- August Is Here: Bugfixes - 3 August 2026
Hi everyone. I have some bugfixes for you. Fixed the "stuck in body" bug. Embersember, your long vigil should finally be over. A bug involving enemy ragdolls bobbing in water would occasionally cause players to become stuck crouching and ignored by enemies. If you continue encountering this bug, please let me know in the forums—the fix is a little complicated and may require some tweaking. Fixed various bugs involving Phineas Gage's crossbow. Fixed buttons on leaderboards in the post-run screen. Fixed the Yoke of Terrain to interact more intuitively with vertical bouncepads. Fixed bug causing Infragruncher sticky bombs to sometimes be very enormous. Removed intro video to alleviate launch crashing. Improved geometry on railroad tracks. Thanks for reading. Hope everyone is having a nice summer. More soon.
- Friday patch: Major Optimizations and Minor Delights - 25 July 2026
Hi. Here's a Friday patch: Major optimization pass targeting VRAM exhaustion on every level for people playing with baked lighting (without Lumen). These changes involved pretty substantial changes to how baked lighting is calculated. Lighting and shadows should generally look very similar, but please let me know if you encounter any lighting bugs. Major optimization pass targeting various particle systems. This should improve performance during combat/scenes involving many characters, and also will generally improve performance on the Pan-American Exposition level. Reduced light/reflection leaking in the Exposition and Railroad Station levels. Fixed up the cops in the Good Violence exhibition. Changed animations on locked seals to cull less aggressively. Removed two words somewhere. Thanks for reading and for playing. It's great that we can all have a good time together.
- A little Thursday patch at this point. - 24 July 2026
Hey everyone. A little Thursday patch: Improved gun behavior when fired very close to a wall. This should be most noticeable with the Rockets Launcher. The Body Collision Pain Potion should now correctly cause body collisions and pain. Post-bonk air control now smoothly interpolates back to its normal value. This should decrease jagged/strange movement immediately post-bonk. Made some text on the end-of-run screen not get very small sometimes. Lighting pass on a few rooms in Concept Town. Improved milkmen's appearance and general demeanor. Thank you everybody. I hope everyone is having a nice time.
- You don't have to be butt naked anymore. - 22 July 2026
Hey, I was made aware of a bug that would sometimes make you be totally butt naked, particularly on the Educational Website level. I apologize for that, it was not my intention to make you butt naked. I've patched this, so you do not have to be butt naked anymore.
- A nice little patch. - 21 July 2026
Hey. Small patch with some tweaks and fixes to things that have come up in the past couple days: Fixed issue with bookheaded enemies' collision persisting after death. Adjusted bullet jumping to reduce unintuitive/unexpected physics impulses resulting from player bullets hitting small/invisible geo. Adjusted start-of-game reload for the infragruncher so it is ready for use when you are. Adjusted player movement to reduce perching on small/invisible geo. Fixed a button. Reduced impact decals (bullet holes, craters, etc.) stretching on nearby surfaces. Adjusted clockspewer to more consistently find viable positions for players returning to their clocks. Changed Educational Website loadzones to prevent multiple conflicting level loads. Fixed some strange little things that frankly are not worth describing. Thanks for playing everyone. I hope you're having a nice day. I am in fact going to…
- Big performance patch. With other things, as well - 19 July 2026
Hi everyone. I just pushed a patch for goblinAmerica. Here are some patch notes: A lot of major optimizations. The game should now run considerably better for everyone on the planet. Leggies. Leggies now. Leggies can be disabled. Thread of fate. Important characters can now be permanently killed once more, but you will be told what you are doing. Audio improvements. Improved audio, mostly relating to projectiles and physics objects. This is part of a larger audio pass that will be completed in a future patch. Library rework. I didn't like this place so I changed it. As ever, thanks for playing. I hope everyone is having a nice summer. If you encounter any bugs, please let me know in the forums.Edit: I'm aware of a VRAM leak associated with map restarting. I think I've found the source and will be fixing it tomorrow. It should not cause crashes for anyone running the game on native Windo…
- The Little Monday Patch - 6 July 2026
Just some small tweaks and performance changes hither and thither, mostly targeting some lighting errors and issues with reflections. Thanks for the bug reports in the forums, they've been very helpful. I'm going to walk my dog now.
- A little talk about the future, a Thursday patch, a lighting pass - 3 July 2026
Hi everyone. I have a little patch here. Patch notes: Substantial lighting pass on every map. Many areas and objects should be better- and more softly-lit for people playing with baked lighting (i.e. without Lumen). General performance improvements, particularly targeting older CPUs and low-VRAM GPUs. Tweaked aerial browsing behavior to make bounces, boings, and bonks more consistent. Fixed the Experience Simulation in the Exposition. Improved collision in cliffs and valleys. Plugged a hole in the Woods exhibit in the Exposition. Also: Now that we’re a little past the EA release and all the big fires are out, I wanted to share a little roadmap for the game. I’m going to do three things in the very near future. I’m not sure yet what order I’m going to do them in, but I am going to do all three. They are: 1. The “Lawman” update. This will be a smaller content/polish update for the game. I…
- Monday Night: Combat music toggle - 30 June 2026
On Monday night, I: added a combat music toggle. Now I'm going to walk my dog. I'll have news about the game and the road forward this week. Thanks for playing. I'm glad so many people are enjoying the game.
- The other patch of Saturday - 27 June 2026
Look: Added a graphics setting to enable hardware raytracing for Lumen. This should improve and stabilize global illumination for GPUs that support it. If your GPU does not support it, it will not do anything. Made some changes to how skeletal meshes (like NPCs) are handled, which should improve performance in areas with lots of guys running around. Because of the above two changes, you might have to recompile some shaders the next time you play. That's normal. Changed how the nexus engine permutates when observing greater-than-delta oscillations. This should drastically reduce hitching when loading/unloading some zones on the Ford's Theatre and Pan-American Exposition levels. Added a setting to disable your crosshair for some reason. Fixed a bug. Restarting the level from the pause menu (either via the restart button or the change-loadout screen) should be generally less weird. I have…
- Saturday Now: Quest Hotfix - 27 June 2026
Hi. This is a hotfix to correct an issue introduced in last night's patch that caused some quest states to advance prematurely. If you experienced this bug, your quest state should now be reverted to the correct point and you should be able to progress it normally. Unfortunately, if you picked up or received any items as a result of your quest state being improperly progressed, those items will still be in your inventory. If you received any keys in this manner, I would really suggest not using them until you have readvanced the relevant questlines to the appropriate point. If anyone has any continued problems with quest progression, please let me know.
- Friday Night's Sudden Patch Now - 27 June 2026
Hey kid, patch: An additional bonfire has been added to The America Project browsing challenge, as well as something to comfort you on your journey. A slew of optimizations targeting both GPU- and CPU-bound machines. People should generally see performance improvements, especially in areas dense with goblins. The "View Distance" setting in the graphics settings now affects how aggressively NPC animations are throttled by distance. If you have had performance issues in areas with lots of NPCs—or if you have not had performance issues and want NPC animations to be less aggressively throttled—you should update that setting the next time you play. Updated goblin LODs to better-preserve important detail on low-end systems. Correctly updated the Swamp Sorcerer Hat's provenance. Thanks Lumenoxis. Added a 500 FPS cap setting to the graphics menu because somebody named Wormy asked for it. I don'…
- Thursday Evening's Wonderful Patch - 26 June 2026
Hey: It's a patch. Patch notes: I've added views to see items associated with levels in both the main menu and in the in-game pause menu. This will show you what items you have for each level, or offer a hint of varying usefulness for items you don't have. Moved the railroad station platinum key to a more relevant place, and replaced it with a new item. Thanks to the ever eagle-eyed Lumenoxis for spotting this. More Baltimore & Potomac Railroad Station optimizations, this time specifically targeting machines that were CPU bound. Removed the seal counter from the level preview information for levels that don't have seals. Fixed hold-to-restart functionality. Thanks for playing. I do not have to walk my dog right now, I walked him earlier, but I will be walking him again later tonight.
- Wednesday evening: Performance improvements, shotgun rebalance, bugfixes - 25 June 2026
A patch? Yes: Made a number of performance improvements to the game. This should affect everyone, but should be especially noticeable on lower-end hardware. Please make sure you've adjusted your in-game settings to suit your system. Shotgun pass: Rebalanced and did a pass on some of their visual effects. Both the New Yeller and the Course-A-Nature should be substantially improved for movement and traversal. Additionally, the Course-A-Nature's ability to redirect both midair slides and regular jumps has been tweaked. Fixed bug causing music to restart in the Educational Website. Fixed bug causing incorrect/misleading information about discovered item counts in the embarkation screen. Fixed bug causing text overflow on interact prompt if interact was rebound. Adjusted enemy movement behavior to be a little more consistent. Thank you. I have to go walk my dog now again.
- Wednesday Morning: Quest Timer Fix - 24 June 2026
Hey, just one change right now: I was able to finally find and fix the bug some players were getting with quests not moving forward when it seemed like they should. If you think you experienced this bug: There is nothing in particular you need to do. However, the quests will not have immediately updated when you reenter the game after this patch. I'd recommend running any levels several times. That should give everyone enough time to do what they need to do. Thanks for your patience with this. And thank you to thadeadlythundahbolt for helping me diagnose this bug.
- Tuesday Evening: Browsing - 24 June 2026
Hi everyone. I've made a number of changes to how browsing works. It's not easy to describe these changes because of how complex goblinAmerica's movement code is, but the broadstrokes are: Generally, I've tried to make it a little more intuitive to people coming from CS surfing, while still not requiring it to have preexisting knowledge of surfing. I think the most obvious changes are: A) The player's momentum in the air should be less dependent on them air-strafing actively, B) Drag has been reduced substantially for players while surfing, and B) Movement while air-strafing now better-resembles CS-style air-strafing. I've also made a number of changes to the Educational Website level. Many of them have just been to update the obstacles to work with the updated browsing, but some of them have been targeted to make obstacles more intuitive or just plain easier. As ever, thanks for playin…
- Monday Evening's Adjustments - 23 June 2026
Well, hi. Patch notes: Added a toggle to make the game and world wait for player input upon no-countdown resets. Fixed binocular arms overstaying their welcome. Another dialogue softlock fix. I know I've said it before, but this time I was actually able to reproduce and locate the bug. We're free. Remove a big ladder from the railroad station map so that nobody thinks they're supposed to climb it. Presidents don't know how to climb ladders. Plugged some more holes. Made some adjustments to browsing to make it more framerate-independent. I'm in the middle of a larger change to browsing that will address some of the feedback I've been getting to make it more intuitive and organic-feeling. However, this will require actually adjusting a lot of the Educational Website level, so it was not ready for the patch tonight. Everybody: Thanks.
- Little early Monday guy - 22 June 2026
Hey, just a quick one. I made some changes to load/restart behavior. This should improve stability and performance during restarts on all levels, but especially on Ford's Theatre and Railroad Station. Will take a pass at a couple more bugs/QoL things for another patch later today.
- Sunday's Improvements - 21 June 2026
Hey everyone. A Sunday patch for you: Railroad Station has seen some pretty substantial optimizations, especially around level load and the train terminal area. If you continue having problems with crashing on this level, please let me know. More changes made to address the dialogue softlock bug. This time for sure. If you still hit this bug, please let me know in the forums and include a screenshot. Infragruncher's damage has been retuned to more consistently deal high damage to nearby enemies. Resetting with the "Skip Countdown on Reset" option enabled will not begin the game clock until you move or take an action. Added a tutorial sign explaining speed boosting by bullet jumping while sliding. Plugged many holes in the game's geo. Shimrod now more clearly explains where rags are. I'm going to look at more optimizations for Railroad Station, but the nature and timing of them will depe…
- Saturday's Larger Patch: Generally improving the game in many ways - 21 June 2026
Hey everyone. Happy Saturday evening. Here's a patch and here are some of the bigger things it changes: Enemies' aim is more consistently affected by player movement. Their accuracy is better if you're standing still, but worse if you're sliding, high-jumping, etc. Made the Clockspewer's clock very sticky. Improved the first-shot accuracy and lowered the bloom for the Dooglies. Added a toggle for the countdown sequence after level resets. Added a volume slider for the "death whine". Better standardized sliding and player physics across different framerates. Antifoulers balance pass: Decreased their aggro ranged, slowed their projectiles down, and made their projectiles easier to see. Made some fixes to the dynamic music system. Further lighting tweaks on railroad station. Entering the Educational Website teleporter will now save weapons and items you've found in the Exposition. Better-o…