
Hire a band of almost-heroic goblins to fight and die for you in tactical turn-based battles, accomplish silly quests for the weird inhabitants of this fantastic world, and truly become a god - at least by goblin standards.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About

In Gobs and Gods, you freely explore a fantastic world full of magic, wonders and crazy surprises.
The bad news: its nicest inhabitants are... Goblins.
The good news: they seem to believe you are their God.
Hire, equip and level-up a band of goblins to fight and die for you in tactical turn-based battles, while you uncover the secrets of this world, and maybe find your way out of there!
Free exploration of a sandbox world
Fast tactical turn-based combats
A wide variety of absurdly unique quests
Levelling your army of expendable goblins while increasing your own powers.
At the start of the game, you can choose either the default map or a new procedurally generated world map for increased replayability.
You will explore smelly dungeons, mysterious mage towers and prosperous villages ... all that while getting the opinionated comments of your goblins about the places you visit.
When encountering an enemy mob, the game switches to a turn-by-turn combat on a hexagonal grid. 
Your goblins must act each turn with a limited pool of action points, to move, hit, cast a spell, or maybe insult the opponent.
They can also unlock more powerful moves by spending "essence" points, but this resource is limited, making for difficult tactical decisions.
To ensure there is no downtime, the opponents move all simultaneously during the AI phase, and the engine can be smoothly swapped to a "real time" mode to quickly finish a battle.

In Gobs and Gods, you should not expect epic quests where you are the only hope to save the world - it is way beyond saving anyway.
And if you are told by a nice and miserable gob that you are the one to help them get rid of the local evil bad guy, don't fall for it, it's a scam!
Instead, you would get quests which make sense for a goblin - which is to say, sometimes not so much; but we bet that for once you will actually read the text of the quests.

Your goblins will gain xp when they survive a battle, increasing their strength, unlocking new perks, and enabling you to deal with stronger enemies...
... until you suffer a defeat and lose most of your army. Does this mean you have to reload or restart the game? No! Remember, You are a god, and they are only expendable goblins. When you lose a levelled goblin, you absorb its experience and gain devotion points, which allow you to unlock new powers and help you quickly recover from a setback.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is like King's Bounty but with an RPG party instead of an army, and procedurally generated encounters and quests instead of fixed encounters. You build up a party of characters while fighting turn-based battles and exploring an open world with various regions of increasing enemy difficulty. - Overall Impressions: The game is highly addictive because playing it feels rewarding almost from moment to moment. You're constantly making progress and building up your characters. Even if you only have an hour to spare in a day to play the game, it feels like you can accomplish much. The character growth system, learning skills and increasing attributes feels impactful. Exploring the world is fun because you can find all sorts of small items/bonuses scattered about, and you also find traders selling good gear or skill trainers that can strengthen your characters. There's plenty of equipment for your characters and finding good equipment to loot or purchase from stores feels very balanced. 20 hours in and I often find myself with almost no money, which is a sign that the game is doing things right because there's plenty of items and upgrades that are attractive to buy and they're priced appropriately. There are plenty of difficult encounters if you play on the hard difficulty setting, which just makes you want to explore and build your characters up more to come back later and kick ass. - RPG System: You start with a max party size of four and unlock more slots as you play the game (up to 10? or 12? not sure). You recruit goblins with random combinations of a pre-defined profession/class and two traits. A character's class confers one unique perk and influences the skills and stat upgrades you can choose for the character. You cannot change a character's class. As for the traits, some of them are beneficial, but most seem to be either useless or harmful. You usually find and recruit these gobs from settlements scattered throughout the world. There are many classes, and you will only encounter some of the advanced ones in farther regions. Unlike most sandbox RPGs where only experience and gold matters, other resources such as wood and gems are required for learning and upgrading skills or buying stat upgrades. These resources are often found in dungeons, given as quest rewards, bought from time to time in shops, or simply found littered throughout the map. Every odd-numbered level of a character, you get to choose from 1 out of 6 skills to make him learn or upgrade. Some choices cost resources, some are free. There are 25 skills but each character only has 4 skill slots (a 5th unlockable slot later in the game). Every even-numbered level, you get to choose 1 out of 4 stat upgrades instead such as max HP increase or melee to-hit chance increase. The available choices for skills and stat upgrades are dependent on a character's class. There are also skill trainers scattered throughout the world that unlock perks for your skills. You need to find specific trainers for specific levels of mastery of specific skills, similar to Might & Magic games. These trainers only unlock perks/bonuses attached to skills, you can still learn and gain benefits from skills before you purchase their upgrades. Purchasing their upgrades also requires resources, in addition to money. - Exploration: The game comes with a pre-built world, but you can choose to generate different ones for repeat playthroughs. The world is divided into kingdoms with borders. Each kingdom has a few settlements, some establishments (inside and outside settlements) that offer services and quests, some dungeons, and miscellaneous sorts of locations that offer bonus XP or other benefits. There are roaming hostile and neutral parties. Hostile parties either chase you or run away from you depending on their strength compared to your party. The dungeons are rather simple and small. They usually have only 2-3 floors, but really it's more like 2-3 rooms because each floor is THAT small. The difficulty of enemies and quality of items you encounter are dependent on the level of challenge a kingdom offers. You gradually fight tougher enemies in larger parties and gain better items the farther away a kingdom is from where you start. - What Could Be Improved: I think there should be more randomness in what skills a character class can learn. It seems that each class has only a narrow set of skills that they can learn and I feel as though this really limits the "bigness" of the game. I don't see myself building characters of the same class differently if they only have the same small set of learnable skills to choose from. Obviously some skills should be practically guaranteed to be available for a class, but it would be more interesting if there were more random choices even if they don't necessarily fit. I want my Carrier goblin to have a sword skill which doesn't seem out of place at all but it seems like he can't learn even that. I think having more randomization of skill choices will lead to more imaginative and distinct characters. I feel that the difficulty per kingdom feels too artificial and makes what sort of encounters to expect very predictable. I think there should be more variety and randomness, such as suddenly encountering higher level enemies in a low level kingdom. Having more complex and maze-like dungeons with more varied hazards and obstacles would be incredible for this game. Resting to recover your characters' health feels too safe, cheap and easy. It's tricky to balance this one without making the game feel too restrictive or tedious, but I think there could be some improvement in this area. There are healing wells and essence (mana) wells throughout the world but considering how cheap and easy it is to heal via camping, these seem redundant and pointless. In-game tooltips say that essence recovery is really slow but it seems you can recover a lot just by camping, I think it would be better if essence recovery was actually slow as the tooltips seem to imply.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[EDIT] I wrote my original review when I was at about 140 hours. I am now at 1,300+ hours. This was my favorite game of 2024 and after many months of play, I am still firing it up every day and exploring this awesome game even more. The developer is very responsive and has continually been expanding the content with new visuals, items, quests and etc. The game's features and interface have also been updated over time, making the experience more robust and always with respect to player input. New updates continue and I simply can't recommend this game enough. Thanks. [END EDIT] I have found "Gobs & Gods" to be a lot of fun and has a great sense of dark humor. It's a true sandbox experience in which you are a mysterious and deified figure trying to figure out who and what you really are after a giant foot falls from the sky into this fantasy world. You will recruit a team of goblins, face a wide variety of enemies and embark on lots of quests (mostly to kill something or find a lost item). I haven't seen all the enemies yet and I've play more than 100 hours! There is also great variety in the amount of gear you can equip and just as much variety in the type of goblins you can recruit and train. I found the team building aspect of the game one of the most interesting parts. You'll have to balance out how many range units you want with how many melee units and then you will want to equip your gobs for diverse damage output, such as slash, blunt or pierce. The main mechanism of the turn-based combat uses time units. Every action uses up an amount of time, which limits how many actions you can take on a given unit's turn. You can plunge your time units into the negatives, but that negative time reduces the amount of time you'll have in the next turn. The overall balance of the game is good, although sometimes you will get a quest that is way too difficult to beat at the moment. You'll have to level up your goblins and their gear before beating them. There are a lot of hours to spend in this game trying to beat the campaign and I think for most players, it will be very replayable. I find myself wanting to try all the different classes and skills and items, so I am sure I'll probably play this through a few times. Also, don't worry about units dying. When you recruit new ones, they level up fast and become an even stronger part of your team. The game is, in fact, designed with the expectation that your gobs are gonna bite it. You personally gain experience from each goblin that gives its life fighting against blocks of meat or wedges of cheese (yes, you will battle meat and cheese). No pressure and no rage quitting! Death of a unit is sometimes welcome as you now get to recruit and build an even better unit to take their place. You can also walk (or run) away from fights with no penalty at all. Your gobs will even encourage you to do so if the enemy looks too strong. I'm having loads of fun. Hope this review helps you decide if the game is for you or not. P.S. The game has been very stable for me. It crashed once and froze once in all the time I've been playing.
I love the music in this game, i might even download the OST if the developer sold it on steam. However, mechanically, the game is very uninteresting from the start. Its like its trying to be 2d fantasy Mount and blade. Walk around fight enemies, collect loot, sell it. Recuit a bigger possie, kill more enemy, sell loot. Good gameplay loop, but gets repetitive quickly. Also, if you have the high ground, you win. That easy, should work on balance. Another strange concern that i see often with indie developers, is the tendancy to run to online communities and beg them to bully anyone who dissents with their game. Unfortunately this seems to be the case here as well. In particular the Godot Discord community and sub-reddit, basically using their large community size to attack others. Anything to make their game engine community not as bad as it has been i cannot recommend this game. im sure the developer will seek to attack me as well, but i can block them its fine.
Everything about this game, from graphics to writing, screams it's just some Battle Brothers parody. That could be alright, but still one trick pony to maybe grin a bit and immediately forgot. But Gobs and Gods actually builds up on it's role model and offers pretty robust strategy game on it's own. Even with some neat ideas to stir the formula. The best one is: when your minions die, you eat their souls. Sounds crunchy, doesn't it? Practically it means you absorb their XP and use it for upgrading your godly powers. Therefore, when your favourite veteran got smashed by random troll, instead of rage-quit, you start drooling over newly acquired possibilities. Thank you, troll! Want a dessert? Got a spare mage here somewhere. I even caught myself hiring gobs just to stuff them with some xp boosters and immediately sacrificing them when I really wanted that upgrade for another minion slot or something. That's what I call proper role-playing a god: slowly becoming fickle tyrant. Second cool thing is real-time mode you can activate in otherwise turn-based battles. It's chaotic and useless for any tacticising, but it considerably speeds up easier battles! Once again solving cleverly another ancient pain of turn-based strategies: slow slog of endless filler battles. Campaign thus always maintains brisk momentum that carried me all the way to it's end without getting tired. Writing is obviously bonkers with a healthy lick of Montypythonesque surreality and black humour. It holds together though, couse devs didn't took an easy way of "comedy can bear any laziness and negligence". Gobs and Gods has well-thought world and obvious amount work was put into it. Even though humour can be hit-or-miss and din't make me laugh out loud, little green buggers were a pleasant company. And of course there is tactical depth and richness worthy of way more prominent games with many options to how shape, equip and use your minions. Being also less hardcore than Battlebros, I think it's great choice for strategy / rpg gamers of all shapes and sizes. P. S. If you want to discover other less known gems, you're welcome to visit my curator page: [url=https://store.steampowered.com/curator/45655021-Nods-for-Underdogs/]Nods for Underdogs[/url].
I love this game. Relaxing and fun, brilliantly done. edit: there are some issues I'd like to mention: the UI needs some work, for example it is way to easy to accidentally move units when issuing attack orders because often the direction arrow is hard to see the balance is way off: I've been playing my first run on easy to learn the game and even on the lowest difficulty level the game tends to get extremely hard. This is due to the multiplier which is used for determining the strength of enemy groups dynamiocally created when taking quests. This multiplier increases each time you win a battle without losing any units, up to a value of ca. 2, as the dev explained. So, you may end up being confronted with enemy groups double asm strong as your own party. The only way top control this is by losing units which I find extremely unsatisfying. This also causes a duality of balance: The groups on the map are extremely easy, while those quest created tend to get extremely hard. The other issue imho is the way magic is implemented: Depending on the skills units have access to some magical abilities which need essence which in turn needs to be recovered. The player has also access to a spellbook which requires to find specific spells which can only be used at night and just once in a month. Overall, the magic system feels very limiting. Encumbrance needs also some tweaking: Gear weighs way too much. You have a single handed axe with a weight of 18 kilos, to give an example. Such extremely high values seem strange in a game where the players's party is composed of goblins which are supposed to be small creatures. I had a squire with not so low STR and END stats who was not able to wear any armor when equipped with just a shield and a sword. Finally, the game needs some more content, esp. more quest variety.
Finally, you can play Battle Brothers as the good guys.
It's hard to top Battle Brothers for deep challenges. This game makes a valiant effort and comes close. The combat system tries, but it just doesn't have that BB feel; maybe there's not enough options for the player's characters as compared to BB, and maybe it lacks the smoothness and importance of terrain in the battles. The locations (dungeons, towers, etc) that are located here and there need a good bit of work, as mostly all seem the same. As the developers continue to work on this game, improvements are slowly coming along. If player support continues, I can see that this could very well be a top-notch game. I would recommend GnG for those who enjoy BB and are patient with the development process of games like this. I enjoy the goofy, Pythonish art style and the occasional gags found sprinkled around the map. If player doesn't mind work-in-progress games and a bit of satire and parody for a change, this is a good purchase.
You have to be willing to accept wasting rare resources on units that die really easily. The units die as quick as units in an rts, and this is not what I am looking for in a tactical game. After going through about 12 units in 2 hours I decided its not worth my money.
Gobs and Gods is an indie tactical role-playing game created by the small development team of Alexandre Gilotte and Thierry Gilotte, released independently without a traditional publisher. The game blends turn-based tactical combat, roguelite progression, and humorous fantasy storytelling into a single experience that focuses on leading a chaotic tribe of goblins who believe the player is their divine ruler. Rather than following the typical heroic fantasy narrative where players command noble warriors or legendary heroes, the game embraces a more absurd premise: you are treated as a god by a group of mischievous goblins whose loyalty is unwavering but whose competence is often questionable. The story begins when the player suddenly finds themselves in a strange fantasy world populated by goblins who quickly assume that the newcomer must be a powerful deity. From their perspective, your arrival fulfills ancient beliefs about a god who will guide them to greatness. Unfortunately for the goblins, their “divine leader” is not necessarily prepared for the responsibilities of leading a tribe. This comedic setup drives much of the narrative, as the player navigates a series of strange quests, encounters bizarre characters, and deals with the unpredictable behavior of their goblin followers. The story never takes itself too seriously, leaning heavily into humor and satire while still presenting a structured adventure across a fantasy landscape. Exploration plays a major role in the game’s structure. Players travel across a world map filled with villages, ruins, caves, and mysterious towers while interacting with a variety of strange inhabitants. Some playthroughs use handcrafted environments while others rely on procedurally generated maps, meaning that the world can change significantly between runs. This design encourages replayability and experimentation, as each journey through the world may introduce new encounters, quests, or unexpected situations. The environments themselves reflect the game’s whimsical tone, presenting exaggerated fantasy locations that often lead to humorous or chaotic events. When players encounter enemies during exploration, the game transitions into tactical battles fought on hex-based maps. Combat is turn-based and requires careful positioning of goblin units across the battlefield. Each goblin has a limited pool of action points that determine how far they can move, attack, or perform special abilities during a turn. This system forces players to plan their moves carefully, balancing offense and defense while keeping fragile goblins out of danger. Enemy units respond with their own coordinated actions, creating tactical encounters where positioning and resource management are crucial for survival. A unique aspect of the combat system is the use of “essence,” a limited resource that allows goblins to perform powerful abilities. Because essence is scarce during battles, players must decide carefully when to unleash these special skills. Using them too early may leave the party vulnerable later in the fight, while saving them for too long can allow enemies to overwhelm the goblin squad. This system adds a layer of strategic depth to the combat that encourages players to think ahead rather than relying solely on basic attacks. Character progression also plays an important role in the gameplay loop. Goblins who survive battles gain experience and gradually unlock new abilities, becoming more capable fighters over time. However, goblins are not particularly durable units, and losses are inevitable during difficult encounters. Interestingly, the game turns this weakness into part of its design philosophy. When a goblin dies, the player gains devotion points that can be spent on enhancing god-like powers. This mechanic ensures that even failure contributes to long-term progress and reinforces the idea that goblins are somewhat expendable servants in the grand scheme of the player’s divine rule. Visually, the game adopts a colorful cartoon-style art direction that emphasizes humor and personality rather than realism. Goblins are drawn with exaggerated expressions and animations that highlight their clumsy and mischievous nature. The environments also reflect the playful tone of the world, presenting bright fantasy landscapes filled with strange details and whimsical designs. Although the graphics are relatively simple, they effectively convey the chaotic charm that defines the game’s identity. The writing stands out as one of the game’s strongest elements. Dialogue frequently subverts traditional fantasy tropes, replacing heroic narratives with absurd scenarios that reflect the goblins’ peculiar worldview. Many quests involve morally questionable or outright ridiculous objectives that make sense only within the context of goblin culture. This humor gives the game a unique voice and helps maintain player interest even during slower moments between battles. Despite its creativity, the game does have a few limitations. Because it was developed by a very small team, some aspects of the interface and presentation lack the polish found in larger tactical RPGs. The combat mechanics, while enjoyable, can sometimes feel simpler than those in more complex strategy titles. Additionally, the unpredictable nature of procedural generation can occasionally lead to encounters that feel chaotic rather than carefully balanced. Even with these shortcomings, Gobs and Gods succeeds in delivering a memorable indie strategy experience. The combination of tactical combat, exploration, and roguelite progression creates a gameplay loop that encourages experimentation and multiple playthroughs. The humorous premise of leading a tribe of goblins who believe you are their god gives the game a distinctive identity that separates it from more traditional fantasy RPGs. Overall, Gobs and Gods is a charming and unconventional tactical RPG that blends strategy with comedic storytelling. Its unique concept, flexible progression system, and playful world design make it a refreshing entry in the indie strategy genre. While it may lack the depth and polish of larger tactical RPGs, its originality and humor make it an enjoyable experience for players who appreciate creative indie games. Rating: 8/10
Its a silly goofy little game with a bit of strategy. The little quest dialogues are funny, not in a kneeslapper wheezing kind of way but in the way that provokes a lil' chuckle and sometimes a headshaking grin. I didn't expect much when I picked it up but I'm pleasantly surprised, there's a bit more to the gameplay than throwing your gobs into the fray. Kitting them out and levelling them up is a tad more thoughtprovoking than I'd anticipated. Doubtful that people with some experience in strategy and RPG's will struggle a whole lot, but its worth paying attention to the tooltips. Its a great game that's well worth the price.
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