
A top-down point and click dungeon-slaughterhouse where you slay goblins, break stuff and collect gold for score. explore a lived-in dungeon with heavy metal to keep you playing for anywhere between fifteen minutes to an hour at a time.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Stats
Languages: English**languages with full audio support
Reviews
Took but a few moments to learn, but it gets difficult pretty quick! Overall, very enjoyable game, reminds me of the old arcade style hack and slash.
Gutting Goblins! is a low key asset flip, a bunch of other people's assets assembled badly to make a basic game, typically this kind of thing is done by amateur developers without sufficient budget, talent and/or staff to do the job of game development professionally. It's then quickly rushed into Steam Direct. And, unsurprisingly, this never results in a product with any quality, interest, or value for gamers. This is a low effort 3D top down brawler made by kitbashing/populating a low quality Unity brawler/RPG-lite blueprint with some "borrowed" low quality assets... lazy stuff, it's obvious why this was a huge failure. It's a clunky mess. So, the game might look better than you'd expect from an amateur project, but this is because it's partially or completely made up of stock assets, "borrowed" from asset stores and free asset websites. Very little in this game is truly the creation of the "developer", it's just a bunch of rearranged assets. While there's no up front price for this asset flip, the other problem with asset flips is that when developers aren't capable of doing their job and creating high quality assets, it's also true they can't do any of the rest of the job of a game developer either. That's definitely true for "Gutting Goblins!". There's no initial download price, but the developer was charging $1 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It seems like a nice gesture for the game to have no up-front cost anymore, but it also tells us that the game wasn't good enough to succeed as a paid product. This is only free in a rudimentary sense... the developer has their hand out for a $2 USD "donation" for this as you're expected to buy soundtrack DLC from Steam to "support" the "developer"... digital panhandling. Like the homeless guys who splash dirty water on your windscreen at the traffic lights. No thanks. Despite having no up-front cost, this failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at only 2 concurrent players... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Nope. This isn't worth downloading. While this didn't cost me any money up front, I still feel ripped off.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Fun game! Very reminiscent of gauntlet and golden axe! I especially liked kailani's attacks, if you use the heavy attack and spin in a circle you actually get to attack twice! You get to invent your own bladestorm ability in a sense! Its just 2$ you cant go wrong here if you like the game style at all.
After the fast fixes, it is fun to play!
Goblinleri öldürdüğünüz, eşyaları kırdığınız ve puan için altın topladığınız yukarıdan aşağıya bir tıklamalı zindan-mezbaha. Her seferinde on beş dakikadan bir saate kadar herhangi bir yerde oynamaya devam etmenizi sağlayacak ağır metallerin bulunduğu, yaşanılan bir zindanı keşfedin.
Toe stew sounds pretty good right now
.
[h1]Before I played Gutting Goblins!, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
Tiene algún que otro bug pero eh, ¿y ese menú nada más entrar con semejante temazo? Pero qué fantasía es ésta.
- The first thing that really struck me with this game was the movement. It was awkward but not super problematic. A and D do nothing, W makes move forward in the direction made me move forward in the direction I was looking. S made me look away from the direction I was moving. Essentially this meant hovering my mouse over an enemy and then just backing torwards/away from it to do damage. - speaking of enemies, there are 4 enemy types as far as i could tell. Green goblins, which get instakilled by a heavy attack, yellow gobllins, which take 2 heavy attacks to kill, orange goblins, which hit at random within melee range and take 3 hits to kill, and finally the boss which is just like everyone else but takes about 20+ hits to kill. My main issue here is that all the enemies are virtually the same with a minor health difference. + The map building is ok, at first I was just like "ok im just killing these goblins to be a ♥♥♥♥" but then i saw the hanging skeletons and such and i was like, "ok this is fine now". - key/door placement was kinda crummy, idk if it is procedurally generated, but at one point a door spawned behind a wall, and a key did the same, this meant I had to blindly walk around like i was in a dark room until the level randomly ended. Likewise some of the enemys got stuck on stage 3, which quickly got annoying. = The powerups where an ok gimmick, for me I they formed a gameplay loop where I would kill some goblins, run away for a health restore or damage, and then run back to the goblins, because there where infinite pickups that would respawn faster than I could pick them up, I only got close to dying once...... did i mention i didn't die once playing this game :D There are three ways i think this game could be improved #1, better enemy variation, it would be an improvement if some enemies could shoot, or maybe if enemies had attack patterns that where highlighted in red, forcing the player to dodge and weave. #2 Making it so doors and keys couldn't spawn behind walls would make it so players would never get stuck. #3 instead of the current powerup system, it may be a good idea to have abilities which players could charge over time, this way it is consistent and not random. Until then, I honestly think Dungeon Quest on roblox is just a directly better variant of this game
Related
| Garry's Mod | $228.7M | 1.3M | 97% | $9.99 |
| Human Fall Flat | $92.8M | 173.7K | 95% | $19.99 |
| DAVE THE DIVER | $67.1M | 158.8K | 97% | $19.99 |
| House Flipper | $65.8M | 110.8K | 94% | $24.99 |
| Slime Rancher | $65.5M | 137.8K | 98% | $19.99 |
| People Playground | $62.2M | 315.4K | 98% | $9.99 |