
By night, you’re a thief, sneaking into dungeons to steal valuable items. By day, you’re a merchant, haggling to sell your loot at high prices. Master stealth, steal the Demon Lord’s hidden treasures, recruit employees, and expand your business. Rise from a penniless goblin to a black-market tycoon!
Modeled estimate, not a reported figure. How we estimate →
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About
Run your very own goblin shop in a medieval world. Goblin Vyke is a 2D side-scrolling game that blends stealth with shop management. You are Vyke the goblin, a thief who sneaks into dungeons to plunder treasures by night, and a merchant who sells the loot for massive profits by day. You’ll master your stealth skills and cheat death to steal the Demon Lord’s secret fortunes, while simultaneously hiring employees and expanding your franchise to grow your business. Eventually, you’ll rise from a penniless goblin to an influential black-market tycoon!

The Golden Dungeon is fraught with danger, and as a small, frail goblin, you can’t win a straight fight against any foe—but you have other choices. Throw Coinbeetles that turn into bells to attract enemies, set Nap Traps to put guards to sleep, use Smoke Mimics to cover your escape. Use a variety of abilities and items to outsmart and “kite” your enemies.
Deadly dungeon traps? Turn the tables by luring enemies into the traps, setting up a lethal game of hide-and-seek. Explore hidden areas and discover untold treasures. Every path might lead to unexpected surprises—or fatal dangers. Steal weapons from enemies’ hands, grab loot from treasure chests, and complete a spectacular theft right under the nose of Death!
Search, Steal, and Evacuate

Upgrading your talent tree doesn’t just enhance your exploration and survival abilities—it also unlocks different playstyles! Go for the Agile Thief build: use your Grappling Hook to escape pursuits and Shadow Rewind to return to position, completely throwing enemies off. Prefer the Cunning Tactician build? Toss Coinbeetles to manipulate enemies’ movements or Play Dead until the coast is clear. Or choose the Aggressive Brute build: leap from heights to Stun Stomp enemies, or even stand in front of a guard and snatch their equipment with a Steal Parry!
Backpack capacity is limited, and loot takes up different numbers of slots. Will you use items to boost your survival chances, or bring them back to sell for profit? Manage your inventory wisely, explore item combos, and make crucial choices between risk and reward.
Agile Thief or Aggressive Brute?

The treasures you stole last night must be sold for a golden price today! The rules are simple: roll the dice multiple times and pair them with the appropriate Haggle Skills to increase the customer’s Persuasion. Convince the customer, and you can sell the items for up to three times the original price. But be careful: if you exceed the required Persuasion points, the customer will immediately turn against you.
Display Collectibles in your shop to help grow your sales. Remember: your eloquence determines your wealth. Bombastic sales pitches, the right Collectibles, and a bit of luck will make customers willingly empty their wallets for your secondhand items at extraordinary prices.
Roll the Dice and Raise the Price, but Don’t Oversell

The story begins with you as a little goblin drowning in debt. But as your thieving skills improve and your shop business booms, the tide begins to turn. Recruit employees with different attributes: the “Man of Steel” never gets stranded, the “Storage Expert” carries a bigger backpack, the “Squishy” one dies permanently when injured, and the “Lazy” one brings back very little.
As you expand your influence by opening franchise locations, powerful figures will come knocking at your door, currying favor and asking for your assistance. The Adventurers’ Guild, a mysterious organization... Everyone wants to win you over. One day, even the Demon Lord of the Golden Dungeon will take notice of you, hoping you’ll become her new emissary!
From Debt-Ridden Goblin to Black-Market Tycoon!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Russian, Portuguese - Brazil, Spanish - Latin America, German, Traditional Chinese, Korean, French
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I like this game but there is too many flaws so I cannot recommend it to others. First of all, the save system is too frustrating. You cannot save anytime you want (like just before going to the dungeon when you just have bought every upgrade you deemed necessary and with your backback fully ready). So each time you reload the game, you have to redo everything. I can understand that you cannot save inside dungeons, but, at least, let us save anytime we want during the shop management. Secondly, there is, at least, one moment of the game that you can miss (like, after a certain event, you MUST go in that exact location the day after. If you don't, you will miss a key item for one of the endings. Who enjoys that ? Where is the justification of that ? Moreover, there is no hint at all that you missed it but you KNOW that you're missing something (like, you need a key to unlock a door but you don't know where to find it). These are, for me, the two main flaws I see in this game. There are some other minor ones like : - The farting dash. Ok, we make noise when we're dashing but are we 8 years old ? - The repetitiveness of the merchant part of the game. The mini-game is fun at the beginning and trying to optimize our sales is somewhat ok, but after 20 days, there should be some other mechanisms to use. (See Dave the Diver, for instance, the day minigames evolve during the story) - Some of the dungeon/enemy's mechanisms aren't that clear. As an exemple, we don't have many clues to know what an enemy's aura will do. Dungeon's puzzles can sometimes be frustrating because of that (I ended up bruteforcing one of them, lacking the understanding of what the developpers meant). - Controls are somewhat clunky from time to time. - Only 4 dungeons... But, there are some good things too (I played this game for 30 hours...) : - The concept is quite enjoyable (merchants by day, thief by night) - The merchant minigame is fun (at the beginning...) - The thief part is quite good - The story is not bad and not too present - Dungeons are not badly designed for the most part So, not a bad game, but you really have some debatable choice in terms of gameplay. Buy it knowing that.
The core gameplay loop of stealing in dungeon then selling in the store is great fun and the movement feels good (for the most part) but there are the following issues that stop me being able to recommend: - The biggest issue is the save system, there should be a suspended save system, I get the devs don't want save scumming for the best loot but at least give me the option to suspend my game so I can pop to the shops irl without having to leave my PC on or lose all progress - There are a number of glitches which have led to unfair death, there is a dedicated "unstuck" button in the menu but this is happening too regularly that it should be sorted by devs instead of being left to the player - Thematic dissonance hit me personally but that's more a subjective issue. The portraits for all characters seems to be going for a Hades style all pretty vibe but then there is a fart dash and it just doesn't mesh - In the sewer level it feels like the get out of dungeon spots are too annoyingly far apart, it's really not fun to play in it's current form and is what prompted me to put this up. If the above is sorted then this could easily be a great recommend but as it stands I'll be brute forcing my way through what could be so much better with little tweaks.
The gameplay isn't bad, but the bigger problem is that the developers are stubborn and refuse to listen; the save system is obnoxious and feels like it was made by amateurs. They want to control when you can and can't save.........in a single player game. Probably better to support devs that aren't power/ego-tripping, regardless of the quality of the game. Wasted potential.
只有我一个人觉得背包的空间还是不够吗?费老大劲把小怪清掉,那我肯定希望能把所有东西都带走啊,尤其到了第三、第四张图,小怪掉的东西越来越好,在一堆好东西里做取舍还是太难了
第三关算是我目前体验最割裂的一张图了。前两张图基本属于“看到路就能去”,结果第三张图突然变成找机关开雾的玩法,而且游戏也没怎么提醒。我一开始还以为自己漏了什么关键道具,结果绕了半天才发现是地图机制变了。说实话探索本身挺有意思,但引导再清楚一点会好很多
Goblin Vyke is a game that I find myself quitting often but coming right back even in the same night. I find myself incredibly torn about this game. On one hand, the character arts at times give me an AI vibe, but I can't find any notes or comments about that being the case(the character, Dummy, especially) If someone corrected me that no AI was used and that artists have been utilized and paid, I would believe them. Just something about it- The English language dialogues at times are a bit jank or flow unnaturally. The seed values result in some sales being completely impossible to succeed on(you can tell with an ability that tells you your next 3 rolls. So if you see 6,5,5, there's really no avoiding a Bust) Getting used to the controls is taking some doing when it comes to menu navigation and non-freeform movement sequences, frequently using the trigger buttons to choose options, rather than a moveable selection of options. The fact that many of these menus have an "are you sure you want to proceed" screen has been annoying but nonetheless a lifesaver, because I frequently almost fire employees, reject customers, or enter the dungeon unprepared just by hitting RT instead of RB, when I would prefer a directional >-v-[Confirm] AND YET: The pixel graphics are charming, the animations are fluid(enemy jumps are a bit... eh), the characters follow enjoyable and iconic archetypes, the platforming is tight, the gameplay loop is sound, and each stage of the game, as frustrating as it can be at times, is overall fun. It reminds me a lot of Dave the Diver, in a way. It's really 2 games in one, phase 1 is collection, phase 2 is sales. The sales are RNG based represented by dice rolls, with a limited number of extra abilities to put your thumb on the scale. You get a heads up on what ranges to expect from customers, with temperaments of Easy, Average, and Hard having broader target numbers or more narrow. The collection is high skill expression that rewards patience pattern recognition, and timing above fast reaction speed, but there is room for a panic flailing from time to time as well. I really cannot stress enough how much I enjoy this game's aesthetic. The music is also pretty good, doesn't feel oppressively repetitive. I do suspect that as your character upgrades more(specifically speed and health), the game may reach a point of no return where stealth is no longer necessary and that you can just sprint past every obstacle. I've only just reached the second map area and already feel that sneaking past enemies is borderline optional. Whether that's a good thing or not is hard to say. Having to stealth through EVERY enemy on EVERY run would be tedious, but getting to just ignore and skip past anyone removes a lot of the stakes as well. It's a tough balance to find. TLDR; I'm surprised this game has Mostly Positive reviews(despite giving a Recommend review myself) just because there are so many opportunities for someone to say "This isn't for me". But I keep coming back to it despite my frustrations because at its core the game IS charming and fun.
刚看到更新的时候还蛮开心的,以为是降低难度了,结果看了一下详细的内容,很难绷本来难度就不低,现在好了骨片直接g,我也不明白购买的祝福变永久了还有什么用,我技术不行我承认,刷了接近二十个强壮骨片加血,也能继续玩,这一更新倒好,好不用容易攒的金骨片全废了,开发者你到底是来降低难度的,还是嫌普通玩家玩的太简单来增加难度的。
制作组晚上起床上厕所不小心发出了声音被一巴掌打死了
地宫各种动作的手感太差了,真想跳过探索只当掌柜卖东西
图三堆一堆屎山代码,传送矿工,搔🏇诅咒雾,还在雾里面赛粪怪幽灵,你自己偷反幽灵十次能偷成功一次吗我请问,间隔短的要死。以为自己制作的很好去砍骨片,钱获取量又不高,天天搞那个沟槽的经营,开个技能要等半天。肉鸽不肉鸽,经营不经营。也就剧情和角色人设稍微新颖了一点。从夯到拉,给到NPC
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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