
Steam news
Full Steam announcements and update articles for this title.
It's been way too long since we've done one of these, so I thought I'd let you all know what we've been up to and some of the things you can expect in 1.0!
For the past months we've been hard at work at getting Pit of Goblin to a 1.0 state. It has been a bit more work than anticipated (classic game dev saying) but we've have been some great progress the last month or so! We've re-written almost all code in the game to make it much more stable and more suited to handle all the new 1.0 features.
So without further ado, here are some things you can expect in Pit of Goblin 1.0 launch!
(Note that these images and features are work in progress too, things are subject to change!)
With a new look, thumbnails for items and categories that can endlessly scroll, we hope this will be much easier to navigate and use than the previous version of the system! (Plus an upgrade to four accessory slots!)
Achievements is coming to 1.0! Many achievements reward you with a cosmetic unlock for completing them. Many cool items to be earned here!
What was that item I just now discovered? With the new journal system it will be easy to track your progress over what you have discovered in the game so far!
New depths mean new places to explore!
Look at the lad!!
... And more stuff!! (... Most likely!)
We are aiming to release Pit of Goblin 1.0 later this year!
OH! And a fun note!
We just released a time-limited PIT OF GOBLIN Demo on Xbox Series X|S!
If you wanna try out the game on a console, feel free to give it a whirl! The Xbox Demo also contains some features from this upcoming 1.0 update, like the new Character Customization system!
Q: Why do these features appear on Xbox before Steam?
A: We had use our latest branch of the game for Xbox, because it is the most optimized. We are targeting 60 FPS and older versions of the game was just too choppy on a console. We initially wanted the demo to not have these new features, but it was more time consuming in the end to just rip 'em out just for a demo's sake, plus the game just felt weaker. In the end, we want players to enjoy the game so we felt that a stronger demo was in everyones best interest.
All the new stuff that appears in the Xbox Demo is coming to Steam in the 1.0 Update, we just want it all to be collected in one big juicy update instead of smaller patches. We think that this will feel more impactful and bring more players back to the game. We apologize for the inconvenience and thank you again for being so patient with us! We are gonna do our best to deliver an amazing 1.0 Update!
Hello everyone and welcome to the (mini) Cosmetic Surprise update! This is a small update with some additional cosmetic items we want to present to you while we work on the bigger 1.0 update.
We also launched a Player Feedback Survey in this patch. We want to know a little about your experience playing the game. We’d love it if you took the time to fill out the survey for us. Link can be found in the main menu of the game.
In this patch we also tried something new: Hats! How do hats work? They go in the Hair Style slot and can be re-colored the same as hair. Hopefully it doesn’t look to goofy haha. Anyways, here are the full patch notes!
New content
4 New Chest cosmetics
3 New Hats (!) under the Hair Style selection!
3 New Feet cosmetics
8 New Skin colors
7 New Hair colors
New additions
Added a FOV-effect to sprinting for increased feeling of speed. Woosh!
Bug Fixes
Fixed bug that where the new FOV slider made other FOV effects not work. Whoops!
Here comes another little bug fix and tweak update that fixes some important issues! This patch is mostly bug fixes, we’re working full force on new content for the next big content update that’s coming in the future :D In the meantime we’ll keep making important fixes and improvements along the way.
Hope you enjoy, and thanks for playing!
Additions
Added an FOV slider to the settings. This has been a much requested little feature so we put some priority on it.
Bug Fixes
Goblin Guards are now shown as goblins on the map instead of enemies.
When a client placed a cog in the machinery, it would show up as 2 cogs inside each other, this has been fixed.
Rewards would not be saved when quitting the game after feeding. The game now properly saves all reward chests so you don’t lose anything.
The little feeding bucket in the feeding area that shows up in the In Between and when feeding King Queen no longer loses any item left in it when feeding is over and you left items in it.
When dying and restarting the game without going back to the main menu, the cog that is given as a reward from the first feeding of King Queen sometimes wouldn’t spawn. It should now always spawn after the first feeding. The cog reward is just a bonus that you get after the first feeding, not every feeding.
Changes
Improved some UI in the settings menu. Sliders now display numeric values for increased clarity.
Any item that is in a shop will now show its name and description when you look at it, instead of showing up as undiscovered. If you inspect items in the shop they will also be flagged as discovered so you can see their name and description when you find them as loot.
Time again for another little hotfix! Unfortunately the last patch, which was supposed to make cooking a little easier to do with a torch under the grill, accidentally broke the brazier under the grill. This hotfix is to make cooking work as intended. We've also had reports from people who are playing in other languages than english that the localized text doesn't really fit the size of the thing they are attached to in many places of the game. We've fixed a lot of that, now the game should look and read better when playing in another language than english.
We'll continue to make the game better, fix stuff, add new stuff, and tweak things, and we've also currently started working towards the next big content patch! We're overwhelmed with the positive feedback we've gotten from you, our community :D Thank you for playing and for reporting bugs, you're all helping us make Pit of Goblin great!
We've finished some more stuff we wanted to get out before the weekend, so here it is! Some new minor stuff, which makes gameplay nicer, some important bug fixes, and some balance tweaks. Have fun playing, and have a great weekend, all of you! Thanks for playing and enjoying the game :D
Additions
Added Camera Shake setting, in the settings menu. Camera shake makes some people uncomfortable, hopefully this helps!
Added a sign in goblin village near the big board explaining how to play that shows how the hiding feature works.
Added a sign in the King-Queen feeding area to explain more clearly that food should be put on the “dinner plate”.
Added an icon at the middle-bottom of the screen and sound effect that is shown/played when you are in hiding, that goes along with the full screen effect that shows when you are in hiding, to make the feature clearer. When you see this icon/full screen effect, you are hidden.
Added sound effects to the steam pipes that exist in certain dungeons.
Added cooking sound effect.
Bug Fixes
Fixed a bug that made players not able to put on new gear if they already had gear equipped and died in the bucket when it entered a level.
Food counter in the In-Between now properly show food values of corpses.
Food number in the bottom right of the screen now properly deducts the food value of corpses when they are eaten.
Fixed so that the Antiques Vendor’s (the vase “shop”) vases don’t fall over.
Changes
Changed a sign in the In-Between, that was under the potions in one of the shops. It now more clearly shows that the potions for sale are healing potions. The old sign was moved and put near the bowl you drop things in to sell.
Changed the sign in the feeding sequence, it now more properly shows that you should take the food from the small bucket container, to the big bowl in front of King-Queen.
Tweaked feeding bonus rewards.
Adjusted the bucket grills zone for when it reacts to someone holding a torch under it. It is now less janky to manually grill food.
Adjusted position of some things in dungeons that spawned facing the wrong direction or were clipping through objects/walls.
Tweaked food values of NPCs, Enemies and Players
Here's another hotfix! This one fixes an issue where Players would randomly die in the bucket. This one took us some time due to it being a bug in the networking library we use, but we think we managed to fix it!
There are more fixes and tweaks and additions coming soon, but we thought this one critical enough to get out ASAP :)
Thank you all for having patience with us while we fix the bugs, and thank you for playing!
Our community made us aware of a critical bug that could happen in certain circumstances during the feeding stage, where it would soft lock forever, prohibiting the game from continuing past feeding. This was caused by the King Queen trying to pick up an item that no longer existed. This should now be properly handled!
In the meantime we're also working on future content patches and coming minor patches with tweaks, bug fixes, and smaller additions to the game, we just wanted to get a tiny patch out to address this critical issue.
Thank you everyone for playing and helping us make the game better by reporting bugs and giving feedback :D
Time for a bit of a chonkier bug fix patch, our amazing community has helped us by reporting a lot of bugs, we’re doing our best to fix them all! Here is a patch to address a big chunk of the reported bugs that we deemed most critical, plus a few goodies :) More to come in the future!
Additions
Added a new hairstyle, as thanks for your patience as work on fixing bugs and issues!
Bug Fixes
Fixed bug that caused a lot of network lag.
Fixed bug where the map in the bucket would stop working and the game started to act weirdly in general.
Fixed bug where players would forever be in spectator mode if they joined a game while the players were in a dungeon.
The game would be soft locked if a player joined a game just as the bucket changed level. We fixed this by making sure the connecting player is not approved for connection until the bucket has finished traveling.
Alive enemies would come with you in the bucket, to the next level. Which of course wasn’t intended, we’ve fixed this and they will now despawn when the bucket changes level.
Players reported that they sometimes get blasted into oblivion by the revolving door teleporters when going into dungeons. We haven’t been able to reproduce this on our side yet but we’ve added some code that we hope help mitigate this problem. If it still happens for you, please let us know!
Players could die if they were being held while alive and being taken through a teleporter, this has been fixed.
The crucifix/ward would stop working after killing one Ghost. It now works properly and can kill a lot of Ghosts
You could hear your dead friends when emoting and ragdolling, no more! Now you only hear other dead people when you are dead as well.
Rats could break items that were in a backpack if they stole a backpack. They now properly steal your backpack without breaking the items.
Rats sometimes had problems finding some items when they were supposed to, meaning they would ignore them instead of stealing them. They’re now better at finding your items!
If you dropped an item to a guard, they would take it, and not drop it when you kill them. They now properly drop any items they have stolen from you.
Rats caused some errors if you were fighting them in the bucket and travelling, this is fixed.
You can no longer place dead goblins in the cog machine!
Snatcher babies would not properly attach to the ceiling with their parent, this is fixed.
Fixed bugs with the feeding stage where the King Queen wouldn’t eat corpses if they were already full. King Queen will now eat everything in the big food bowl.
Fixed some other bugs surrounding feeding to make the whole experience a bit smoother.
Fixed an issue where secret rooms in Crypts would spawn a brazier that would end up half inside a wall
Changes
Cheese gives more health when eaten.
New sound effect and visual effect when equipping a piece of gear, to make it more understandable that the gear is equipped and not destroyed.
Added a new visual effect for when installing a bucket upgrade in the bucket.
Bucket Upgrades in the in-between now have the name and description revealed when looking at the upgrades before you buy them, so that you know what they do.
Skeleton Warrior longer cooldowns between attacks against the same target
Tweaked loot of some enemies.
Mine carts have been sped up.
Increased health of Crawler
Minor graphical tweaks in dungeons.
Tweaked how you hold Snatcher, so that it faces you.
Tweaked how you hold Item Pouch, Toolbelt and Weapon Sling, so that it faces you.
Fireflies hunting speed reduced ( should be easier to run away from now )
Changed enemy spawns Knight, Rogue, Ghost, and Mouther no longer spawn on the first floor, and fireflies no longer spawn in the entrance area of dungeons where the bucket is.
Hotfix 0.7.5 had a critical error in it, we're really sorry about that! We've fixed the error that was caused in it and re-releasing it as 0.7.6 with some additional fixes.
We think that we have pinpointed the thing causing people to spawn outside of the bucket. It was caused by having V-Sync turned off and having a very high frame rate, causing unstable physics simulations. For now we have fixed it by limiting the framerate of the game to 165 frames per second, and we're looking into making a more solid solution going forward, but for now this should fix the issue.
Changes:
Bucket upgrades now have their name revealed and a description, in the bucket upgrade store. Making it more clear what they do before you buy them.
Limited frame rate to 165 frames per second.
Fixes:
Players could spawn outside the bucket and fall to their deaths, this should now be fixed. If it happens to you after you've downloaded this patch please let us know!
Character customization goblin in the main menu was all wonky with weird ankles, it should act like normal now.
When dying and starting a new game, sometimes the HUD would disappear and not come back until you ragdolled. Squashed this bug as well!
Fixed an edge case error that could happen when saving
Time for another hotfix to address some bugs!
Players could spawn outside the bucket and fall to their deaths, this should now be fixed. If it happens to you after you've downloaded this patch please let us know!
Character customization goblin in the main menu was all wonky with weird ankles, it should act like normal now.
When dying and starting a new game, sometimes the HUD would disappear and not come back until you ragdolled. Squashed this bug as well!
Fixed an edge case error that could happen when saving
Sometimes an oopsie slips through the cracks when you're patching the game, this is one of those times. This hotfix fixes an error that made destructible things like boxes, vases and skeleton corpses not be destructible. They are now once more possible to destroy!
Sorry for the inconvenience!
Time for the first hotfix after the big patch! This is a minor hotfix patch that fixes one kind of critical but rare bug, and some to get rid of a bit of jankiness.
Bug Fixes
Fixed a bug causing players to be able to fall through the world on very rare occasions when stepping through a teleporter. Some dubious math caused the teleport destination to be a tiny bit off in cases. The math has been made less dubious and should properly fix the issue.
Ghost image effect wasn’t properly triggering when near a ghost. It now happens as it should again, and hopefully gives the players a bit more of a scare.
Knight would take out their sword at the wrong stage of their behaviour, making them pick you up while having a sword in their hand. They now unsheathe their sword at the later proper stage.
Fixed a networking bug where an enemy spammed network messages, using up a lot of bandwidth.
An optimization for corpse physics had the side effect of causing them to stretch and act wierdly in certain cases. We’ve reverted that optimization for now and will look for better ways to optimize.
For clients, some corpses in the feeding bucket would stand and look alive, even though they were dead. They should now work properly.
Fixed a bug where corpses would spawn their inventory on the ground.
Adjusted colliders on certain dungeon pieces to make sure goblins don't get stuck.
What’s this? Another Secret Update?! Indeed!! This update is of the minor variant but it contains a lot of under the hood improvements we had to make in order to pave the road for 1.0! My goblin dad always used to say that you can’t build a skyscraper on a shaky foundation. Actually he didn’t really ever talk much but ANYHOO, we still have some fun stuff in this patch like a huge improvement to character customization! Read on further below for the full details!
Feature Highlight: Goblin Characters 2.0
Goblins have been improved! Now they feature mouths that move when you do!... Move your mouth, that is, by talking through voice chat! Yes! Your player goblin animates their mouth when you talk now!
Goblin eyes now feature pupils that look at different things, making them feel more alive!
The animation system for goblins has been completely reworked. Players now have more clean animations where upper and lower body animations can properly mix when for example running and grabbing items, or crouching and grabbing items. No more feet sliding on the ground.
New expanded animation sets for the goblins, like 8 directional crouching ( instead of the old 1 directional ).
Rewritten layouting system for items held and worn by goblins. You can now see gear attached to you in first person, and our cosmetics are also visible on your body in first person.
The different camera views ( first person, third person, spectate ) have gotten a general touch up making them feel more in line with each other and less janky.
Feature Highlight: Character Customization 2.0
You asked for it, we delivered! Character customization has been improved across the board!
Improved character customization menu
New customization slots; Eyes, Eye Lids, Horns, Torso, Legs, Feet and Accessory Slot 1 and 2!
Additional cosmetic options available such as new hair styles, torso, leg and feet options
Randomize button! Perfect for when you aren’t feeling creative or just want to see what sort of characters are possible
Presets! Save your creations in three available slots and quickly swap between characters
Share your creations by pressing CTRL-C in the Customization screen. Other people can then copy this text and press CTRL-V in the Customization screen to get that cosmetic setup!
Feature Highlight: Emote Wheel
Hold Middle Mouse Button to open up the Emote Wheel! Select between different emotes and express yourself!
Feature Highlight: Overfeeding
Feeding the King-Queen more food than required to survive will now net you extra rewards!
Three tiers of rewards are available. The reward chest will be presented to you after the feeding!
Enhancements
A fancy intro has been added to the start of the game, to give the players a better sense of what their purpose as a goblin is.
All ragdolls have been remade from the ground up and the physics have been tweaked for a better, more stable experience.
Being grabbed by the Knight should now be less janky due the rewritten physics and ragdoll code along with other bug fixes in the Knight code.
Corpses have been rewritten from scratch to make them less likely to do weird stuff, like jitter like crazy or duplicate.
Outline for goblin corpses and the Backpack has been greatly improved
Added custom positioning for all items in the game when they are on the backpack or on the item rack. They should now be placed less chaotically and look more organized.
New sound effects for various enemies
The Revive Altar has gotten a little love and now plays a visual effect along with a sound effect whenever someone is resurrected by it.
The Ward has also gotten a bit of love and now emits a droning sound and a light when near something that it has an effect on, and explodes in a violent fashion when a ghost ghost too close
Rewrote inventory system for enemies, making it more stable, and allowing us to do a lot more fun stuff with it in future patches.
… And many other under the hood improvements!
Changes
NPC Goblins around town have been updated with the new features and cosmetics.
NPC Goblins behaviours tweaked, and some bugs fixed, making them more dangerous foes, if you decide to attack them.
Which players are eaten by the King Queen when they haven’t gotten enough food is now decided by their distance from the King Queen.
Players standing in the feeding bowl will be eaten by the King Queen if they stand there by the time the King Queen starts eating.
Added Japanese localization.
Updated Enemies
Mouther: The endless chomper will now slow down and eat food that gets caught in its path
Fireflies: Speed and aggression has been tweaked to be less punishing
Ghost: Hiding spots now work against the ghost
Rogue: Less likely to get stunned from hits, making it a harder enemy in close quarters
Rats: Fixed bug where they could pick up more than 1 item at a time, and made various improvements to how they handle and drop items
Bug Fixes
Fixed various network bugs and optimized the amount of network messages synchronised between clients. Should give a smoother online experience.
Rats did not correctly network synchronize their eyes becoming enraged when attacked, this has been fixed and should now be visible by all players.
Fixed some sounds not correctly associated with the correct audio sliders in the game settings.
Fixed bug where items would in rare occasions fall through the bucket. This should now be properly fixed once and for all.
… And many other small fixes.
Season's greetings from the PIT OF GOBLIN team!
We hope the holidays are treating you well and that you all get a much deserved break from all the hustle and bustle in the world! In celebration of the festivities going on all around, we released this small update that adds some holiday decoration to the Goblin Village!
But that's not all! Don your goblin with a santa's beard, hat and other fun cosmetics! Also I heard that there is some sort of snowball arena near the village now... I wonder how you reach that?... Anyhoo, happy holidays everyone!
Patch 0.6.3 fixed a lot of bugs but also accidentally introduced a new bug where the bucket elevator lever would become unusable if a player was resurrected when their corpse was in the bucket elevator, oopsie! This patch is a hotfix to fix specifically that issue.
Time again for a new patch! This patch contains quite an amount of bug fixes. This patch took a bit of time to get out to you, because we decided to rewrite some systems in the game to increase stability and to reliably fix a number of bugs for corpses and to make it easier for us to implement future features we have planned for the next big content patch. Thank you all once again for playing, and we hope you’ll enjoy this patch!
Changes:
Localized text on items no longer default to “???” or “Hmmmm…. “ when playing in a language that is missing localized text for items. It will default to the english localization. Proper localization for all supported languages is coming in future patches.
Goblin guards hit faster and have had their range slightly increased
Goblin NPCs now only get their attacks interrupted if they get knocked down (ragdolled)
Bucket elevator safe area where items are safe for bucket travel has been slightly increased so that items don't despawn when placed in certain non standard places of the bucket elevator.
Game now also saves the session when entering “Dark Burg”.
Interacting with the backpack is now sorted by distance, you no longer interact with items or item slots through the mesh of the backpack. Should feel more intuitive and easy to use the backpack now.
Available coins now visible in UI when near any shop.
Bug Fixes:
Bug that caused some players to be invisible to each other should hopefully be fixed.
There was a chance enemies or rat dens would spawn inside the bucket, this has been fixed and will no longer happen!
Fixed an issue that caused fireflies, slimes and snatchers(bat) to sometimes spawn on top of a player, they will now spawn correctly away from players.
Rats couldn’t correctly carry backpacks, this has been fixed, now the little rascals can run away with your backpack.
Rats had a bug with their inventory causing them to not correctly retreat to the rat den after picking up an item. This has been fixed and they will now start retreating as soon as they pick up an item.
Rats rage effect ( red eyes ) did not correctly synchronize over network. This has been fixed and all players should now see their red eyes when they are enraged.
Lantern attached to backpack would point in the wrong direction, this has been fixed and the lantern attached to the backpack lantern slot will now point forward illuminating the way for the carrier of the backpack.
Fixed error with carrying corpses that would cause player inventory to stop working, essentially soft locking the player.
Fixed duplication bug that happened if 2 players picked up a corpse at the same time, corpse duplication should now be impossible.
Players can no longer accidentally carry their own corpse when they ragdoll and press the pickup button.
Corpses now retain their original scale after being carried and dropped. Some larger corpses would previously become smaller.
Spectator camera when being carried alive no longer jerks around a lot, should be a lot smoother.
The hole in the floor in the lower floor of “The in-between” has been filled in.
Spawn position after the feeding sequence is done has been moved so that players don't spawn inside a guard and get punched immediately.
A lot of networking code has been cleaned up and rewritten, which should fix a bunch of invisible errors that happened and provide a smoother experience.
… And a lot of minor fixes.
The feedback we’ve gotten for the ‘Patch of Goblin’ update has far exceeded our expectations and we are so happy to see people enjoy the new content. We’re working hard to make sure we can bring you a good experience, therefore it’s already time for the first minor patch for ‘Patch of Goblin’ to address some of the issues that have been reported.
Bug fixes:
Fire now causes aggro, goblins WILL attack you if you set them on fire!
Corpses can no longer be set on fire, no more perpetual corpse bonfires when multiple corpses were on fire next to each other
The bucket now has navigation in the lobby, meaning hostile goblins will follow you into the bucket
Corpses that had been carried and dropped no longer show up as idling creepy goblins for players joining afterwards
Avoidance has been added to goblin NPCs, they will no longer bunch up into each other when chasing you
We’re proud to announce our latest and biggest content patch “The Patch of Goblin” that we’ve been working very hard on the last couple of months. This patch brings an overhaul to several systems of the game and a lot of new content based on feedback we’ve gotten from our community and all the testing we’ve done since the release of Pit of Goblin. We hope you’ll enjoy everything that this patch has in store for you, and thank you for playing!
Players can no longer travel in upwards direction using the bucket, we must go deeper!
Instead of returning to the Home Base between trips, Players now arrive at the In-Between
Travelling into the Pit overhaul! Now it is easier to continue down into the depths without going all the way back up.
New area: The In-Between! Stock up with new gadgets and gear between trips and store collected foods for our beloved King-Queen!
Players may then choose to delve into a dungeon on the same depth, or go deeper…
There’s now always 2 trips before feeding, instead of the first one being 2, and the rest being 3.
New area: Somewhere in the depths, rumors about a secret village for the lost and found, with rare vendors…
The shop district has now been uh, slightly reduced in size!
The Low status Goblin area of the Home Base has been opened up! We can go there and hang out with NPCs with the same rank as us!
Goblin NPCs can now be attacked. But we would never do that, would we?
Actually, what do they carry in their pockets?
Goblins NPCs can now respond to being attacked. Uh-oh…
Shopkeepers can also be attacked… Be wary of the consequences!
Goblin Guards might uphold the peace if they feel like it
The feeding grounds and other various parts of the base have received some visual updates
Added more signs explaining how the game works
New stealth mechanic: Hiding spots!
Players can now Hide under tables, inside barrels and certain bushes among other things!
This is convenient when you do not wish to be attacked by enemies or wish for them to target your friends instead.
New Mechanic: Dive! - In a desperate situation - Attempt to throw yourself out of harm's way with F (by default)!
Ragdolled Goblins can now be picked up and carried!
This even works on some enemies
A Player being carried can break out by using Spacebar (by default) after a duration has passed
Enemies that don’t like being carried will attempt to break free, so be careful
It’s easier to carry defeated things if you worry about them breaking free
Altar of Resurrection; carry a defeated friend here, whydontcha!
Defeated players are now revived with half health instead of full health, and lose their gear as usual
Defeated players whose body was retrieved to the bucket or resurrected revives with full health and gets to keep any equipment that they were wearing!
Vast Improvements have been made to all Dungeons
Dungeons are generally now smaller and much more consistent in size
Dungeons are now more packed with things to interact with, break or hide in
Action happens much faster, whatever that means!
New level pieces have been added to the mix for every dungeon
Some dungeons have received a stronger identity or gimmick
New Combat Mechanic: Weak Spots!
Most Enemies and players now have weak spots assigned to them. Such as perhaps heads or big eyes but don’t tell anyone we told you that
Landing a Weak Spot hit with a thrown item or a ranged projectile grants extra bonus damage and makes it likelier for you to topple the target over!
Dungeons are changing every time, so do potions and mushrooms! You won’t know what they do until you try them out.
Dungeons, potions and mushrooms are now unknown by default
New and improved Combat Systems: Gear up for a fair fight! Combat and weapons have been tweaked across the board to give goblins a fighting chance. However, there are still enemies that are very strong…
Food items now restore health based on the quality of the food!
Inventory can be upgraded!
New inventory system: Pockets for Tools and Weapons have been added.
Improved enemy combat difficulty
Torch duration is now displayed in the interface
Dynamite fuse is now displayed in the interface
Remaining Potion sips is now displayed in the interface
Rebalanced Health & Stamina
Rebalanced Player Speed & Sprinting
Improvements to “Adrenaline System”
Enemy and Ally hurt hitboxes have been reworked to represent the visual representation much more closely in all aspects!
The hit detection of Attacks have been reworked, vastly improving stability and how it feels to hit things.
Attacks have been simplified and improved and thus no longer have a Light/Heavy attack depending on holding the button down
Weapon Durability across the board has been tweaked for sturdier weapons
Improved tutorial signs in the Goblin Village
Rebalanced Gambling mechanics
Locked chests actually show a physical lock on them now. Bring a key!
You can now smash inanimate skeletons on the ground to find loot
Item tooltip now shows descriptions!
More accurate network synchronization of ragdolled bodies
The fire system has gotten more love, more stable than ever!
General network performance improvements
Less breathing sounds when stamina is low
Adjusted the way goblins hold some specific items
New settings
Toggle sprint / crouch
Invert look
The Knight finally draws his sword. Goblins beware!
Rats are no longer lords of destruction and are actually possible to defeat
Enemy movement speeds adjusted to match player speed changes
More enemies now make sounds related to gaining or losing aggro
Backpack: Carry even more items!
Item Pouch: Let’s you carry extra items
Tool Belt: Let’s you carry extra tools
Weapon Sling: Let’s you carry extra weapons
Pebbles: Used as ammo for the Sling, collected from broken Rocks.
The Grill! Cook Fish and Meats here using a torch, or purchase the brazier to make it hassle free!
Repair Anvil: Use this to repair weapons
Goblin Spear: Long reach poking stick!
Ranged weapon: Slingshot
Ranged weapon: Crossbow (or from a goblins’ perspective; a ballista!)
Certain traps can now hurt enemies as well!
Damage reduced on some previously very powerful traps
Various fixes to pathfinding navmesh for enemies. They should be able to chase you even better now!
Fixed issues with joining friends on steam sometimes not working correctly
Stand up animation was not playing every time a goblin got up, which has been fixed
Remaining duration of torches now properly synchronizes between players
… And other various fixes!
We just wanted to say how fantastic it is to see so many new players jumping down into the pit! And to see some of you returning after a short hiatus.
The response has been amazing and we also want to take this moment to mention that a new patch is coming very soon. In fact this is going to be the biggest patch we've ever done and you won't have to wait long for it... (hopefully Friday!)
In the meantime please leave comments, feedback and suggestions on the discussion forums as we'd love to hear from you!
Summer is almost over, nights are getting longer and what's better than a bit of PIT OF GOBLIN with your friends?
Why, PIT OF GOBLIN on the go with your friends!
You heard it right, PIT OF GOBLIN is now Steam Deck Verified! Enjoy some co-op frights and delights from your favorite couch while we are cooking up the next update. It's gonna be a good one!
Developer gameplay
New Features
Save System! Continue your session where you left off. Remember, death is still permanent though!
Enemies can now appear and roam Dungeon Entrances, where you land with your bucket. Beware!
Tool Tips now show up when hovering over items. Let the names of items be revealed!
Item Actions are now displayed when holding items, telling you what you can do with the item you’re holding
Stomach icon has been added next to the Stamina bar, showing if the player goblin is hungry
New Shopkeepers and Events that may spawn in Dungeon Entrances.
New Enemies
Cave Bat
Rat
Mouther
Ghost
Updated Enemies
Gorer: Health decreased a little bit. Damage decreased greatly Fixed an issue causing time between attacks to be longer than expected
Slime: Movement speed now properly scales with its size (It didn’t work before), making it faster overall(!) Reduced amount of instances where Slime could destroy items with no one around, resulting in less loot to be found Slime now extinguishes fires it passes through Slime attaching to ceiling is now much more robust Added sounds for slime growing / splitting when eating items
New Items
Bucket Weight added to Bucket Upgrades Shop. Attaching it to the Bucket lets you explore a dungeon for longer
Updated Traps
Crusher Traps are now less deadly. Enjoy!
Changes
Updates to icons for the Magic Map in the Bucket
Compass no longer found in the General Store
Rusty key added to General Store
Potions are now cheaper!
Visual Effects added to Poison Bottle
Ore Rocks in Mines now spawn correctly and drop items according to type
Bug Fixes
Fixed coin showing up in inventory when picked up
Pathfinding improvements
Enemies no longer walk into bonfires and perish
Greatly Improved position of ragdolls to better match between server and client
Fixed various network errors and improved network stability
The unlocked hub area would be locked for players joining mid game, this is no longer the case
Fixed an error where players could fall through the bucket when loading a new dungeon
Fixed various level generation errors
Fixed various culling errors
Various bugfixes to enemies to improve visual consistency between server and client
Bugfixes where Imposter would get stuck picking up things it shouldn't (coins, shop items, items that get destroyed)
… And other various fixes!
The brand new Goblin Update patch is now live. We've worked hard on making lots of fun new content as well as balancing and improving various Quality of Life features. We hope you love it and we'll see you in The Pit! Content
New Hub Expansion with new shops and a spinning wheel where you can gamble your hard earned coin!
In between area during Bucket Travel for selecting your next location
New biome: Dungeon
New biome: Cellar
New biome: Prison
Tomb (smaller version of Crypt)
Grotto (smaller version of Cave)
Exploder
Rogue
Peek-a-BOOM
Skeleton Warrior
???
Gorer: Updates to their behaviour
Skeleton: Adjustments
Skeleton Crawler: Adjustments
Compass
Potions
Coins
Pottery
Heat Rock (light source)
Big Cog (used to upgrade Bucket Travel in town)
Goblin Punch
Bone Club
Axe
Club
Dagger
Pickaxe
Ward
Dynamite
Crates
Barrels
Vases
Mining Rocks
Never-ending Brazier
Water Bucket
Item Rack
New accessory customization options available
New Icons (finally!) for all items in the game
Proximity text chat!
New way of travelling with the Bucket!
New level selection with dynamic loot! Melee combat!
Use fists or weapons to defeat foes! Be wary, not all weapons are strong enough to defeat the hardier foes
Item Durability Bar
Items such as weapons and the bread now show how much use the item has left New enemy behaviours
Enemies have inventories, and can drop items when they die
Expanded enemy behaviours, enemies will react in new ways, some enemies fear fire, some will try to flee when necessary and much more
Some enemies see you better or worse depending on if you’re lit by a light source or not
Avoidance to other enemies, making them not bunch up as much when multiple enemies are chasing the same goblin
Icons showing equipped armor pieces
Locked Doors now appear in dungeons. Use a key to unlock them! Player Controller Update
Fall damage
All noises a goblin makes are now properly network synchronized, meaning you can hear what your friends around you are up to
Rebalancing of loot
Diversity of loot and enemies found, depending on location
New secret rooms
About
This page aggregates Steam news feeds, patch notes, and developer announcements for PIT OF GOBLIN, 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 PIT OF GOBLIN 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.