Goblins of Elderstone brings a unique and chaotic twist to the city-building genre - it’s a Goblin Tribe Simulator! Nurture your tiny clan as it grows to stand against the other races and even the gods. Rule over the chaos and feed the growing goblin war machine by raiding dungeons and villages.
All Reviews:
Mixed (54) - 68% of the 54 user reviews for this game are positive.
Release Date:
Jan 9, 2018

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We believe that our game suits the Early Access model perfectly. We have been delivering Alpha versions to our backers since January 2017, and it has been an incredibly useful way in which to gather feedback and grow a great community that evolves alongside the game. We want to continue gathering feedback and growing our active and supportive community even more.”

Approximately how long will this game be in Early Access?

“Although its always hard to tell and very much depends on the feature requests and demands of the community we would like to only stay in Early Access for 6-12 months in order to focus on getting the game done. If however the community gets behind this game and keeps pushing us to new and greater horizons we would be encouraged to continue growing the game.”

How is the full version planned to differ from the Early Access version?

“Although it's always hard to tell, and very much depends on the feature requests and demands of the community, we would like to only stay in Early Access for around 6-12 months in order to focus on getting the game done. If, however, the community gets behind the game and keeps pushing us to new and greater horizons, we would be encouraged to continue growing the game.

How is the full version planned to differ from the Early Access version?

Although the core features are currently implemented, they still need some polishing, balancing, and a few extra touches. The final version will have more content in terms of:
- more gods
- more heroes
- more NPCs
- more Story Moments
In terms of features, the final version will have:
- improved regional gameplay
- finalized tech trees
- finalized balance”

What is the current state of the Early Access version?

“The game has been in development for over 2 years now and is currently in Alpha 4.0. We have been actively working with the community on our forums to constantly improve and update the game with their help and input. The game is entirely playable, but it still has a fair amount of bugs and balance issues to sort out. Most of the the core features are implemented but not final. In its current state, you can build a large village up to tier 3 buildings and their jobs.
There are various story moments and random events. Goblin AI and behavior in the village is already very advanced. The full season system is implemented. There are undead that threaten the tribe in winter, as well as starvation, freezing to death, and goblins rioting (which can lead to them burning down the village). The region map we plan to develop next. Heroes will be implemented soon. The god tech tree is still very simple. Then, finally, we will focus on the region map strategic gameplay layer of the game.”

Will the game be priced differently during and after Early Access?

“The price will increase slightly after Early Access, as we will have added a lot more features and content.”

How are you planning on involving the Community in your development process?

“We have been including the community through the Lost Goblin and Itch community forums, backer communication channels, Facebook and Twitter design voted challenges, and our subreddit discussions.
We plan on continuing the conversation on our new web forums and the subreddit.”
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Recent updates View all (11)

September 30

Alpha 9.0: Spring Cleaning now live!

Greetings clan!
It sure has been a long time since the last update! Always feels like time flies by us way too fast however. Spring is upon us here in the southern hemisphere and Elderstone needed a good old spring clean as well. This update we put a priority on cleaning up more of the UI - a process we started with the needs and goblin UI changes we made last update - and also diggin deeper into our navigation and pathfinding bugs that cause us all so many headaches.

The needs wheel has been swapped around showing what the clan has and needs much more clearly now.

Although it's still not perfect (and will take a long time still to get closer to perfect) you will find your goblins are much more responsive to jobs and will get stuck or go braindead a lot less often now.

We also made several visual improvements to the snow, water and forests that you will hopefully like.

Our new pine forests have a lot more charm now

The game start has had an overhaul - now the game will start paused and give you time to look for an ideal starting location before placing your campfire. The inventory in the UI now shows the total resources in your village more accurately and new job priorities have been added to the job management window to further help you control your growing tribe.

Several balance changes have also been made to the game, the most significant of which is a change to what goblins burn for firewood. They will now require logs instead of sticks to keep the goblins warm and cozy in their homes and at the campfire.

This update therefore does not have too many “shiny and new” features but instead should be more robust and nicer to play. We always have this battle between wanting to put in new feature and focusing on improving what we already have, so we hope you are happy with the new update and we look forward to doing smaller updates going forward where possible to keep things interesting as well as improved.

Thank you as always and good luck with your villages!

Patch notes:

New Features:
-Added some noise to the snow so its lies less evenly on the ground.
-Added new tiles to the grass biome for the outer edges.
-Updated art assets (pine trees, elder trees, goblin uniforms, flowing water and better still water)
-Cloud cover changes when snowing.
-Added random loading screens.
-New Lost Goblin logo/intro.
-Clan needs UI that is opened from the Warrens has been majorly overhauled to better explain and detail the new goblin needs changes.
-Updates to the tutorial and beginning village placement for easier understanding (also starts the game paused).

Balance Changes:
-Goblin needs/desires for resources are now only activated once the certain buildings are built, these resources are no longer displayed in the inventory screens until the tech level is reached.
-Added in new job priorities that can be set for hauling/construction/stoking fires.
-Changed fires to burn Logs instead of Sticks.
-Made the priority for the delivery of Logs to the campfire change based on the temperature.
-Snow now stops falling prior to start of spring.
-Trade Hall now costs logs instead of sticks.
-Logs are now gathered faster and are more abundant for the woodcutter to gather from trees, Planks cost less to make.
-Global Inventory UI will now include resources that are currently being stored in work buildings and warrens (but not including those used by crafting jobs)
-Task to take the wood from the woodcutters hut to the storage has a higher priority now.
-Pausing or stopping crafting of a resource at a crafting building will mean that the resources for that job will stop being delivered and will reduce the villages need for it.

Bug Fixes:
-Fix for the goblins considering the wood at the warrens that's used for warmth while sleeping, meant there was warmth/fuel at the campfire.
-Fix for full resources icon not being displayed correctly on all buildings.
-Changed the Job priorities menu so the top resource row is fixed in place.
-Updated the level generation system to allow us to force Iron and Stone mine nodes to spawn if there was none available.
-Fix for buildings not crafting second tier craftable items.
-Fix for the camera behaviour while the game is paused, also how building placement physics is updated while paused.
-Did a physics pass on the level removing much of the objects the camera was interacting with, allowing for a smoother camera, but also adding more chances of clipping models.
-Fixed Wraith material to not take snow during winter.
-Campfire lights will no longer turn on at night without an active fire.
-Skeleton HP bar moved to correct position.
-Shade meshes below trees will now spawn in correctly after loading a save file.
-Fixed a drag and drop issue when choosing a Hier when your King dies.
-Story moment issue where resources which should have been taken, were being given is fixed.
-Job Priorities not being active in the menu after you changed a goblin back to a peon is fixed.
-Fixes to how we calculate the resource distribution during level generation

1 comments Read more

July 24

Alpha 8.0: A New Winter - now live!

Hey all you wonderful goblins!
A new winter has arrived in Elderstone and it's prettier than ever!

We have been super hard at work and outdid ourselves yet again with the biggest update to the game yet, even bigger than the previous update. All the suggestions and feedback and bugs reports have been taken in an listed and although we obviously can't address every single issue with each update, we certainly are working our way through them. A few key highlights we have added in this new Alpha are a brand new and much improved UI for the goblin stats and moods, these should be much more clear to you now and will help you better understand what affects the goblins’ mood and behaviour.

Goblins now also all have randomised faction attributes known as the WTF levels. These are levels in War, Trade and Faith and influence the goblins stats in various and important ways. High War attribute give a goblins more hit points and damage, while high trade will make the goblin a harder worker and a high faith score will mean more healing and magic if they are assigned to faith jobs such as priest and shaman.
On top of that goblins can now occasionally be born with traits that affect them in either positive or negative ways. These traits include “lazy”, “berserker”, “worker” and some other with more to come.

The big new art upgrade is a new snow shader and particle system. Winter will now look even better with falling snow and the snow slowly collecting on the ground and on all the buildings and rocks and terrain. The goblins also make deep paths in the snow as they wade through it. We worked really hard on making this look nice and still be performant so we hope you enjoy this updated winter look - more improvements like this will come over time.

Some of the smaller but equally important improvements include new loading screen hints to help you, slower day and night to give you more time to prepare for each winter, lots of small balance changes to make the beginning of the game easier and many more small changes.

We have fixed a lot of bugs and goblins behaviour issues and improved performance overall. Of course this is still Alpha and there will always be bugs and issues as we develop the game, every time we add new features or improve something, there is a risk of breaking something else, this is how development works and we will keep doing our best to make sure the bugs are low but also not stop from pushing forward and adding exciting new content and features.

I want to take a moment to thank our amazing community of fans, players and testers, especially the clan on discord who have been invaluable in providing feedback, suggestions and bug reports. Please join us there to help us if you haven't already and make some wicked new friends.

New Features:
- Added Goblin Traits which change a goblins job stats and can affect their moods.
- Random faction levels, the goblins are now born with predispositions to War, Trade or Faith based roles. ( WTF levels xD )
- Update to the Goblin Stats menu to reflect the previous changes and more easily get this information across to the user.
- New path following setup for goblins. Should be less stuck goblins and smoother movement.
- SNOOOOW!!! Snow Drifts during winter + snow particles.
- Added loading screen hints.
- Grass and Post Processing changes to improve framerate.
- Improvements to the Goblins perception and reactions to enemies.

Balance Changes:
- Increased the time of a daynight cycle from 300 to 400 seconds.
- Increased the number of goblins in a warrens and grandhall to 10 and 12 respectively.
- Important notifications will now slow down time to normal speed.
- Scavenger Hut and War Hall now requires Planks.
- Temple now requires logs so you can built it earlier
- Faith Hall now requires Cloth.
- Brewery now produces Ale also (from Berries)
- Council goblins no longer need Meat
- Productive Condition now reduces Laziness, several other small balance changes to conditions.
- Tool needs reduced on goblins by increasing their lifespan.
- Tutorial no longer on by default + Tradehall moved to be last in the chain.

Bug Fixes:
- More rebalancing to the breeding values for goblins, Copperface also now offers Fertility instead of Moneybags as his neutral god power.
- When a goblin successfully burns down a building all rioting goblins gain the catharsis buff.
- Temporarily removed the End of Season report while we give it a revamp.
- Fixed building resources to not change colors.
- Fixed the sleeping icon to not stay present when cycling through goblins.
- Fix for goblins not going all the way up to buildings to interact with them in some cases.
- Updated the Clan Create screen to reflect the new traits and show more of the relevant goblin stats req to select a goblin for your tribe.
- Fixed some news feed text colors.
- Crash fix from loading a save with a Goblin Under Attack notification active.
- Buildings can no longer be placed on inclines.
- Updated collision volumes on some trees which were not blocking building placement correctly.
- Increased the frequency paths/walkways are generated to more likely have the displayed path equal the final result.
- Updated multiple items tick functionality so that building placement while paused works correctly.
- Several updates to sound volumes.
- Fix for a crash from one of the story moment results.

Coming Soon (some not so soon):
- More buildings and resources
- Improved needs and feedback for not fulfilling needs
- More enemies
- More gods
- Region map gameplay with raiding and traiding
- Heroes
- Diplomacy with other races and the gods
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“I just have an uncontrollable NEED to play this game!”
Goblins Comic

“Goblins of Elderstone shows all the signs of a fun and unique strategy sim with the chaotic goblins sealing the deal for me”
Play Nice Play Now

“Goblins of Elderstone looks absolutely fantastic. Cute characters, vibrant, low-poly art style, packed with features”
Orange Bison

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About This Game

Goblins of Elderstone brings a unique and chaotic twist to the city-building genre. It is more than just a city builder - it’s a Goblin Tribe Simulator! In Goblins of Elderstone, you will nurture your tiny clan as it grows to become an awe-inspiring tribe, capable of standing against the other races and, perhaps, even the gods. Rule over the chaos and feed the growing goblin war machine by raiding dungeons and villages.

The gameplay is inspired by the Anno games, Banished, Stonehearth, Rimworld, and the Settlers series, but it is still very much its own legend. We love goblins, and believe that they are underrepresented in games. They deserve a city builder of their own! We have so many great ideas to add to the genre, and we would love to share the experience with you during Early Access. We hope you agree that goblins are awesome and don't always have to be the villains - unless, of course, you want them to be!

In Goblins of Elderstone, the choice is yours. You can use your wisdom and industrious nature to create a trade empire. You can be the divine chosen one and lead your tribe to glory through the power of your faith in the gods. You can be a conqueror and show the world the might of your goblin forces. This is your tribe, and it is whatever you make it!

  • Free-form city building - 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.
  • Large resource and crafting tree - With over 30 different resources that can be gathered, crafted, traded, or stolen, your goblins will always have plenty of work to do. As a result, it’s worthwhile to invest in a few Enforcers to ensure they keep at it!
  • Clan, World, and Divine politics - Use a combination of fast-talking, gift-giving, violence, and just the right amount of threats to keep your clans in line. Failure to do so will likely result in a fair amount of murder and potentially the destruction of your entire village. However, diplomacy doesn’t stop there. Other races, and even the gods, can be convinced to do your bidding.
  • War, Trade, or Faith - Whether you choose to trade in violence, commerce, religion, or a combination thereof, the world will be shaped by your actions in some way or another.

  • Scout, Raid, Trade, or Pilgrimage - Goblins aren’t really the patient, caring type. That’s why they’re better at setting fire to farms than actually growing anything. Therefore, as your tribe grows, you will need to send special teams of goblins out to explore surrounding areas in search of wealth and glory. How you deal with what you find is up to you. Will you raid and pillage the region, trade with other cities, or send Spiritual Treks out to holy sites to gain favor with your gods?
  • RPG story moments - Elderstone is never a dull place. There are many unique tales to unravel in this twisted land. Deal with traveling strangers, evil overlords, cunning dragons, and even benevolent gods. With the writing talents of Edwin McRae backing the project (writer on Path of Exile, Bloodgate, and other amazing games), you know you’re in for quite the ride.
  • Defend your tribe - Danger lurks around every corner. Defend your tribe from roaming monsters, pesky adventurers, and enemy raiding parties. Do a good enough job, and you can even retaliate with your own!
  • Friends and foes - You share this land with a multitude of other races. Squishy humans, stuck-up elves, grumpy dwarves, and smelly orcs are all out there somewhere. It’s probably best not to outwardly display your disgust with them, though, as that tends to start war. If you’re willing to put up with them, and maybe exchange a few pleasantries, you could make some friends.
  • Interesting characters - It’s not unusual to run into a few strange individuals as you explore the world. They all have their stories and motives. Some seek adventure, some may request a helping hand, and others might just be in the market for a new goblin tribe to enslave. Be ready for anything.
  • Total world domination - Become the ultimate ruler of Elderstone by controlling critical regions on the map. Fill empty dungeons with your warriors to protect their riches from thieving adventurers, leave trade envoys in neighbouring towns to expand your trade empire, and pray to the gods at monoliths to bring destruction upon your enemies.

Music by Hyperduck Soundworks

Our beautiful music is being crafted by the incredible award-winning team of Hyperduck Soundworks!

System Requirements

    • OS: Windows 7 64-bit
    • Processor: Quad-core Intel or AMD processor, 2.5 GHz or faster
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 680 GTX or AM DHD 7970/ R9 280X
    • DirectX: Version 11
    • Storage: 400 MB available space
    • OS: Windows 10 64-bit
    • Processor: Quad-core Intel or AMD processor, 2.5 GHz or faster
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce 960 GTX or AMD Radeon R9 280X
    • DirectX: Version 11
    • Storage: 400 MB available space

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