Many visual assets, user interface buttons, and animations use temporary sprites or basic geometric shapes.
Tell me what you need to help you conquer the subterranean depths. Share public link
: Early reviewers noted that the game's content is currently very "thin." One player reported finishing the available gameplay in approximately three and a half hours Technical Issues
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: Players move through various rooms, corridors, and chambers. Each area presents unique challenges, from environmental hazards to enemy encounters.
Since this is , the game is in its raw, formative stages. But even in this early build, the foundation is surprisingly solid, brimming with potential and a distinct personality that separates it from the slew of generic fantasy roguelikes.
As an ongoing project at version 0.1, the game is in its alpha stages, meaning the foundation is laid and early adopters can get a feel for the core loop. Here’s what the early build offers: Many visual assets, user interface buttons, and animations
Giving players the ability to build spike pits, swinging blades, and rolling boulders to weaken heroes before they fight your goblins.
Fixed-perspective 3D meshes paired with unlit low-poly shaders to minimize hardware overhead.
Progression relies on an active loop of extraction. Players deploy miner units into procedural underground zones to extract basic building resources. These raw assets feed back into a centralized progression loop used to unlock advanced facilities, enhance the physical durability of fortifications, and modify base weapon values. If you delete a link, you'll still have
Most enemies in Version 0.1 move at the same speed as the player. If you take a step, they take a step.
Version 0.1 features a core roster of deployment assets modeled heavily after classical fantasy archetypes. Players select and field custom squads to guard specific nodes or clear out subterranean grids. Early builds categorize units by operational utility: high-range archers with minimal vitality pools, heavily armored frontline blockers built to absorb standard physical damage, and balanced dual-wielding skirmishers optimized for attack-speed scaling.