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Goblins and Grottos News

Release Date Announcement! July 7



Goblins & Grottos will be graduating to Full Release next week, July 7th.

The full release will include:
- the complete 22-map story "A Goblin's Tale"
- a minecart and track system
- a new enemy "the priest" who resurrects heroes
- a new enemy "the dwarf" who loves digging
- a new enemy "the paladin demon boss" who comes with a flexible boss battle creation system (similar to the existing cutscene creation system)

Watch out for more announcements between now and July 7th, and details of our release-day celebration plans! :-)

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Patch Notes 0.15.0



The main reason for this patch is related to a change on our map-server, to make it more efficient when there are lots of maps with lots of comments and scores attached to them.

This patch also adds a number of new achievements, bringing the current total to 23. It also adds variations on the core goblin 'voice' sounds (grunts, jumps etc.) in the forest and village environments.

Patch Notes 0.14.1



This patch adds:
- 16 Steam Achievements. There will be more to come later.
- a 'tactical map' system that lets you see you progress as you move through the maps in the Official Campaign (or in any other multi-map story).

Tweaks:
- The game now pauses when the 'Exit Game' or 'Settings' windows are onscreen.
- Dispensers now supply unlimited amounts of items. When the limit is reached, the oldest item despawns. No more frustration when you need another boulder!
- Game controllers can now exit cutscenes by pressing B
- In the mapmaker, CTRL+click will duplicate the selected object without having to load it into the hotbar
- In the mapmaker, zooming in/out with mousewheel now keeps the camera centered correctly on the mouse pointer

We're just a couple of weeks from a big announcement!

Patch Notes 0.14.0



Map Editor
We have been doing quite a bit of work making the Map Editor easier and quicker to use:
- New Fill Tools for platforms, tree trunks, sawblade paths, background woodbeams, railings, village house walls, snow
- New Random Object Tools for various decoration items: background and foreground moss, and various types of background woodbeams
- Stopped multiple layers of water tiles from being accidentally created
- Improved the ordering and categorisation of all tiles and tools.
- Identified the map region (Cave, Forest, Village, Mountain) that tiles, traps, tools and decorations are associated with - so that they can be filtered by region, making it easier to find the thematically correct items you need to build your maps

Maps
- Added the 15th Official Map "14 - On The Road"
- Tweaked and improved various other maps
- We have most of the remaining maps nearly ready to go - see below

Audio
- sounds for bed bounces and mushroom bounces

Graphics, GUI + World Items
- overhauled the main 'Play' window so that the Official story and Online maps are more obvious
- added a new feature for the Official story whereby your best total score, muffin count, and hero kill count is tracked
- added a new 'More Maps from the Devs' section so that additional maps and stories made by the Devs are easier to see rather than being buried in the Online section. For now, we just have the 2-map "Cheap Sheep" story here. Cheap Sheep is a cutting socio-political commentary on the state of the gaming industry. Or something.
- improved the goblin-on-troll's-head animations
- added new roof spikes
- improved the village-end sprites

Tweaks and Bugfixes
- Reduced excessive background tile recalculations
- Fixed problem with incorrect scrolling when mouse is over the inventory hotbar
- The game now makes a special check for people attempting to play with one hand, i.e. WASD with left shift/left ctrl. Yes, people really do this.. we have seen some youtubers complaining that the game is really hard to play with one hand!

Closing in on Final Release
We have been working really hard as we move towards the final release of the game, and we think you will love the rest of the Official Story, as well as a number of cool features and heroes that we're releasing at that time. Logan is our new Marketing Dude and he has been busy lining up press releases and schmoozing all those Important Press People and Influencers (TM) that we want to be aware of the game. Plus some special release day stunts and shenanigans! .. more on this later.. Bjorn, Ian, and Jonas have been putting together a really cool new cinematic trailer for the game. As usual I (Sam) have been tirelessly working away in the background, making sure the game runs smoothly and the bugs are gone.. as a programmer friend of mine said recently - "The job of the programmer is to make their work invisible. You only notice them when things go wrong"

Patch Notes 0.13.0



There's some nice new features in this patch. In addition, we're moving towards the final release of the game, which will include some previously unseen features such as a minecart and rails system, and a user-definable boss-battle system (similar to the cutscene system). Anyhow, more on that later... for now, we have patch 0.13.0:

New Audio:
- voice for the healer/priest character
- voices and sound effects for the skeleton characters
- lava background noises and bubble pops
- circular saw
- portal sound
- rope climbing ('creak') sounds
- wheatcrop rustling sound
- pendulum blade sound

New Goblin artifact:
- the goblin now has access to a special 'goblin shield' which can be used to deflect melee attacks and fireballs/arrows/missiles. Use SHIFT to hold it in front of you, and up/down to change its angle. After 3 hits it gets destroyed.

New Map:
- "Save the Duck" is our 14th official map, and involves some 'out of the box thinking' with rubber ducks... [Note that on full release there will be approximately 22 maps in the main campaign, in addition to some small side-campaigns]

Mapmaker features
- A set of 400 default names for villagers and NPC creatures
- A set of default chat which is automatically applied to hero characters when you put them into a map. This will make it easier to make fun maps where the characters talk a lot when things happen to them

New Graphical Decorations:
- mineshaft beams
- cave entrances
- more rocks
- discarded pickaxe
- gnarled trees
- snowman #2
- giant skeletal arm and skull
- dead lion king (!)
- dead bungee jumper
- trophy heads (for guildhouse walls)
- giant snowball
- minerals
- iceblocks

Tweaks and Bugfixes:
- fixed a problem with the background (parallax) layers when the camera is zooming in/out for cutscenes