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Steam News7 April 20262mo ago

Goblin Research Notes #2

Hello Goblins, Matt here again! Welcome back to the second dev blog in the Goblin Research Notes series. I’ve been hard at work behind the scenes, and this update is a bit of a mix!

Full notes

Full Isle Goblin update

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Hello Goblins,

What changed

0 fixes14 additions9 changes0 removals
  • Gameplay
  • Performance
  • Server
  • Maps
  • Events
  • UI and audio
addedMatt here again! Welcome back to the second dev blog in the Goblin Research Notes series. I’ve been hard at work behind the scenes, and this update is a bit of a mix! Some deep technical improvements, plus a big batch of new features and quality-of-life changes.
changedPathfinding Deep Dive (aka: goblins got smarter)One of the biggest improvements I’ve made is to pathfinding and it’s a pretty massive one.
changedPathfinding Deep Dive (aka: goblins got smarter)Previously, I was using a standard A* system. It works great, but it has one major downside: if there’s no possible path , it still searches everything before giving up… which can cause some nasty lag spikes.
changedPathfinding Deep Dive (aka: goblins got smarter)So I reworked it.
changedPathfinding Deep Dive (aka: goblins got smarter)Now, the world is broken into sectors, which are further split into “regions” (basically chunks of walkable or non-walkable space). These regions are all connected together in a kind of network.
changedPathfinding Deep Dive (aka: goblins got smarter)Destructible terrain

Matt here again! Welcome back to the second dev blog in the Goblin Research Notes series. I’ve been hard at work behind the scenes, and this update is a bit of a mix! Some deep technical improvements, plus a big batch of new features and quality-of-life changes.

Let’s jump in.

Pathfinding Deep Dive (aka: goblins got smarter)

One of the biggest improvements I’ve made is to pathfinding and it’s a pretty massive one.

Previously, I was using a standard A* system. It works great, but it has one major downside: if there’s no possible path, it still searches everything before giving up… which can cause some nasty lag spikes.

So I reworked it.

Now, the world is broken into sectors, which are further split into “regions” (basically chunks of walkable or non-walkable space). These regions are all connected together in a kind of network.

What this lets me do:

  • Instantly check if a path is even possible (no more wasted calculations!)

  • Run pathfinding on regions first, then tiles second

  • Dramatically reduce the number of tiles being checked

The result? Pathfinding is now up to ~8–10x faster in my tests.

It also works nicely with:

  • Destructible terrain

  • Multiple floors

  • Dynamically changing environments

I acutally implemented this about a year ago now, but I really wanted to talk about it and never went into much detail, so I'm talking about it now.

What I’ve Been Working On

Alright, onto the fun stuff. Here’s a rapid-fire rundown of what’s new:

Quests & World

  • Added new fetch quests for NPCs, each with unique rewards

  • Scattered human journal notebooks around the world (lore)

  • Added lost & found NPC who sells back important items if you lose them

  • NPCs will now become mean if your friendship gets too low (rude)

Building & Decoration

  • New biome-specific decoration items you can steal and use at home

  • Added greenhouse roofs to protect crops from seasons

  • NPCs now remember their beds even after redecorating

  • Added skulls that prevent enemy spawns (with visible radius on hover)

Combat & Companions

  • You can now equip NPCs with weapons and armor

    • (Balanced so they’re helpful, but not overpowered)

  • Knocked-out NPCs now have stars above their heads

Controls & Quality of Life

  • Quick trash hotkey (Ctrl + click)

  • Quick heal hotkey (H) that intelligently picks the best potion

  • Search bar in crafting menus

  • Item inspection table (see crafting uses without a wiki!)

  • Click + drag map panning (no more WASD only)

  • Rotate character during creation (very important for mullets)

  • Added auto-mining (press F and relax a little)

Visual Improvements

  • New hot/cold visual indicators

  • Tooth animation when selling items (much clearer now)

  • Stacked pickup text (less spammy)

  • Press Alt to:

    • See door overlays

    • See which NPC owns which bed

Multiplayer & Accessibility

  • New in-game multiplayer menu (no more Steam-only joining)

  • Lobby password support

  • Added on-screen keyboard for controller players

Final Thumbnail Choice

I finally settled on the game’s thumbnail!

Huge thanks to everyone who gave feedback on the last post. It really helped narrow things down. I think the final choice fits the vibe of the game the best, and I’m super happy with how it turned out.

That’s a Wrap!

This update was a big one! Lots of smaller improvements that should make the overall experience much smoother and more enjoyable.

Next time, I’m hoping to show off a new volcano area, a new invasion mechanic and a few other surprises…

As always, thanks so much for all the support!! It genuinely means a lot. And if you haven’t already, wishlisting the game really helps more than you might think!

See you next time, - Matt

Source

Steam News / 7 April 2026

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