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- Goblin Colony
DEV BLOG #12 - Boss battles!
Good news! The game is actually at the state where I'm working on bosses. Naturally I want the boss battles to be big and exciting events but usually in RTS, boss battles are just microing challenges. The boss unit has…
Announcement2 changesGameplayMaps - Goblin Colony
DEV BLOG #11 - Work continues!
There are over 200(!) patch notes since the demo build. This includes bugfixes, balancing issues and additional features. I've done about half of the campaign so far, so about 7-8 maps more to go. While the campaign map…
Patch notes6 changesMapsWorkshop - Goblin Colony
DEV BLOG #10 - Demo update - Patch notes
I've updated the demo with the following changes: Bugfixes: - Victory/Defeat jingles played at wrong volume - Loading a map with preplaced warriors could cause loading to end premature - When placing torches radius coul…
Announcement3 changesGameplayWorkshop - Goblin Colony
DEV BLOG #9 - Player feedback and design deep dive
I got some great feedback from the demo. Thank you all for playing and leaving comments! It's been wild watching people play and reading comments. I read everything and try to respond to as much as I can. Based on some…
Announcement2 changesGameplayMaps - Goblin Colony
DEV BLOG #8 - Demo finished and Steam NEXT
Exciting news; the demo is done! Goblin Colony will be participating in the upcoming Steam NEXT event February 24 where the demo will be available for you to play! The demo consists of 3 levels. The first two serving ma…
Event2 changesMaps - Goblin Colony
DEV BLOG #7 - This and that
Super busy. Let's get to it: I've added one more tutorial, this one focusing on combat. This was a pain to code as it contains lots of custom scripting. All in all the tutorials has over 70 scripted events (in compariso…
Announcement4 changesGameplayMaps - Goblin Colony
DEV BLOG #6 - Graphical update
Goblin Colony is a 2D game with hand-drawn pixel graphics viewed from a top-down perspective (or a mixed top-down oblique perspective, I guess, if you want to get real technical). As everything on the screen is a flat i…
Announcement2 changesPerformanceGameplay - Goblin Colony
DEV BLOG #5 - Bug-hunts (aka what's taking so long?)
As a gamer I'm tired of all the buggy unfinished games released these days so naturally I want my own game to be as bugfree and polished as possible. As this is my first comercial release I want it to prove the quality…
Store3 changesGameplayBalance - Goblin Colony
DEV BLOG #4 - Tutorials
Nobody likes tutorials but they are a necessary evil in order to teach the players how to play the game. Tutorials are also infamous for being tough to design and for a UI-heavy strategy game doing an "invisible tutoria…
Announcement1 changeUI/audio - Goblin Colony
DEV BLOG #3 - End of year report
Goblin Colony was originally set to be released 2023 but unfortunately this won't be happening. I won't bore you with excuses. The reason is simply that things are taking longer than I anticipated. I don't want to rush…
Announcement1 changeGameplay - Goblin Colony
DEV BLOG #2 - Combat
I'm currently working on the combat system which is the last missing piece of gameplay. This is perhaps the most complex system in the game since it involves multiple AI routines and pathfinding algorithms that need to…
Announcement3 changesGameplayCompatibility - Goblin Colony
DEV BLOG #1 - State of the game
Hello and welcome to the first dev blog for Goblin Colony! For those who don't know, Goblin Colony is developed by just one guy and that's me, Magnus. I'm doing all the programming, graphics, and everything else (includ…
Announcement3 changesUI/audioCompatibility






