Full notes
Full Watch Out For Goblins! update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Performance
- Gameplay
Watch Out For Goblins! changes
Nope! Rest easy my goblin friends, our commitment to creating the world's most accurate goblin simulation hasn't slowed down.
Quite the opposite in fact, this past year has been a big one for us, and we're so excited to share what we've been working on.
We love our demo. (you should play it!) But after it's release last year we just weren't satisfied with the accuracy of the goblin physics. So we went back to the drawing board and re-designed our goblin from the ground up. (literally)
It's been a long road with a lot of missed turns and dead ends, but we have finally achieved our goal: A seamless ragdoll goblin controller that feels intuitive and fun to control.
This time, we aren't faking anything. Our goblins are fully ragdoll 100% of the time. We use physics forces to move, jump, attack, and match our lovingly crafted motion capture animations.
We believe our game lives an dies on our character controller being easy to control, fun to control, and above all, physically accurate. It's not an exaggeration to say that this version of our goblin is 10x better in all three categories.
SO, our next task is importing it back into the main project. This will require quite a few major changes to our demo, and may take a few months. We expect these changes will come with a vast improvement on performance, especially on lower end devices and steam deck.
All that being said, we are actively working on WOFG! and the work is going great. Our goal is to get this thing into early access this year, and we will keep you updated as we work towards that.
Until next time, and as always
Watch out For Goblins! (they could be anywhere)
Source
Changelog.gg summarizes and formats this update. How we read updates.
