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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
I've updated the demo with the following changes: Bugfixes: - Victory/Defeat jingles played at wrong volume - Loading a map with preplaced warriors could cause loading to end premature - When placing torches radius could show unvalid locations (unreachable cor…
Goblin Colony is a 2D game with hand-drawn pixel graphics viewed from a top-down perspective (or a mixed top-down oblique perspective, I guess, if you want to get real technical). As everything on the screen is a flat image (sprites), there really is no concep…
Perhaps the biggest milestone has been reached;all maps are now done and the campaign can be played from beginning to end!There are 17 main maps and 3 optional for a total of 20 maps for the campaign.On top of that we also got the random map generator (virtual…
Good news! The game is actually at the state where I'm working on bosses.Naturally I want the boss battles to be big and exciting events but usually in RTS, boss battles are just microing challenges. The boss unit has some AoE attacks that you need to avoid be…
There are over 200(!) patch notes since the demo build. This includes bugfixes, balancing issues and additional features.I've done about half of the campaign so far, so about 7-8 maps more to go.While the campaign maps are handcrafted, I've also been working o…
I got some great feedback from the demo. Thank you all for playing and leaving comments! It's been wild watching people play and reading comments. I read everything and try to respond to as much as I can. Based on some of your feedback I've decided on some cha…
Exciting news; the demo is done! Goblin Colony will be participating in the upcoming Steam NEXT event February 24 where the demo will be available for you to play! The demo consists of 3 levels. The first two serving mainly as tutorials and the last being more…
Super busy. Let's get to it: * I've added one more tutorial, this one focusing on combat. This was a pain to code as it contains lots of custom scripting. All in all the tutorials has over 70 scripted events (in comparison normal levels don't really have any a…
As a gamer I'm tired of all the buggy unfinished games released these days so naturally I want my own game to be as bugfree and polished as possible. As this is my first comercial release I want it to prove the quality of my work. Bugfixing isn't fun and can a…
Nobody likes tutorials but they are a necessary evil in order to teach the players how to play the game. Tutorials are also infamous for being tough to design and for a UI-heavy strategy game doing an "invisible tutorial" (ex: Half-Life 2 and Super Mario Bros …
Goblin Colony was originally set to be released 2023 but unfortunately this won't be happening. I won't bore you with excuses. The reason is simply that things are taking longer than I anticipated. I don't want to rush things in order to make arbitrary deadlin…
I'm currently working on the combat system which is the last missing piece of gameplay. This is perhaps the most complex system in the game since it involves multiple AI routines and pathfinding algorithms that need to work together. It's important to get righ…
Hello and welcome to the first dev blog for Goblin Colony! For those who don't know, Goblin Colony is developed by just one guy and that's me, Magnus. I'm doing all the programming, graphics, and everything else (including music and even voice-acting!). I'm ho…