
Build a new home for your goblins! Grow your settlement from a little encampment to a bustling city in a beautiful procedurally generated northern forest. Fish, farm, explore the forest and harness the spirits in a unique fantasy citybuilder inspired by Finnish mythology.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
In Goblin Camp, you’re in charge of a little band of goblins who want to make a new home for themselves in the middle world.
Featuring 60 unique structures, over 100 items and over 80 crafting recipes, as well as 31 unlockable technologies, Goblin Camp has a lot for you to discover!

Grow your camp from a collection of shacks and lean-tos into a bustling city of stone, develop new technologies and watch your goblins learn new skills and abilities.

Explore a procedurally generated map in a beautiful northern forest: find ruins and resources, use slash-and-burn farming and fertilizers to feed your population, and channel the spring flood with our advanced water simulation.

Meet spooky ghosts and the walking dead, use your shaman’s magic to summon spirits to help your goblins in their tasks, and light a bonfire every summer to make your sacrifices to the Keepers of the Woods and Waters.

Customize your playing experience with our broad array of customization options, from terrain features and game mechanics to individual enemies, including Peaceful Mode with no combat at all.

As your camp grows, the game grows with it: our easy-to-use manager interfaces let you take care of the big picture and free you to focus your attention where you like.
Welcome to Goblin Camp!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
About 50 hours into it now (maybe three restarts). Thumbs up because it works as intended and there were no real game breaking tech issues. It was generally enjoyable, though not particularly deep or immersive for the first 40 hours or so. It's fine if you're just looking to let a game run in the background because frankly, progress in this game is simply waiting for enough seasons to pass to buy the tech (6-8 points a year). It was fine for $20 bucks on sale, but a long way from hooking me to play the way other games have. Having said this, basically, once you get the fundamentals, it's just a waiting game to unlock tech. Don't go too big, don't go too small. 16-20 seems to be the sweet spot. Plant 'the tree' and watch it grow and seasons change to get tech points. Tech points unlock tech. Not much you can do to accelerate tech. You can't really plant a second tree. Sacrifices are pre-ordained mandatory based on tech and don't really seem to add enough of anything to make a difference in the speed of tech development points. So there was a LOT of just watching seasons change. This touches on my general criticism: it's not particularly great as a micro manager game, not particularly great as a macro manager game. Build a hut in one flavour or another (forge/house/storage.. all basically just huts). Set inventory to have NPCs build or collect things. Sit around wait for tech points to accumulate. You can't specialize the NPCs; and tech choices have few if any real costs or consequences. Walls just funnel the bad guys. You don't need them. Steel tools or pitchforks and sticks. Doesn't really mater. Once you realize you can limit colony size to between 16-20, you can just call in more when a few die. I'm a Rimworld/Kenshi type, so would have been happy to micromanage. However, you don't control individual NPCs; you don't control or assign individual jobs. Fine. With this being said, I would have expected more 'macro' management at the whole colony level (I'm also a SimCity player so I'm ok taking the mayor seat). Budgets, traffic and happiness. However, you don't really manage inventory or production, defense or budgets. Morale was always just plus or minus 10 from 50. Managing field fertility seems like it should be immersive, but isn't really. Switch on fertilize, or just rotate to a new pasture. You can control what sorts of debris gets made into fertilizer, but you quickly make more fertilizer than you can use and no way to dispose or disperse crap and garbage once full. No worries though, there are no consequences for crap and garbage just laying about; no way to apply extra fertilizer and no differences in fertilizer types/recipes anyway. Storehouses are just big boxes of inventory. Get new iron tech by waiting around and then you just build new/fresh and ignore the 10 old wood tools in storage (which you can't seem to get rid of once in storage). I might keep playing just to see why I would bother unlocking a windmill... but probably will be disappointed to discover 'not much'. I mean, it was fine but not particularly great which is too bad because it has potential. I'll probably come back to see in a year or three.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
w
Dev just gave up lmao
bare bones are almost there, expanding the base seems moot. Will probably not come back to this in a year.
Feels a bit under cooked needs more refinement and options, More challenge would be nice. Don't see any reason to finish tech tree. ALSO tech tree points take way to long to get. Spent 12 in game years to just almost get half way. Perhaps more will come out with updates past 1.0
Saw a clip on tiktok, thought it would be a cool way to support a small team, bought the game. played a little, wanted more content to sink my teeth in. still no content, game is abandoned, videos taken down. it is a total cash grab. not worth it
Having played a few hours now. This game is oddly compelling in a lot of good ways. Feels more god game ish then most city builders. I really like it!
This game has potential + I really love how they have attached Finnish mythology and history here. But I cannot recommend this game at this state as I am writing here. It has a lot of small inconvenient bugs like: - Goblins can get stuck and there is no way you can unstuck them - Other buildings and items might block the access to a building making it obsolete. Removing items / buildings doesn't help. - Fog of War doesn't remove even though you have cleared the fauna Also many neat features falls short: - Using Väki is an incredible idea and I love that in early Populous games. In this game, using Väki is just boring and it is more like "nice to have" - Technology tree is unbalanced it takes forever to regain technology points - The game mentions that Goblins are smart so you don't need to micromanage them. However, when it comes to food, it seems that they are so lost how to get food, if you don't especially allocate them to gather resources - There's technically nothing to do than just waiting after you have built something. - Ruins are boring and repetitive. - Individual Goblins cannot be 'forced' to do a certain tasks meaning you might have a expert fisher today, but a novice fisher tomorrow, also the prioritization system is confusing - In-game help is missing and tool tip panels are not sufficient - In-game bug report is missing (no way I am joining your Discord or sending you an email)
Things just seem too break really easily, My goblins refuse too eat, refuse too work, take forever too do tasks they do decide to do, get stuck doing tasks, and eventually just die too their own stupidity. This is not a 1.0 game and shouldn't of been released into 1.0. The game is extremely shallow and there isn't a whole lot to do or achieve. I wouldnt buy it if i knew what i knew now.
Fun so far had to drag myself away from the camp - reminds me of Banished but less punishing. It's Time to get serious about Turnip farming.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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