
By night, you’re a thief, sneaking into dungeons to steal valuable items. By day, you’re a merchant, haggling to sell your loot at high prices. Master stealth, steal the Demon Lord’s hidden treasures, recruit employees, and expand your business. Rise from a penniless goblin to a black-market tycoon!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Run your very own goblin shop in a medieval world. Goblin Vyke is a 2D side-scrolling game that blends stealth with shop management. You are Vyke the goblin, a thief who sneaks into dungeons to plunder treasures by night, and a merchant who sells the loot for massive profits by day. You’ll master your stealth skills and cheat death to steal the Demon Lord’s secret fortunes, while simultaneously hiring employees and expanding your franchise to grow your business. Eventually, you’ll rise from a penniless goblin to an influential black-market tycoon!

The Golden Dungeon is fraught with danger, and as a small, frail goblin, you can’t win a straight fight against any foe—but you have other choices. Throw Coinbeetles that turn into bells to attract enemies, set Nap Traps to put guards to sleep, use Smoke Mimics to cover your escape. Use a variety of abilities and items to outsmart and “kite” your enemies.
Deadly dungeon traps? Turn the tables by luring enemies into the traps, setting up a lethal game of hide-and-seek. Explore hidden areas and discover untold treasures. Every path might lead to unexpected surprises—or fatal dangers. Steal weapons from enemies’ hands, grab loot from treasure chests, and complete a spectacular theft right under the nose of Death!
Search, Steal, and Evacuate

Upgrading your talent tree doesn’t just enhance your exploration and survival abilities—it also unlocks different playstyles! Go for the Agile Thief build: use your Grappling Hook to escape pursuits and Shadow Rewind to return to position, completely throwing enemies off. Prefer the Cunning Tactician build? Toss Coinbeetles to manipulate enemies’ movements or Play Dead until the coast is clear. Or choose the Aggressive Brute build: leap from heights to Stun Stomp enemies, or even stand in front of a guard and snatch their equipment with a Steal Parry!
Backpack capacity is limited, and loot takes up different numbers of slots. Will you use items to boost your survival chances, or bring them back to sell for profit? Manage your inventory wisely, explore item combos, and make crucial choices between risk and reward.
Agile Thief or Aggressive Brute?

The treasures you stole last night must be sold for a golden price today! The rules are simple: roll the dice multiple times and pair them with the appropriate Haggle Skills to increase the customer’s Persuasion. Convince the customer, and you can sell the items for up to three times the original price. But be careful: if you exceed the required Persuasion points, the customer will immediately turn against you.
Display Collectibles in your shop to help grow your sales. Remember: your eloquence determines your wealth. Bombastic sales pitches, the right Collectibles, and a bit of luck will make customers willingly empty their wallets for your secondhand items at extraordinary prices.
Roll the Dice and Raise the Price, but Don’t Oversell

The story begins with you as a little goblin drowning in debt. But as your thieving skills improve and your shop business booms, the tide begins to turn. Recruit employees with different attributes: the “Man of Steel” never gets stranded, the “Storage Expert” carries a bigger backpack, the “Squishy” one dies permanently when injured, and the “Lazy” one brings back very little.
As you expand your influence by opening franchise locations, powerful figures will come knocking at your door, currying favor and asking for your assistance. The Adventurers’ Guild, a mysterious organization... Everyone wants to win you over. One day, even the Demon Lord of the Golden Dungeon will take notice of you, hoping you’ll become her new emissary!
From Debt-Ridden Goblin to Black-Market Tycoon!
Engagement
Reviews
Themes across 122 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like this game but there is too many flaws so I cannot recommend it to others. First of all, the save system is too frustrating. You cannot save anytime you want (like just before going to the dungeon when you just have bought every upgrade you deemed necessary and with your backback fully ready). So each time you reload the game, you have to redo everything. I can understand that you cannot save inside dungeons, but, at least, let us save anytime we want during the shop management. Secondly, there is, at least, one moment of the game that you can miss (like, after a certain event, you MUST go in that exact location the day after. If you don't, you will miss a key item for one of the endings. Who enjoys that ? Where is the justification of that ? Moreover, there is no hint at all that you missed it but you KNOW that you're missing something (like, you need a key to unlock a door but you don't know where to find it). These are, for me, the two main flaws I see in this game. There are some other minor ones like : - The farting dash. Ok, we make noise when we're dashing but are we 8 years old ? - The repetitiveness of the merchant part of the game. The mini-game is fun at the beginning and trying to optimize our sales is somewhat ok, but after 20 days, there should be some other mechanisms to use. (See Dave the Diver, for instance, the day minigames evolve during the story) - Some of the dungeon/enemy's mechanisms aren't that clear. As an exemple, we don't have many clues to know what an enemy's aura will do. Dungeon's puzzles can sometimes be frustrating because of that (I ended up bruteforcing one of them, lacking the understanding of what the developpers meant). - Controls are somewhat clunky from time to time. - Only 4 dungeons... But, there are some good things too (I played this game for 30 hours...) : - The concept is quite enjoyable (merchants by day, thief by night) - The merchant minigame is fun (at the beginning...) - The thief part is quite good - The story is not bad and not too present - Dungeons are not badly designed for the most part So, not a bad game, but you really have some debatable choice in terms of gameplay. Buy it knowing that.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Jul 26 → 1.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Russian, Portuguese - Brazil, Spanish - Latin America, German, Traditional Chinese, Korean, French
Hours played at review time, across 122 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The gameplay isn't bad, but the bigger problem is that the developers are stubborn and refuse to listen; the save system is obnoxious and feels like it was made by amateurs. They want to control when you can and can't save.........in a single player game. Probably better to support devs that aren't power/ego-tripping, regardless of the quality of the game. Wasted potential.
The core gameplay loop of stealing in dungeon then selling in the store is great fun and the movement feels good (for the most part) but there are the following issues that stop me being able to recommend: - The biggest issue is the save system, there should be a suspended save system, I get the devs don't want save scumming for the best loot but at least give me the option to suspend my game so I can pop to the shops irl without having to leave my PC on or lose all progress - There are a number of glitches which have led to unfair death, there is a dedicated "unstuck" button in the menu but this is happening too regularly that it should be sorted by devs instead of being left to the player - Thematic dissonance hit me personally but that's more a subjective issue. The portraits for all characters seems to be going for a Hades style all pretty vibe but then there is a fart dash and it just doesn't mesh - In the sewer level it feels like the get out of dungeon spots are too annoyingly far apart, it's really not fun to play in it's current form and is what prompted me to put this up. If the above is sorted then this could easily be a great recommend but as it stands I'll be brute forcing my way through what could be so much better with little tweaks.
刚看到更新的时候还蛮开心的,以为是降低难度了,结果看了一下详细的内容,很难绷本来难度就不低,现在好了骨片直接g,我也不明白购买的祝福变永久了还有什么用,我技术不行我承认,刷了接近二十个强壮骨片加血,也能继续玩,这一更新倒好,好不用容易攒的金骨片全废了,开发者你到底是来降低难度的,还是嫌普通玩家玩的太简单来增加难度的。
狗屎,真就一坨被巧克力包裹的大便,还是左脑攻击右脑的狗拉的, 题材确实很不错,吸引人,第一关不错除了大点之外没啥太大的缺点,很上头通宵全探索的,但是从第二关开始外面的香甜巧克力外壳就吃完了,能明显见到偷工减料,相比上一张地图太小,重复度明显上来了,关底boss也是很阴但也还可以,小制作独游没经验嘛可以谅解(这个质量和关乎的价格之后再说) 第二关还能算是有巧克力的余味,第三关就是真正的屎了,纯正的大便,教你玩游戏的地图设计,纯恶心你的怪物设计,左右脑互博的机制设计,都完全的展现在你面前了,一个个说, 先说地图设计,这个诅咒毒雾的设计就纯有地图就是不让你玩,就让你得按照设计的思路来,就是教你玩游戏,关键还教不明白,你教明白了我都不说啥,就地图设计得重复测试避免BUG和跳关不能不知道吧,玩家想要的是探索不同的地方有不同的机制和新鲜事物满足探索欲这个不能不知道吧,和难度对应的奖励机制得平衡不能不知道吧,不要做一些纯恶心玩家的东西不能不知道吧,别做一些同时存在且左右脑互博的东西不能不知道吧,教玩家玩游戏明确的引导得做好不能不知道吧?都没有,都没有,一个都没做好 钩锁可以去一些奇怪的地方提前拿到奖励,怪物AI时不时就卡住原地罚站不动, 地图关卡设计千篇一律,第三关藏身的地方都是长在地下矿坑里的郁郁葱葱的和第一关一模一样的草丛,怪物基本都是一模一样的就多了个放击退的矿工和幽灵小怪多了层盾,东西就是原样的升级版。 难度与对应收益也不平衡,有的地方很难压根没收益就是解锁东西,刚开始很简单的地方和后面很难的地方东西也差不了多少, 很多地方也就是设计出来纯恶心人用的,就这个幽灵一点收益没有,能穿墙,有隐身,移速快,打到有减速,有持续掉血,还无敌,同时还能出来好几个,我就想知道这是人类能设计出来的东西?打不死被达到诅咒条直接满没有药水直接猛掉血,还要减速,能穿墙虽然说好躲但是背包装满没啥血药的情况下遇到这个是真恶心,还要那个瞬移法师也一样有点动静直接瞬移过来先干你一下,身边带个诅咒,旁边放满铃铛,恶不恶心? 各种设计更是左右脑互博个没完,一个下地城偷东西的,那肯定是东西装的越满质量越高越好吧,油脂这个设计不错,但是带香味不能缩小,缩小同理我也能理解,不想太超模,窃贼大亨能直接撞人抢东西我也能理解,节约时间,有不一样的玩法也行,也能理解,但是同样立马出了带毒的眼睛不能直接撞会中毒,好,觉得撞人抢东西也超模,限制一下也能理解,符文基本都有两个版本一个左脑的偏运动,一个右脑偏商务,就拿叠幸运的举例,一个是给大量幸运但是会暴露位置,想让玩家多去抢是吧,有带毒的不能直接抢,偷有时不时暴露位置,只能躲起来慢慢偷,一个想让玩家去抢的符文需要躲起来慢慢偷,那个叠幸运的也是,先不说要叠多久才能比得上直接加的,有多枯燥,容错有多低,就你那个蝙蝠和幽灵基本碰到就难搞,不能被发现最好的办法是慢慢偷或者场景杀,很多地方只能场景杀或者用技能偷,场景杀低多地方都需要反复勾引要暴露了就得用技能,有的地方很麻烦也是直接用技能最方便,但是这样技能就不够用,很容易暴露,游戏有一个BUG在敌人背后撞人卡的好可以在黄条就撞到墙上眩晕,没技能这样最稳妥了,要躲起来的得冲上去撞人是吧,开店买东西也是差不多, 地图引导更是和没有一样支线多的要死,直线有不太明确,经常走着走着就走回去了,双生虫我打到第三关好久也就遇到一次,而且在去支线之前根本不知道这是支线大概率不会用,又有很多支线是单行路,想回只能重新走一边,尤其是第三关,我吭吃瘪肚拉完两个闸都没有解锁第二个祈祷点,第三个更是死活找不到,走着走着就不知道去那了,在路上被幽灵耗到没血药一个失误似了,一个小时白搭, 我个人觉得我玩的独游不少了正的,学习版的都不少还是有一定经验的吧,再加上这个贼僵硬的主角,永远是那几个图片来回放,NPC都比主角像素高,NPC永远是六亲不认的步伐,地图粗糙的要死,重复度高,又左右脑互博又恶心的设计,还要最主要的经常一个小时白打的无力感,加上这58,史低43.5的高价,我个人觉得真不值,有些设计甚至不如4399,内容也是
[h3]开店循环这模块拉垮了整个游戏 [/h3] 次日热销预告+顾客购买品类当日单一的设计,导致夜晚下地牢只能机械反复刷同一种物资并纠结背包格子,无法随性搜集强力稀有道具自由搭配玩法 而抛开经营还债部分,地牢探索本身做得相当有意思,偷窃机制、引诱NPC踏入陷阱来甩开追捕的设计构思很棒 可是类银河恶魔城游戏的核心魅力,本就在于允许玩家随意探索、不怕死亡试错,但绑定了开店循环 + 还债后,彻底扼杀了自由探索、随性试错的空间,玩起来处处束手束脚
只有我一个人觉得背包的空间还是不够吗?费老大劲把小怪清掉,那我肯定希望能把所有东西都带走啊,尤其到了第三、第四张图,小怪掉的东西越来越好,在一堆好东西里做取舍还是太难了
地宫各种动作的手感太差了,真想跳过探索只当掌柜卖东西
Its a fantastic game but in its current state its way to buggy to play, ive lost a whole days progress multiple times now and its really disheartening to rack up thousands of gold, collectables, runes and complete missions to have a bug that forces you to restart the day. The Current Save/Load System they have is one of the causes for the issue as you cant save at key moments for a "Just in case" it bugs out again, Give it a while before for the devs to flush out the bugs and game mechanics.
Keyboard controls are not fluid enough to make dungeon-crawling fun instead of frustrating, and those tied to the middle mouse button are not rebindable. I refused to put up with it for more than one night cycle; I refunded the game after dying twice and getting hit with an unskippable dialogue with the Mask about Vyke's greed-born immortality. The controls for the shop sequence work, but the UI doesn't: If your target numbers in the green zone have more than two digits apiece, they squish together into an incomprehensible supernumber. After you roll a number on the die, it is never displayed again, which makes planning the use of "Double your last Persuasion roll" as a skill entirely reliant on one's own fallible human memory. They use the abbreviation "mult." instead of the real word in the tutorial that teaches you about how to increase the multipliers that raise the price of a sale. The button that lets you start a second round of bargaining instead of closing the current deal you have is inexplicably named "Sell More," which led me to believe that clicking it would make the customer add an item to his bag in addition to those for which he had initially begun haggling, but it doesn't do that; that button is mistranslated to deleterious effect. I have no issue with the syntax of the game's translation (what little of it I saw), but the punctuation is often incorrect. The very first thing Vyke says is, "Grabby's Shop, this is where I grew up." The second sign on the way to the dungeon says, "We wish you, but in no way guarantee a huge fortune." I "can not" open a door from the wrong side instead of "cannot," which is baffling, because they successfully use "cannot" in other parts of the game. I was so over my entire experience playing the game by the time it got to Vyke and the Mask's conversation in the bowels of the cathedral-dungeon that I did not take screenshots or make note of or, frankly, even remember the precise content of their exchange, but I know for certain that I was disgruntled by seeing an ellipsis floating on the middle of a line instead of at the bottom where it belongs in English. Honestly, it's the little things that convinced me to get a refund instead of shelving the game until I felt good enough to try again. Every single punctuation error or white dot of leftover artifacting on a character's portrait chips away at my patience and faith until I no longer believe a game deserves my effort or attention. If you can't tie your shoes, I won't follow you into battle. If I can't trust you with the small things, then I certainly can't trust you with the big things, and it's a mighty big thing indeed to somehow make the stealth/combat/stealing fun after forty minutes of misery.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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