In this update7
Full notes
Full Goblins of Elderstone update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Events
- Workshop
Goblins of Elderstone changes
Raid & Reforge
The goblins are restless, the drums are pounding, and the world of Goblins of Elderstone is kicking off its biggest shake-up yet with Raid & Reforge! This update remasters your entire village-building experience from the moment you hit New Game. We’ve rebuilt the UI from the ground up to get you into the action faster, streamlined your early choices, and moved pantheon decisions into the gameplay itself—right where your gods actually start paying attention. Every settlement now begins with a lively band of 10 random goblins, giving every kingdom a new flavour (and new troublemakers) each time you start fresh.
But the real chaos begins with Raids, a brand-new system replacing the old Treks. Raids are punchier, faster, and far more connected to your village’s survival. No more juggling side systems or watching your best heroes wander off—everything now feeds back into building, growing, and defending your clan as the seasons turn. Diplomacy, workshops, wagons, shinies—they’ve all been retired so your goblins can focus on what they do best: thriving, expanding, and occasionally setting themselves on fire. God powers have been reforged to fit the new system, and awakening your deity is now a strategic choice rather than a chore.
As the world grows colder and more dangerous, your goblins will face harsher winters, more frequent enemy waves, and a rebalanced progression that makes unlocking new buildings feel smoother and more rewarding. Construction is snappier, resources matter more than ever, and insomniac goblins finally get the rest they deserve (because sleep… no longer exists). Add in lush new season colours, wildly improved grass, updated tutorials, and a mountain of fixes, and Raid & Reforge delivers the most refined, strategic, and goblin-chaotic version of Elderstone yet. Time to sharpen your spears, stack your firewood, and see if your clan can survive the new age!
New Demo
In the demo, you will get a chance to experience Goblins of Elderstone!
We’ve prepared this to give you a taste of Goblin chaos, and you can take your time and play as long as you want in one of our scenarios, so we hope you enjoy.
UI
Major overhaul of UI
We’ve simplified the game setup to get you into the action faster and make every choice more meaningful!
Removed Creation Story: Choices didn’t significantly affect gameplay, so we’ve trimmed this step to speed up the start.
Pantheon Choices Now In-Game: Instead of picking your pantheon upfront, you’ll now make those decisions during gameplay when they actually matter.
Removed Habitat Generation Tool: Level variations had minimal impact, so we’ve focused on creating more balanced and consistent starting environments.
Standardized Starting Clan: All games now begin with 10 random Goblins for a fresh and varied start every time.
Removed Difficulty Options: Difficulty is now built into each scenario for a more natural and well-tuned challenge.
Build menu categories updated
Customizable resources on HUD
Spellbook UI consolidated into Faith Hall UI
Pantheon UI consolidated into Temple UI
Removed Statistics UI as it wasn’t showing the correct numbers.
Visuals
Season colours improved
Upgrade grass to be procedurally generated and way more abundant
Features
We’ve introduced Raids — a streamlined, more engaging replacement for the old Treks system, designed to keep the focus on what matters most: building, managing, and defending your Goblin village!
- Added RaidsA simplified and faster version of Treks that keeps the excitement without pulling focus from your city-building core.
Removed Treks: The old system was fun but often distracted from the main gameplay loop.
Removed Diplomacy: This feature lacked strategic depth and meaningful outcomes, so we’ve shifted focus to more impactful systems.
Hero Trek Effects Removed: Heroes no longer participate in Treks, but they can still be hired to defend your Village!
- Updated God PowersAny powers tied to Treks or Diplomacy have been adjusted to fit the new Raid system.
Removed Shinies, Workshop, and Wagons: These were part of the old Trek system and have been retired to streamline gameplay.
Buildings now unlock with progression to help the player with the appropriate build order and reduce overwhelming.
Balancing
Each season now lasts one year to have more frequent enemy waves (except in The Last Ice Age scenario where enemy waves don’t spawn)
Removed sleep as a mechanic to increase overall village productivity
Removed insomniac trait
Removed pacifist traits, which were causing uninteresting behavioural inconsistencies
Buildings can be constructed as the construction materials are delivered for faster building.
Gods don’t awaken automatically. God awakening is now optional.
Eternal nights scenario goal changed from 100 years to 50 years to counterbalanced frequent Winters.
Increased dropped resource pickup priority for haulers
Increased time taken for Worgs to lose tameness
Watch tower tutorial happens earlier to accommodate Winter (and undead) coming earlier
Winters are colder so that sufficient firewood becomes more important
Updated obsolete steam achievements
Bugs
Lighting
Synced DLC data
Update 2.0 Saves and changes
With our latest update to Goblins of Elderstone, we’ve made major changes to systems, features, and gameplay that make the game fundamentally incompatible with saves on earlier versions. So with this next update 2.0, you will be required to play on a new save to experience the new content.
We also recognize that some players may have problems playing on the 2.0 version of Goblins because of the changes and requirements for Unreal Engine 5. If you are affected by these changes please go to properties > Game Versions & Betas to select the goblins_1.6 build for Unreal Engine 4.
~ Outerdawn Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
