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Full Steam announcements and update articles for this title.
Greetings archers,
In this update, we focused on the issues most frequently raised by the community. You can find the main changes below:
Gameplay and Economy Balancing
Costs and late-game passive income scaling have been rebalanced to reduce long periods without meaningful progress.
Enemy spawn intervals have been reduced, allowing players to encounter enemies more frequently and maintain a more active combat.
The first Essence can now be earned earlier while the later Essence curve has been improved to provide smoother progression across multiple runs.
Upgrade buttons that are ready to purchase now use a darker background for improved cost readability.
Ascension and Long-Term Progression
The Ascension skill economy has been restructured so individual runs feel more rewarding while completing the entire skill tree remains a meaningful long term goal.
After unlocking Walking Tower, the game now directs players toward the next available Ascension skill.
The Ascension panel now displays the next recommended skill, its cost, currently owned Essence, missing Essence, and an estimated completion time based on current passive income.
Tactician now increases passive income for each active Swift Steps level.
Additional Multistrike arrows now also increase enemy Gold income, making Multistrike upgrades useful even when enemies are already defeated quickly.
Quest Board Improvements
Quest refresh time has been reduced from long daily cycles to a base interval of one hour.
The refresh interval becomes shorter as the Quest Board levels up and as quests are completed, down to a minimum of 20 minutes.
Quests now refresh correctly after their timer expires while the game is closed.
Quest rewards have been significantly increased and now scale more meaningfully with rarity, Quest Board level, and passive income.
Quest Board level requirements have been reduced to allow players to unlock higher rarity quest pools and related achievements sooner.
A new quest requiring players to maintain maximum Swift Steps for a period of time has been added.
The Quest Board interface has been redesigned with clearer quest cards, progress bars, rarity colors, reward information, current and upcoming rarity pools, achievement progress and refresh details.
Offline Earnings
The maximum offline earning period has been increased to 12 hours.
The previous large welcome-back panel has been replaced with a short, unobtrusive notification near the bottom-center of the screen.
Overlay Mode and User Interface
Some bugged overlay UI elements and menus now scale down properly while Fullscreen Mode remains unchanged.
Walking Tower and all of its archers are now kept within the visible Overlay play area.
The camera automatically readjusts when additional archers are purchased for multi-archer characters.
The Swift Steps counter has been reduced in size and repositioned to avoid overlapping other controls.
Hovering or clicking the Statistics button will no longer cause it to return to its Fullscreen size.
When backgrounds are disabled in Overlay Mode the gameplay area remains interactive, allowing players to aim and fire arrows anywhere within the game area.
Audio, Cursor, and Localization
Hover and click sounds have been restored across the main UI.
A new custom cursor has been added, including visual feedback when hovering over interactive UI elements.
All new and modified interface, quest and Ascension texts have been completed across every supported language.
Several missing or inconsistent localization entries have also been corrected.
Thank you for playing Goblin Attack and for sharing your feedback. This patch was shaped directly by the issues and suggestions reported by the community.
Have fun!
-Bodos Games
In this update, we focused on improving progression, making the game easier to understand for new players, and resolving issues reported by the community. You can find the main changes below:
The late-game economy has been rebalanced to provide smoother progression between Tier 4 and Tier 5. Upgrade prices, passive-income growth, enemy rewards, and progression gaps have been adjusted to reduce long periods without meaningful progress.
Character purchase prices have been rebalanced to provide a more natural progression throughout the game.
Enemy health and rewards have been reviewed and adjusted according to their difficulty and unlock stage.
Swift Steps and adaptive fire rate have been rebalanced to remain rewarding without becoming excessively powerful.
Melee attacks are now more reliable against fast-moving enemies and will correctly hit enemies caught within the attack.
Sneaklin theft notifications now display the exact amount of Gold and Essence stolen.
Shield-breaking, death animations, enemy identities, death movement, and reward behavior have received some minor fixes.
A new guided tutorial has been added to introduce the core gameplay loop.
Tutorial target highlights, button guidance, and scaling have also been improved for different UI elements and resolutions.
Ascension behavior has been improved to provide a more reliable fresh-run experience.
Character selection, camera adjustment, unlock states, building progression, upgrades, and purchase menus now refresh correctly after Ascension.
A new repeatable Ascension skill, “Ascended,” has been added. After unlocking every other Ascension skill, players can continue investing Essence to increase bonus passive income.
Ascension information tooltips now clearly explain what will reset, what will remain permanent, and how much Essence will be gained.
Daily and consecutive-day achievement tracking has been polished.
Duck defeat quests now track more reliably.
Quest generation has been improved to prevent occasional objectives involving enemies the player has not yet unlocked.
Quest Board progression and related achievements have been restored and corrected.
Several achievement conditions, descriptions, Steam API mappings, and incorrect icons have been reviewed and fixed.
Achievement and content unlock notifications have been improved to provide clearer guidance without repeatedly distracting the player.
Menu transitions have been rebuilt to feel smoother, especially when switching between panels of different sizes.
The currently open menu is now highlighted more clearly.
Menu attention indicators now guide players toward newly affordable or unlocked content and disappear after being acknowledged.
Tier navigation buttons have been added to the Upgrade menu, allowing players to quickly jump between Tier I–V.
Completed “Buy All Upgrades” buttons now remain visible in a disabled state.
Runtime hover information has been added to important mechanics while avoiding unnecessary tooltips on obvious controls.
A Hard Reset option has been added with a confirmation window. It resets progression without requiring a restart while preserving personal settings.
A Quit Game button has been added to the Settings menu.
Settings layout, duplicated elements, language controls, and Overlay/Fullscreen button localization have been corrected.
Statistics and other panels have been adjusted to avoid blocking the main menu.
Ultrawide scaling and Ascend button usability have been improved.
Romanian has been added as a fully supported language.
Arabic, Turkish, and other existing localizations have received extensive corrections.
Several camera, background, platform, and character-positioning issues related to switching between Overlay and Fullscreen mode have been addressed.
Background visibility preferences now remain active during area transitions.
Lucky Duck positioning has been adjusted specifically for Overlay mode.
Particle coverage has been improved for Overlay mode, ultrawide monitors, and different camera sizes.
Projectile handling and runtime effects have been optimized to improve performance and reduce menu and gameplay stuttering.
Thank you for playing Goblin Attack and for continuing to share your feedback with us. Your reports and suggestions directly help us improve the game, and more updates are on the way.
Have fun! -Your friends at Bodos Games
This update focuses on making Goblin Attack clearer, smoother, and more welcoming for both new and returning players.
A new guided tutorial has been added to teach the core gameplay loop.
The tutorial is clear, fully localized, and can be completely skipped or replayed after a Hard Reset.
The Statistics panel now includes a comprehensive Bestiary featuring:
Enemy names, icons, and total defeat counts.
Discovery and unlock information.
Detailed breakdowns of enemy abilities and mechanics.
Overall enemy rewards, health scaling, unlock conditions, and animations have been improved across the game.
Shield enemies now display much clearer shield-break and death behaviors.
Mushroom and various other enemy animations have been polished for a smoother look.
Rare enemies and late-game rewards have been rebalanced to ensure healthier progression.
Sneaklin now displays a clear warning when it escapes and steals your Gold or Essence.
Romanian is now fully supported!
Improved translations across all supported languages, including specific updates to Arabic upgrade descriptions and Turkish interface texts.
Added better tooltip information in the Ascension menu.
Improved menu highlights and purchase notifications.
Added clearer visual feedback for unlocks and achievements.
Improved Tier navigation for a smoother user experience.
Made save and progression behavior more reliable and stable.
Thank you for playing and for all your feedback. More improvements are on the way!
-Bodos Games
In this update, taking into account all the feedback provided since the demo, we focused on balancing in-game mechanics, improving the user interface experience, and fixing identified system bugs. You can find all the changes and fixes below:
The spawn mechanics and reward system for the Duck target have been rebalanced. The spawn frequency was adjusted according to difficulty, and the amount of earnings it provides was increased.
The technical issue with Sneaklin's gold-stealing mechanic has been resolved.
The issue where "Lightfoot Boots" and "Trailerblazer" upgrades conflicted and stopped working when acquired consecutively has been fixed.
Fixed the issue where the "Treasure Refinement" ability provided an incorrect amount of earnings.
The issue where Quest and Achievement detail panels flipped upside down by moving to incorrect coordinates when opened has been completely resolved.
Alignment issues causing resources (gold, etc.) to remain outside the interface boundaries at different screen resolutions have been fixed.
The colored frame notifications (active/passive) showing the purchasable status of abilities in the Ascension menu have been fixed. Purchasable and non-purchasable states can now be clearly distinguished.
The design of achievement notification windows has been improved, and the related visuals have been adapted to Steam standard sizes.
A sound effect was added to the purchase button, and new notification icons were integrated into the Ascension menu.
The calculation error causing the spent resources not to be deducted from the balance on the Ascension screen has been fixed.
Fixed the bug where enemy collision areas (Colliders) remained active after they were neutralized.
Slipping and axis distortions in the movement routes of Slime enemies have been resolved.
Design errors causing map layers to overlap in the second area have been fixed.
Positional gaps in map transitions and 1-pixel holes on platform floors have been closed.
The issue where dropped gold and loot were visually rendered over enemies has been resolved.
The issue of the Hit VFX disappearing too quickly on the screen has been resolved; a smoother and clearer transition animation has been added.
The issue of environmental objects with wind effects (trees, bushes, etc.) shifting upwards on the axis as playtime progressed has been fixed via material configurations.
Shadow visuals for the Horseman, Biga, Quadriga, and Tower characters have been updated and corrected.
Thank you for playing our game and sharing your valuable feedback with us during our launch week. With your support, we will continue to improve the game. Have fun!
-Bodos Games
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Goblin Attack, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Goblin Attack statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.