
This Goblin Tribe Simulator brings a challenging blend of chaos and creativity to the city-building genre. Build dwellings, manage your resources, defend your goblins, and grow your tribe, and please the Gods! Do you have what it takes to control the chaos and rule the unruly?
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About
Goblins of Elderstone brings a unique and chaotic twist to the city-building genre - it’s a Goblin Tribe Simulator! Are you ready to embrace the chaos of goblin life? As the leader of a goblin tribe, it's up to you to build, manage, and defend your village against all odds and even the goblins themselves. See to their growing needs to keep them from rioting and make sure the pantheon of gods is appeased to succeed.
Goblins don’t much like orderly straight lines, so there’s absolutely no way they’ll use a grid when building. They are rebellious but creative. As a result, buildings go up wherever desired, but neat little pathways and bridges will always be built alongside them to ensure they’re properly connected.
With over 30 different resources that can be gathered, crafted, traded, or stolen, your goblins will always have plenty of work to do. Assign goblins to jobs based on their personal traits - good or bad - and employ Enforcers to keep them in line!
Danger lurks around every corner. Defend your tribe from roaming monsters, skeletons, and other enemies by assigning guard goblins, hiring wandering heroes, and appealing to the gods for help. And if that doesn't cut it, your goblins will be more than happy to hide indoors until the threat passes!
Send your goblins to gather loot all over Elderstone with Raids, a brand-new system replacing the old Treks. Raids are punchier, faster, and far more connected to your village’s survival.
Marvel as your village grows and expands. There are many unique tales to unravel in this twisted land, and you will be asked to make difficult choices throughout your reign that will either help or hinder your progress.
Goblins aren’t really the patient, caring type. They’re better at setting fire to farms than actually growing anything. As your tribe expands, you will need to fulfill your goblins' needs and wants to ensure they survive and - hopefully - thrive!

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
The game was clunky and weird, but cozy and fun. 2.0 - made it POS. Levle generation is broken (it was broken before, but now it sucks, you should really think about in-game\in-map re-generate button, starting new game, saw badly randomised map, exit, repeat to see even worse generated map - it is frustration, not fun. Mount biome - is flat, there is not enough relief diversity. Congrats, devs, you broke your own game. Sadly, gobblas are fun fellows.
So after 230 hours of gameplay I am sad to say that I am putting this game down. This recent update was the deciding factor. Now this game has always been on the hard side and I have always been able to make it to the trekks and a little beyond, but now with the new update it is impossible to make it out of the beginning/middle stages of the game. Here's why: 1) The starter map will load without certain resources (i.e. frogs, herbs, ect.) 2) The tutorial is out of order and makes you use all your peons, maybe leaving you two, so your chances of getting a good amount of Peon/Haulers saved up is impossible. 3) The breeding system is to heavily tied to the happiness meter, and no matter who you put as breeder your odds don't go up. (meaning if you're at 100% happiness having two or more breeders is pointless because you'll still be at 1.25 odds} 4) Happiness meter drops awfully fast, even when needs are meet. And no messages at the bottom 5) Also tied with the happiness meter, the demands stack way to fast and the goblins leave or kill each other before you can even get enough resources to meet/unlock them. 6) Building the trade hall, temple, and weaver, before building scavenger huts. This has always been a problem and one that just keeps getting worse. They force you to build a trade hall long before you have access to frogs but the trade prince needs frogs and the needs for frogs are unlocked. Why? You end up needing more frogs then the map, trading, and trekks can provide. Same with the temples and cloth 7) Winter time has always been a challenge, now you'll be lucky to survive at all. Because resources like to randomly drain. It happens when a skeleton hurts a building. whatever takes to repair it, is what's getting drained to 0 no matter how many you have stored (I.E. a building will need 2 sticks and 2 rocks to repair that's what will go missing) 8) And lastly, diseases will drain health before my goblins can reach the medicine. Again no matter how many I have stored, their health drains before they can reach it. They say they made it harder, they say goblins weren't meant to be harvesters, and not relay on the land. They are more trekk and trade base dynamics. Which would be fine, if you can ever make it there. between unfair raids (having 8 enemies one winter and 14 the next), demands sky-rocketing before you can even have access to the needs. And not being able to actually get a good stock of resources and peons before moving on to the next stage, I found it impossible. And have not been able to make it to the trekks they say they are based on. I loved this game, I found it so refreshing and adorable. But the balance is to far and few between. Making it impossible to move on.
122 hours played, I would have recommended it before 100%, not now 1. The immersion is not longer there, they just drop you into it, before you could chose your gods try to get a map you want but now you can't. 2. It feels like I don't have a choice, I know not all games give you a choice but now it's play how they like mainly one path and its broken. 3. The game is broken, before the randomizer was great, It help with unplayable map generation, now they just give you the map and you have to hope you get a good one. 4. It's just unplayable now if they make the 1.0 version a new game I would buy it, this game it's unrecognizable in a bad way, and I feel like the thing they removed to "fix the game" were the ones making the game fun, and the balance it's straight up broken as you could not win it. It was a fun game but now It is not worth it, the old version was really immersive and fun now it's non of the above.
Not Recommended – Wait Until It’s Fixed I played the demo first and ended up buying the supporter pack because I genuinely liked the concept. Unfortunately, the current state is too rough to recommend. AI and pathfinding are major issues. I had a goblin in year 35 who got stuck after I clicked the defense button. The log kept spamming “miner has no action” over and over, and after dozens of messages he became unsatisfied and abandoned the village. Peons get hungry and frustrated even while carrying food. Miners stop working and stand idle. Food balance also feels off. With around 40 goblins I burned through roughly 150 berries in half a season. There’s a solid idea here, but right now it’s frustrating to play. Verdict: Don’t buy it until these issues are fixed. Otherwise you’ll likely get frustrated and feel like you wasted your money.
It’s been a while since I’ve played an RTS this good. The graphics are cute and well done, the pacing feels just right, and the game can be surprisingly cozy at times. A couple of mechanics tripped me up at first, but once I figured them out everything made a lot more sense. Just be sure to keep an eye on the material requirements—it makes things much easier! I’m really loving the game and can’t wait to 100% it.
It seems broken. Like it was made in 2010, and unfinished. Not for me.
No soy de escribir reseñas de juegos, pero con este me he llevado una decepción bastante grande. Le tenía muchas ganas porque sabía que llevaba tiempo en desarrollo y pensé: “ostras, un juego de gestión que pinta guapísimo”. Pues bien, después de casi 60 horas jugadas, tengo que decir que al juego le falta muchísimo pulido. La idea es genial y tiene potencial, pero está plagado de errores. Bugs. Muchos bugs. Bug 1: Llega un punto en el que las construcciones dejan de producir sin motivo. Da igual que tengas recursos suficientes, trasgos transportistas y mano de obra: simplemente se buguea y deja de fabricar. Me ha pasado con granjas de ranas, talleres de herramientas, casas de leñadores, etc. Es extremadamente frustrante porque, de repente, todo lo que te has currado se va al traste. La aldea entra en un estado de descontento general y los trasgos empiezan a pirarse o a matarse entre ellos. Bug 2: Problemas al cargar partidas. No sé exactamente qué pasa, pero guardar y recargar deja el juego en un estado inconsistente. Algo claramente falla ahí. Bug 3: El sistema de pausa es absurdo. Si dejas el juego en pausa con la barra espaciadora durante un rato, en teoría no pasa nada… pero al reanudar te encuentras con un desastre: un montón de trasgos enfadados porque tienen hambre. ¿Perdona? ¿¡HAMBRE DURANTE LA PAUSA!? Nada se mueve, pero su medidor de infelicidad sí. No tiene ningún sentido. Bug 4: Lo de los recursos por temporadas podría estar bien… si estuviera bien hecho. Pero no: de repente consumes 1 recurso completamente y este no aparece nunca más (me ha pasado con los leños), dejándote vendido y tirando por tierra todo lo que has invertido (especialmente mano de obra). Te obliga a reiniciar partidas constantemente. Y lo mejor: los trasgos dejan de recolectar aunque tengas gente de sobra asignada y el recurso marcado. Increíble. Bug 5: En una partida, sin saber cómo, se me llenaron los almacenes de madera “porque sí”, bloqueando toda la cadena de producción y transporte. Cuando digo porque sí es porque me apareció un +500k de golpe. Otro desastre más. Bug 6: Da igual que pongas almacenes y recolectores al lado de los recursos: a los trasgos les parece más eficiente irse a farmear a la otra punta del mapa, pasando por delante de una cueva con perros y muriendo por el camino. Luego son súper tiquismiquis con la felicidad, pero para tomar decisiones básicas son completamente inútiles. Se lo pones fácil, nivel “una neurona”, y aun así la lían. Eso sí, que les falte una rana y te montan un drama digno de telenovela. Bug 7: Las estatuas para aumentar la felicidad solo sirven una vez, básicamente. Se te cabrea un trasgo, pones una escultura, recibe un +1 por “sitio bonito”… y a los dos minutos se le olvida. Vuelve a pasar, recibe el +1 otra vez, pero da igual: el -250 de hambre y el -400 de frío (que sí se acumulan infinitamente) pesan mucho más. Resultado: trasgo enfadado que se pira, mata a otro o te quema la aldea. Lógica del juego: lo positivo no se acumula, lo negativo sí, y además infinito. Da igual que lo juegues perfecto. Bug 8: (más que bug me parece ilógico) En el criadero gastas 1 trasgo para añadir cualidades a los demás, pero aunque hayan 5 invertidos (4 + el líder) no pasa de 2 la generación por año de los trasgos, que con 3 tienes la cantidad de 2 trasgos por año también (algo no está bien no?). Bug 9: Los cadáveres no se ven bajo la nieve y no son fáciles de quitar. A veces he perdido porque ha aparecido enfermedad y me ha matado 20 sacerdotes porque al morir un trasgo sale con el tick de evitar quitar cadáver, salta enfermedad y mata todo lo que lo toca. Podrían salir sin el tick de prioridad pero como mínimo que los limpien no? Bug 10: Algunas veces las torres de vigías solo te deja poner 1 trasgo aunque haya 2 espacios de trasgo. Da igual como lo hagas, quitar y poner el que tenga más guerra, quitarlo todo y recolocarlo, da igual. El trasgo nunca irá a esa torre a no ser que la destruyas y reconstruyas. Bug 11: (más que bug me parece ilógico) los caminos que siguen algunos trasgos que parecen "perdidos" por el mapa. Tienes 30 peones, marcas 1 prioridad (comida por ejemplo: bayas), se ponen a andar por el mapa sin rumbo. Da igual que sea primavera y las bayas estén al 100%, les apetece andar, ponerse fit y empezar huelga de hambre. El medidor del recurso no sube aunque metas un x3 en velocidad durante 15 minutos. Lo más frustrante de todo es intentar mantener la felicidad de los trasgos por encima del 75% en cada partida… y que aun así se sigan enfadando, peleando y muriendo. Sí, vale, son trasgos, son caóticos. Pero entonces, ¿para qué sirve el medidor de felicidad? Si con un 75% siguen comportándose como si todo estuviera mal, el sistema no tiene ningún sentido. No voy a tener 100% constante nunca por la progresión del juego, a cada momento me mete necesidades nuevas (aunque las anteriores no las haya cubierto del todo). El juego está tan mal equilibrado que, a la larga, siempre acaba petando por algo imprevisible. Da la sensación de que están destinados a fracasar sí o sí. No construyes una aldea próspera: simplemente observas cómo todo se derrumba tarde o temprano, sin importar lo que hagas. En fin… a esperar que saquen actualizaciones, porque ahora mismo tener una aldea próspera sin reiniciar 919912374,333333 veces es básicamente imposible.
Game is full of glitches, and the games baseline economic system is very poorly balanced. The system for managing workers is agitating, you're constantly struggling to get goblins to do assigned jobs: Priests won't clear corpses, builders won't build, Even when the whole tribe is Overjoyed, workers won't do prioritized work.
Game is unfinished. It uses the excuse that its challenging to justify not knowing how to balance production chains. Cannot control pop, cannot comand units to fight. The time make no sense. Just not good
Its a good game
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