Goblins of Elderstone cover
Goblins of Elderstone screenshot
Genre: Simulator, Strategy, Indie

Goblins of Elderstone

Beta 1.3: Saved by the Bell 

We have added this long-requested feature to allow you much greater control to force the goblins that can protect and fight to do so while the workers and the rest of the village flee to the warrens. Keep in mind that this means your production will be on hold while you defend against the attacking enemies, so use the feature sparingly to avoid falling behind in your industry or having your goblins freeze or starve to death if left in defend mode for too long.

We hope you enjoy this update and are already hard at work on the next one! Remember to join us on discord to give us feedback and help improve the game.

Have fun!

Features:
• Added a village alarm system which the player can activate to get all non-combatant goblins to flee back to their warrens while the war-based goblins all gather to defend the village.
• Goblins will ignore their needs such as hunger and sleep to stand guard, so players need to be wary of leaving goblins in defensive positions for too long.

Balance:
• Added buffs to tamed worgs attack and defence stats, wild worgs were unchanged.
• Reduced firewood consumption during summer to zero.
• Corpse and Frog priority button behaviour changed to work like all other priority buttons.
• Goblins will cancel their current action if their target resource has its priority changed while they are on route to collect it.
• Added more shiny drop chances.
• Boosted most war job stats.
• Increased all boosts for carry capacities on Treks.
• Goblins will now end actions early if they have reached their goal e.g. warming up, eating, sleeping.
• Revised goblin reputations based on job importance.

UI:
• Champions tab is now context sensitive based on the assigned god.
• Clicking animal habitats will now display all their paths.
• Fixed an issue with the Dig Mine Deeper functionality, added a popup warning when a player has insufficient funds.

Sound:
• Goblin, Hero and God Voice feedback when assigning jobs.
• Necromancer's summoned minions no longer have loud threatening footsteps.
• Many audio fixes made through-out the game.

Bugs:
• Frame hitch when placing some buildings for the first time has been fixed.
• Fix for a crash when logged out of steam and gaining an achievement.
• Improved enemy crowd avoidance quality.
• Removed the watch tower tutorial when playing on Builder difficulty.
• Fix for issue with heroes not functioning after loading a save file.
• Fix for animal hostility towards enemies.
• Crash fix related to upgrading a storage hut.
• Run animation added in for base goblin movement.

Hotfix: Beta 1.2.4

-Reworked the pathfinding unstuck behaviours and added them to all of our different units.
-Added a Frame Limit option to the options menu, defaulted to 60 FPS.
-Cleaned up many unused textures for loading and GPU performance improvements.
-Fix for the World map tile selection getting stuck when using escape to navigate menu's.
-Fix for trader UI spam opening multiple windows.
-Fixed grass not having the scalability options applied correctly when loading a new map.
-Fixed an issue with low scalability settings making 3D UI models hidden.

Beta 1.2: A Demonstration

Beta 1.2: A Demonstration


Small update for you all this time! We’ve added a demo for the game to our steam page in preparation for our final launch to help grow the goblin fanbase. An overhauled smoother camera has been completed with new binding options and the regular work on bug fixes and minor gameplay tweaks.
We hope you enjoy and let your friends know they can try out the demo now if they wanted to check out the game but weren't too sure about purchasing yet!

Features:



  • Updated Camera controls
  • Added in the ability to change all key bindings in the options menu.
  • Added a demo build to steam for people to check out the game, tell your friends :)


Balancing:



  • Updated multiple tooltips in game.
  • Multiple story moments and their triggers revised.


UI Updates:



  • Thermal view is no longer accessible through the campfire and only through the overlay menu.
  • New travelling merchant icons and UI update.


Bug Fixes:



  • Fixed click events on mouse drags.
  • Added a loading screen between the starting movies and the main menu cinematic.
  • Added missing goblin death outcome for Lordless Warrior
  • Grass and particle effects around the grass now spawn correctly.

Beta 1.1: Trophy Hunters

Greetings all you great achievers! You will now be able to see your past records and accomplishments within the game on the trophy wall of your cave. There are achievements to get in War, Trade and Faith as well as general village achievements that are presented to you in the form of a progressively unlockable mural on the same wall. These achievements are also linked to your steam achievements which has something that we have now finally added as we get to the end.
General gameplay improvements, bug fixes and balance changes as usual.
We hope you enjoy this update and look forward to seeing how well you all do with your achievements!



Features:
• Added a in game trophy display for achievements earned in game.
• Added Steam cloud saves and achievements.
• New story moments available if one gender gets low in population.
• Favoured enemies chosen on game start will now have a larger impact on treks/diplomacy and are more likely to lead invasions.
• Keeping your average goblin happiness at certain thresholds will garner bonuses like increased birth-rate or potentially goblins permanently leaving the village.

Balance:
• Breeders can now only be opposite gender to king/queen
• Story moments now give much more explicit hints as to what each options risks/reward are.
• Goblins current actions can now be interrupted if you switch their jobs or change priority on a targeted action, even while a goblin has already started the action.
• Slightly decreased stats for Settlements, Caverns and Holy Sites.
• Increased Shiny cost to upgrade Grand Hall
• Decreased Shiny cost to upgrade Storage
• Decreased Shiny cost to build Guard Tower, Shaman Hut, Workshop, and Worg Den
• Slightly decreased damage for all enemies and decreased health for the Skeleton King.
• Increased Basic Tools and Hides durability.
• Decreased Cloth and Tools durability.

UI Updates:
• Added maturity for animals into their UI, so that animals dying due to old age is more obvious.
• Added more names to the pool for goblins.
• Notifications for new achievements and goblins leaving the village.

Art:
• Wraith mesh and particles updated.
• New Trophy room displaying achievements earned.

Bugs:
• Decorative buildings now drop half resources when destroyed.
• Due to new tracking data for achievements, we needed to bump save versions removing old ones.

Testing Steam Achievements

We have an upcoming patch that includes steam achievements. We need to test these now, therefore achievements in the steam page for Goblins of Elderstone will not be able to be gained until our next patch.

Beta 1.0: No Goblin Left Behind

Been a long time spent getting here but the goblins team is happy to present to you our Beta version of Goblins of Elderstone.

The team have been hard at work getting in all the final features planned for the game as we ramp up towards the final release. We hope you have a lot of fun (and tragedy) as you try out the new wave based enemy design for winter and appreciate the new beautification buildings that have been crafted to let you stylize your village into the paradise of your choosing.

We still have a way to go towards fixing and balancing everything before release but are proud to be hitting this milestone and enjoy sharing it with everyone, we hope you enjoy it and many, many, MANY thanks to everyone that has stuck with us through this journey.

Thank you so very much,
The goblins team.

[previewyoutube="Ru2RbTKV0pM;full"]

Features:

• Undead now spawn as waves over multiple years during winter. Therefore, the difficulty you choose will not only affect how strong the undead are, but also affect the number of waves you will have to face.
• Added a new Burrows building which in the late game allows you to build a start and end point so that goblins can quickly travel large distances across the map much safer and faster.
• Added new beautification buildings which can be placed around the village. These require no goblin construction but need the required resources in your storage to be able to place them.
• Your chosen path (War/Trade/Faith) will now grant at least one guaranteed hero whose trait corresponds with said path in your tavern roster every refresh. Treks of the corresponding path will also have a slightly higher chance of success.
• Added new fog effect that comes in at night around the village.
• Equipped items on goblins now gives a small boost to one of their stats.

Balance:

• Decreased firewood consumption rate modifiers for each season.
• Revised building costs, firewood storage, and firewood consumption for early buildings.
• Increased Gold cost for Basic Tools, Basic Weapons, Tools, Weapons, and Logs.
• Decreased Gold cost for Firewood.
• Added 2 new starting resources in the Clan Creation UI.
• Increased sight ranges for all heroes.
• Increased the chances for Shiny resource to appear on some region map tiles.
• Decreased total resource types for Forest and Mountain map tiles.
• Increased the movement speed of most enemies.
• Decreased minimum goblins needed to start a new clan.

UI:

• New artwork for many of our story moments.
• Added new tooltips around scavenging and gathering buildings.

Bugs:

• Heroes attack distances rebalanced and reworked to consider the collision volumes of enemies.
• Added a loading screen for transitioning back to the main menu.

Alpha 26: All the Juju

Greetings Goblins Leaders!

We bring you a brand-new mechanic for dealing with the winter undead! Shamans can now clear gravestones to prevent undead from spawning. They can also harvest Juju from holy monuments around the area that you can use in treks for your powerful spells. We have also introduced a long requested setting to allow for some new difficulty options to tweak your gameplay experience.

An exciting announcement is that we have a few new heroes available in the Tavern roster – Dan Field the youtuber who has supported us several times in our journey with coverage now has his avatar in the game as well as a very special long-term supporter of our game – TamTroll – he has made dozens of videos in lengthy series and been part of our discord community almost from day one! We are very pleased to have these 2 new heroes in the game – look out for them to appear occasionally in the Tavern.

The regular balance changes and bug fixes are in as usual so we hope you have a fantastic time with this update and would love to hear from you on discord!

<3

Features:

• Shamans will now cleanse any marked gravestones, preventing skeletons from spawning in their vicinity.
• Shamans will also harvest juju from nearby monuments.
• Added new Heroes to the Tavern for some of our Youtube supporters, Dan Fields, and TamTroll.
• Traits that the king/queen and breeders have are now more likely to appear in the next generation.
• Added new difficulty options which effect enemy spawn rates and damage, season lengths, civilization dispositions in the region map, and can disable riots/fires/disease on the easiest option.

Balance:

• Reduced Frog Carry Capacity from 15 > 10.
• Reduced Meat crafting from 25 -> 15.
• Reduced number of Bone resources dropped by Undead.
• Reduced population requirements for the need for gods to trigger earlier.
• Dropped resources are now a higher priority for pickup.
• Undead in general have been ramped up a little on default difficulty.

UI:

• Upgrade to the merchant UI.
• Breeding tab in the warrens improved.
• Goblin character sheet tooltips visual upgrades.
• New UI for the village gateways.

Bug Fixes:

• Fix for Goldentongues Silver Tongue trader ability, was accidentally removed with UI rework.
• Camera now snaps to a nice starting position.

Alpha 25.13: A Goblin Story

Happy New years all you wonderful goblins, hope you had a wonderful festive season. We are back with a small update for you all.
Some changes to the Merchant UI - which is still under works and made functional changes to the Graveyard systems. We hope you enjoy this update, and we will be focusing more on balance and bug fixes as we near beta.
Thanks for the support as always!

[previewyoutube="atp8nm9iip4;full"]

Features:

• Graveyards now work in a similar way to Elder Resource nodes, this was done to make the spawning of enemies much more varied, and allow us to add smaller spawn points to make attack directions more dynamic.
• Graveyards will now highlight which ones are going to become active during winter.

Balance:

• Warning for spawning enemies now comes much earlier.
• Increased undead numbers during winter.
• Increased base trek carry capacity from 100 to 200 and wagons from 150-200.
• Trek location and enemy resources were increased.
• Increased resource carry capacities across all goblin jobs.

UI:

• UI Rework for the Merchant UI to bring it more inline with the rest of the game.
• Build menu had a slight change so that its now a confirm to place system.
• Added feedback for locked UI drag attempts.

Alpha 25: A Goblin’s Story 

Season's greetings to everyone, this is a very narrative driven update with much attention given to our story moments system. We have also improved some stockade functionality and added in some seasonal lighting for our environments, we hope you all have lovely holidays, and we will see you all in the new year!

[previewyoutube="9swa1bWLkBc;full"]

Features:
• Big revamp of everything related to our Story Moments, adding new UI, writing, art, music, and variety to the system. We hope you like them.
• The festive season has come to Elderstone, with the local denizens hanging lights about the land.
• The Stockades can now have work priorities set much like crafters, so that Enforcers can be more focused on single tasks if required.

Balancing:
• Options chosen during the beginning of the game, that define your magic/path/alignment and favored enemy will now add new options to story moments.

UI Updates:
• Added hero hiring / rehiring Coin audio.
• God punishments will now be displayed along the bottom UI if the player has any active.

Alpha 24: Gobs of War

"Hail Warchiefs!

With this update we finally bring you Warhall priorities to help defend against your many enemies. This release also has many balance changes and the usual swath of UI improvements and bug fixes. You will find that the game pace is a bit slower and more controlled now – as we have added features over the last months and years the game has increased in complexity and the pace of the game that it had when it was still early in development no longer makes sense when you have all these new spinning plates with dozens of goblins running amok! We look forward to your feedback on these changes, so please come join us on discord and let us know what you think.

<3

Features:

• Gods will now awaken the need for worship sequentially, after reaching certain population thresholds, goblins in the village will gain a need for the next god.
• The Trek UI has had a full overhaul and rework.
• The Warhall now has strategies that can be used around changing the behavior of goblins during combat. Vigilance greatly increases all goblins’ vision, Cautious stops goblins from straying too far out of the village and Bloodthirsty changes targeting priorities from closest to lowest health enemies.
• Placing down buildings will now highlight their relevant resources if they are a resource gathering type building, or any threats on the map if they are a defensive building.

Balance:

• Revised breeding curves to decrease the frequency of new goblins being born.
• The number of resources delivered to meet a goblin’s needs is now a 1:1 ratio—it matches the amount needed instead of it being based on the expected duration of use.
• Revised building construction costs.
• Revised goblin food need amounts.
• Decreased total resources available on most resource nodes.
• Decreased maximum resource nodes spawned for trees.
• Increased min/max number of resource nodes spawned for elder resources.
• Decreased base carry amounts for basic resources.
• Revised trek success chances.

UI:

• Needs wheel, temples, spell book, and diplomacy screens have been updated to show the gods as they awaken in different stages from dormancy.
• Region map now has icons for settlements with an active diplomat that takes you to their Diplomacy screen.
• Trek UI has been updated across the board, with animations for the results screen to allow the player to see what changed during their trek more easily.
• New notification categories, with some new notifications for the king assignment and gods awakening.

Bugs:

• Sound levels should always be adjustable from the options menu now.
• Town watch will now try to work in shifts to avoid leaving their post unguarded.
• Fixed visual bug with trek success chances."