Winter Festival has come to Silver City, so what better way to celebrate than with colourful wallpaper, shelves, and decorations!

Wintry Nights Cosmetic Set
A lovely second set of cosmetics based around wintry nights, frosty stars and the night sky.

Weather
It would hardly be the Festive update without some snow, so we've added a snowy backdrop for the season and you'll now see snow in the mix of weather too.

Soak Tub
A much-requested new way to clean things - buy the soak tub and you'll be able to plop any dirty trinket inside. Leave it overnight and in the morning you'll find it perfectly cleaned!

Brand New Character & Quest
Mycelle the mushroom has surfaced! This lil' mushroom is a self-started tour guide in the safer parts of the Chasm, and you'll be helping them out with their entrepreneurial aspirations! Plus Donoval and Hullifer also return with a new quest each.

10 New Trinkets
  • 🎢 5 gold rings🎢: Dwarven Ring, Wrap Ring, Bone Ring, Simple Ring and Filigree Ring
  • Three beautiful gems to attach to rings (and other trinkets): the round, teardrop and insect gems
  • A hook!
  • And a miniature Wizard Hat!


Tutorial Rework
We've simplified the tutorial to make it more streamlined and addressed a number of related bugs.

[h3]Updates & Bug Fixes[/h3]
  • The Continue and New Game buttons have been switched around on the title screen
  • We've added an overlay so it is clearer when you're in expansion and customisation modes
  • The credits have been implemented and are accessible from the title screen (if you're a Kickstarter backer, have fun spotting your name. If you don't see your name then please make sure you go fill out your survey ;) )
  • For those who didn't think the broken lamp gelled with a cosy vibe, you can now upgrade it to a fully repaired lamp
  • The Viola Tuning Peg can finally be attached to the Viola!


[h2]What's Next[/h2]
This is the 3rd step in our road towards our 1.0 launch next year! We'll be keeping our eye on how this update – and the Full of Beans update – both went down. We want to catch any nasty bugs of course, but also we want to know if or how we should change our plans for 2025! We've updated the Roadmap too - yet another significant update shipped to you lovely goblins! Plus we're now sat at 97% positive in the past 30 days, something we're just incredibly humbled by. In the meantime please do pop by our Discord and chat to us about the update, and if you haven't already leaving a review really does help us out so much!

Nominate Trash Goblin for The Steam Awards 2024

Hello Goblins!

The Steam Awards for 2024 have opened, and if you've been enjoying our cosy workshop vibes whilst cleaning and upcycling your trinkets, then we would be honoured if you'd consider nominating us for the Sit Back and Relax category.

The awards close on 4th December at 10 AM Pacific, so get your votes in before it's too late!

Your support means the absolute world to us, so thank you from the entire Trash Goblin team! πŸ’š