
A roguelike auto-battler where you conquer the map one tile at a time. Claim land, raise your village, and unleash spells while your goblins brawl it out. Win battles to earn new goblins and unlock powerups: strategic expansion, chaotic combat, one growing horde.
Modeled estimate, not a reported figure. How we estimate →
About

Every move on the grid counts as a turn. Plan your path before the difficulty scales up, and construct buildings on empty tiles to gain recruits, gold, or stats.
Sit back and relax: Goblins Can Conquer is an auto-battler, so you can watch your horde fight the enemy, use special attacks, and cast powerful spells. Build a strong team to overwhelm the enemy.
Each match offers a Skill Tree to boost your goblins' stats, unlock bonuses, and more.
Each fight awards you a new random goblin: from the basic Goblin Commoner to the legendary Goblin Pyromancer!
Win or lose, don't stress it: you gain spoils every time you play. Use them to construct new structures in your War Camp, where your goblins relax after a hard day's work. Each building grants permanent bonuses or unlocks new features. You can even customize your in-game building loadout!

Physics-based auto-battles
Grid exploration with turn-based mechanics
Buildings for bonuses and recruitment
Incremental stat scaling via the skill tree
20+ unique goblin units, many unique spells and buildings
Roguelite meta-progression with the War Camp
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese
Engagement
Reviews
Seems to be a fun concept at first, but the flaws of the game quickly become apparent when the poorly balanced enemies become unbeatable in the later stages.
even for an autobattler, there's far too little choice or strategy. not fun
(Note - easily beat lvl 1, tried lvl 2 and saw I didn't unlock any aditional system and requested refund) Not a complete game imo. There are 3 distinct decisions you can make in the entirety of the game; which war camp (metaprogression) upgrades should you spend your gold to get first, what spells should you choose when you win a fight, and to which tile should you go during "runs". You don't control units (which is fair, that IS autobattler design), and you don't even get to choose them either. You randomly get a unit after every fight, which can be basic rabble to legendary pyromancer. The only use for gold during your runs is to reroll your spell options. This game needs AT THE VERY LEAST to allow you to use gold in-run to buy a unit at the end of a fight. At least then there would be enough choices to actually make the game mildly entertaining; you could play risky, get weak stuff and get a lot of gold when the run is over, or you could guarantee you win the run by buying only the strongest units, and not make much progress per run with your war camp. That is what I expected to see when I bought this game. I honestly don't see any entertainment value in its current state. There are porn games that are both cheaper and more fun to play (barring their porn scenes) than current Goblins Can Conquer.
Media

Related
Related
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.
Hours played at review time, across 29 reviews with recorded playtime.
I really liked the game's core idea and had some fun in it, however, this game currently fells VERY unfinished and unpolished. Some of the issues I have with it: 1) There's no battle summary - I can't see which spells did most damage nor how did my goblins perform individually 2) Goblins are purely random, I can't choose a goblin I like after battle and make a "build". They also don't have any synergies that'd allow for cool combinations. Right now it just feels like you only want goblins with higher rarity-this is not how autobattlers usually work. Sure, I can unlock more goblins, but what's the point if I can't choose which one I have in my team? 3)Somehow I can choose spells which feels way less impactful than being able to choose goblins? Spells also don't have synergies and due to the lack of battle summary I can't possibly understand which spells I like the most. 4) Difficulty spike between stages is quite high and you sometimes feel forced to farm metacurrency on previous stages 5)UI is very non-descriptive, for example, I couldn't find any information regarding how exactly luck affects my chances to get more higher-rarity goblins. Also, EVERY SINGLE TIME I have the tutorial tips on stages which is really irritating as well as the need to upgrade the tree again and again pretty much in the exact same way. Regarding the tree-I think it'd be better to just get it as a meta progression and focus more on building army and structures on stages. Overall, for it's price it's not nearly bad, but I really hope the dev would not abandon this game and finish it because imo it has great potential. Wish the dev all the good luck!
Game is far too simple. There are a handful of maps to conquer, but it's the same experience every map. Progression has too few of choices - end up fully maxed out around 1/2 through the map. Battles are incredibly repetitive. I do not recommend this game, even at around $5.
Cute and fun little autobattler with some base management! The fights are like mini beyblades
Cool game so far, stacking goblins and investing into spells feel very strong at least early on.
Hard to learn. The 6 sentences at the beginning giving you basic tips is not enough. Tried for 50 minutes different strategies like rushing or building up for the long run but couldn't manage to even beat level 1. If you attack a tile and you fail to conquer it then you lose. You can't walk onto your tiles unless you've built on them which is mega dumb bc/ can soft-lock you. If you have to grind a full hour or more just to understand what you are supposed to do or become strong enough to beat level 1, then it's not balanced properly. Would not recommend day 1 build.
Good game a bit difficult but nice mechanics a bit more variety in buildings would be nice but for 5 bucks a rly nice game
Excellent game. Good progression, relaxing challenge. Go for The Monk and The Four Adventure Goblins (Barbarian, Hoplite, Adventurer and Pyro) to make the early crawl easy.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $749 | 4 | 100% | $6.99 | |
| — | 0 | — | — | |
| $0 | 0 | 72% | Free | |
| $49.9K | 103 | 75% | $14.99 | |
| $3.4K | 14 | 100% | $7.99 | |
| $945 | 3 | 100% | $12.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.1K | 69 | 81% | $3.99 | |
| $6.1K | 417 | 76% | $0.77 | |
| $6.1K | 84 | 90% | $2.99 | |
| $6.1K | 66 | 92% | $4.99 | |
| $6.1K | 101 | 52% | $2.99 | |
| $6.1K | 83 | 98% | $4.99 |