
Build your goblin shop empire in this competitive goblin store management for solo or 2–4 friends. Set prices, fight for fame, and sabotage rivals—all in a race to survive 10 chaotic days. Outsmart, out-sell, or outlast your way to victory in Trade Rivals – Goblin Age!
Modeled estimate, not a reported figure. How we estimate →
Media

About
We've heard your feedback, and now you can enjoy the full goblin trading chaos, even when playing solo. Challenge AI-driven rivals, master your pricing strategies, and experience the unpredictable economy without needing other players.
Play solo or multiplayer,
Practice strategies at your own pace,
Experience new balance improvements & bug fixes
Whether you want to sharpen your skills or enjoy a goblin shop rivalry on your own, this update makes Trade Rivals more accessible than ever.
A chaotic 2–4 player competitive shop management game where gutsy pricing, clever shelf setups, and sneaky sabotage are your weapons in the market war.
Each run begins with randomized economic scenarios that shift product prices and stock levels. Every day, players have limited time to:
Purchase products from the supplier
Strategically place shelves
Set competitive prices
Gamble at the Wheel of Chance for risky bonuses
Prepare for customers in real time
Once players flip their signs, sales begin: customers flow in, grab what they want, and check out at your register—fast hands and calm nerves win gold.
KEY FEATURES
A crime syndicate has infiltrated the city. With a bit of coin, they’ll “redecorate” your rivals' shops, steal their goods, or drain their pockets. Fair, right?
A cheeky little fountain fairy now grants you 3 chances per day — buff your shop, debuff your rivals, run like Sonic, or slow others like turtles!
At the end of each day, players:
Review profits and reputation gains
Choose from 3 mysterious Witch Cards: blessings or curses
(e.g., price hikes, shelf buffs, stealing rival fame)
Each card can turn the tides—a well-timed curse could ruin a rival’s empire.
Smart, fast-paced economic decisions
Real player interactions: price wars, sabotage, psychological mind games
Daily randomness keeps each session fresh
Bizarre goblin world filled with charm and chaos
Trade smart. Hex hard. Rule the goblin market.
This is not capitalism. This is survival.
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, Portuguese - Portugal, Russian, Simplified Chinese, Turkish, Japanese, Polish, Dutch +3 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Devs very much care for the game, seem to be open to feedback. They have made some changes that have been for the better. Winning on day 8 because my mate at 88 rep overspent a bit and the fountain wish putting him into debt while very funny for me was incredibly frustrating for him. What's wild is the very same thing happened in the next game. Needless to say he will be excited to hear about the recent changes to make it impossible to bankrupt someone at the start of the day. You guys are awesome and I am keen to revisit this title in the next few days
This game is really fun, but i think it needs more ways to interact with players and customers. Ill leave suggestions below for what I think would be cool to add. -Security Guards (To block Saboteur attempts) -Advertisements to bring in more customers -Maybe a player-based leveling system so we can have perks. (Like haggling or shouting for customers) -Add adventurers that we can send to dungeons for loot. -Carts/Backpacks to carry more boxes -A gift/Trade system between players -Different demographics of customers (Rich/Middle/Poor) -Pickpocket ring (Another means of income besides the shop) -Raiding parties that will loot your store unless you have security or the means to pay them off -Sponsors that give you money to advertise their funny company scaling with reputation. -Employees who will sell and restock for you when you buy boxes. -More player slots for those of us with big groups -Force unionize other players so they have to dish out more to taxes/rent/Employees if implemented -Threaten the landlord so you don't have to pay rent -Multiple saboteurs for each player Edit: Reputation doesn't play enough of a factor in the game. I have never had a reputation victory in any of my games. Gold is always the deciding factor. Perhaps tweak how much of a factor reputation should be? New suggestions -Have shoplifters -Fake coins to give back to customers to pocket extra money. (Maybe at risk of reputation hit?) -Black market to buy counterfeit items to pose as high-end merchandise. (At risk of reputation hit and fine) -Options to customize game rules. (More Sabotour, More time before sales day, More customers,) -I already put this, but I want to emphasize how much I want more players. 8 would be MAGICAL. -Rocks/Mud/Tomatoes for dissatisfied customers to throw at players with bad shops -More funny voicelines would be great. -Different shop skins/layouts and player skins would be cool. -Allow players to make donations to charities/country/king for a reputation boost. -More ambiance would be much appreciated. It's often too quiet, and a blacksmith or crowd chatter would help immersion. -Allow players to take and lend loans.
Çok zevkli ama düzeltilmesi gereken şeyler var 1- Optimizasyon biraz daha iyi olabilir 2- Günlük değişen tüccarlara dengeleme getirilebilir arkadaşınız sizden hızlıysa alacak item kalmıyor 3- Map büyütülmesi ve daha fazla tüccar satıcı çeşitleri örneğin basit eşyalar yiyecekler nuxusta satılırken arkasında silah satıcısı yine normal fiyatlardan zırh ve silah satarken başka bi noktada büyücü iksir ve parşömen satabilir bu fiyatlar nuxusun dükkanı ile aynı mantıkla çalışırsa daha zevkli olur ve zamana karşı biraz daha rekabet yaratır 4- Saygınlık-Müşteri ilişkisi oyunda daha net ifade edilebilir 30 saygınlığı olan biri 70 saygınlığı olan bi goblinden daha fazla müşteri çekmemeli 5- Raf çeşidi ve item çeşidi kesinlikle artırılması gereken şeyler 6- Oyun 15 gün için gerçekten çok kısa 1 saat bile sürmeden bitiyor bu yüzden gün sayısı 30 hatta 60a kadar çıkarılabilir bence 15 günde 70-75 saygınlığı zor görüyoruz zaten maximum sınır olan 150 de 200e çıkarıldığında dengelenmiş olur 7- Müşteri çekmek için daha fazla yol olabilir örneğin dükkan süslemeleri kapıda çalışanlar ve saygın müşteriler (örneğin 3-4 limitle sizden devamlı alışveriş yapan müşteriler elde etmesi zor kaybetmesi kolay [mesela bi müşteri her gelişinde bi iksir almak ister diğeri zırh ama karşılayamazsan saygın müşteri olmaktan çıkar ve normal müşteri gibi başka dükkanlarada gider]) 8- Sunucular topluluğun birbirini tanıması ve arkadaşalrı yokken yeni oyuncularla tanışmasına olanak sağlar 9- Oyun başında ve oyun ilerledikçe değişen fiyat değişiklikleri daha sık olabilir genelde 2-3 defa oluyor ve bi item %20den fazla fiyat artışı kazandıysa kara borsa yaratıyor ve yüksek stoklar sonrası oyun tek çeşide dönüyor bunu önlemek için devamlı yaşanan değişiklikler hoş olabilir 10- NPCler dükkanımız hakkında yorum yapabilmeli mesela biri girip ben zırh almaya geldim zırh yok diyip çıkabilir ve başka bi oyuncuya gidebilir bu sayede hem satış aşaması daha dinamik geçer ve npclerin isteğine göre düzenleme yapabiliriz 11- Ayarlar menüsüne grafik ayarlama tuş atama gibi özellikler eklenebilir bence (özellikle eğilme ve dans etme); 12- Oyunda zaman geçsin gündüz satış yaparken stoklarımızı geceleri yapalım 13- Daha fazla sabotaj çeşidi olmalı ve ayarlanabilmeli örneğin eşya çalmaya gönderirken hangi eşyanın çalıncağını seçebilmeliyiz(seçmede yine extra bir para ve şansla olabilir) 14- Cadıda kullanabilceğimiz zarlar eklenebilir örneğin 3 zar oyun süresinde 3 defa yenileme yapabilceğimiz anlamına gelir 15- Eventler eklenebilir
Hello everyone! I usually do not write reviews (I'm lazy, sue me). I was expecting a maximum of 2-4 hours of game play in early access and this game has forced my hand to comment! When I purchased the game I was initially disappointed that I could not play straight away without friends (The Devs are working tirelessly on implementing single player with bots very, very soon). Once I discovered the wholesome community they have on socials (mainly discord), I could not stop playing. It offered me shop simulator, management all in a great fantasy, medieval goblin world AND on top of that the PvP which has been the most fun experience I have had in a while, I have not left a single game where I have been hysterically laughing with all of the multiplayer shenanigans that have happened! There are needed tweaks like with any early access game and I can confirm to everyone that the Devs are super active and very responsive to their community considering each and every idea from all players. A fantastic game play loop which leaves you wanting more, 10/10 must buy even at early access stage, its only going to get better! P.S - Yes, you can pet animals !
The concept is cool, but there needs to be some serious QA / polishing on the game mechanics. The days are too short, the boundary box for objects doesn't necessarily match the shape of the shop and makes it hard to rearrange without either deleting a shelf or playing tetris with your furniture. It's not clear who cursed you in between rounds (maybe intentional) which I think would add a sense of 'rivalry' to the mix. Some items are extremely expensive and because the days are short, take several days to gain a meaningful supply of. The witch that appears in between rounds look like she's made with AI and the voice lines sound generated, too.
demosuyla birlikte 15+ saatden fazla oynadık ekipçe oyunda parayı katlama ve eşya çeşitliliği çok az harita çok büyük farklı yerlere farklı mağazalar konulabilir black market buna ♥♥♥ guzel örnek
Trade Rivals – Goblin Age is a competitive shop-management game that turns economics into a lively, often ruthless social contest. Developed and published by Roog Game Studio, it frames commerce not as a quiet exercise in optimization, but as a chaotic battleground where cunning, timing, and a willingness to inconvenience rivals matter just as much as smart pricing. Set in a whimsical goblin-run world, the game embraces mischief and volatility, presenting a marketplace where fortunes rise and fall rapidly and no lead is ever completely safe. The core structure of each match is built around a limited number of in-game days, during which players must run their own shops as efficiently and opportunistically as possible. Each day begins with preparation: purchasing goods from suppliers, arranging shelves, and setting prices in anticipation of customer demand. Once shops open, the pace accelerates as customers flood in, reacting instantly to price differences, stock availability, and reputation. This creates a tense loop where pre-planning meets real-time adjustment, forcing players to stay alert and responsive rather than relying solely on long-term strategy. What elevates Trade Rivals – Goblin Age beyond a standard shop simulator is its emphasis on direct competition. Pricing wars are constant, and undercutting rivals is an everyday reality. However, the game goes further by introducing systems that actively encourage interference and disruption. Sabotage mechanics allow players to interfere with opponents’ businesses, whether by damaging their operations, stealing resources, or otherwise undermining their profits. These actions inject a layer of psychological warfare into the experience, turning every match into a mind game where trust is nonexistent and retaliation is always on the table. Randomness plays a significant role in shaping each run, helping ensure that no two matches unfold in the same way. Daily events, shifting supply-and-demand conditions, and luck-based modifiers can drastically alter the economic landscape. End-of-day choices, such as selecting powerful cards or bonuses that carry both benefits and drawbacks, add another layer of decision-making. These systems give struggling players opportunities to recover while also allowing leaders to press their advantage, creating a constant tug-of-war that keeps tension high throughout a session. Despite the chaos, the game remains accessible. The underlying mechanics of buying, selling, and pricing are easy to understand, allowing new players to jump in quickly. Depth emerges naturally as players begin to recognize how different systems interact, such as how reputation influences customer behavior or how timing a sabotage can swing an entire day’s outcome. Mastery comes not from memorizing optimal strategies, but from reading the flow of the market and the intentions of other players. Visually and thematically, Trade Rivals – Goblin Age leans fully into its goblin fantasy. The art style and presentation support the game’s irreverent tone, portraying commerce as a noisy, crowded, and morally flexible affair. The interface is designed to keep information readable even during hectic moments, which is essential given how quickly situations can change once shops open. The humor and personality embedded in the world help soften the sting of setbacks, making losses feel like part of the story rather than pure frustration. As an Early Access title, the game shows both promise and room for growth. Its core loop is engaging and distinct, especially in multiplayer settings where human unpredictability shines. At the same time, balance and pacing are ongoing challenges, particularly around comeback mechanics and how sharply certain events can swing outcomes. These rough edges are part of the current experience, but they also highlight the flexibility of the design and its potential to evolve with player feedback. In the end, Trade Rivals – Goblin Age succeeds by reimagining shop management as a competitive, social, and delightfully underhanded experience. It thrives on interaction, rivalry, and the joy of outsmarting opponents rather than perfecting spreadsheets. For players who enjoy games where strategy collides with chaos and where victory often comes from clever timing and bold choices, this goblin-driven marketplace offers a refreshing and memorable take on the economics genre. Rating: 8/10
Bu oyunu beraber oynadığım arkadaşlar bana Melih abuaf diyor
Definitely a must play game to play with you and your friends!
Don't trust a goblin. Loser.
Related
Related
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.
Related
| Fallen Seeds | $11.4K | 95 | 87% | $6.99 |
| Siegebreaker | $11.4K | 98 | 78% | $4.79 |
| Muddledash | $11.3K | 88 | 86% | $5.99 |
| Marble Race | $11.4K | 125 | 83% | $4.99 |
| The Holiday Story | $11.4K | 109 | 72% | $3.24 |
| Cyberfrags '69 | $11.3K | 135 | 99% | $4.99 |