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Goblin Colony

Goblin Colony Steam metadata

MonoNord Games | Coming soon | game

Coming Soon

GameSteam Store content

SimulationStrategy

  • Steam app typegame
  • Steam App ID2276800
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperMonoNord Games

Goblin Colony metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Steam app typegame
  • Steam App ID2276800
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperMonoNord Games
  • PublisherMonoNord Games
  • Parent gameNot available

Genres: Simulation, Strategy

Company pages: Developer: MonoNord GamesPublisher: MonoNord Games

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Goblin Colony Steam metadata

Goblin Colony metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

References

Official and third-party reference links for checking this Steam app outside SteamPulse.

ReferenceLink
SteamPulse canonicalhttps://steampulse.org/game/2276800/metadata
Steam Communityhttps://steamcommunity.com/app/2276800
PCGamingWiki search
IGDB searchSearch IGDB for Goblin Colony

Reviews, pricing, and metadata

Review summary

No user reviews

Review score unavailable, 0 positive, 0 negative

Price and discount

No longer available on Steam Store

Platforms

Windows

Categories

Single-player, Family Sharing

Achievements

Not available

Platform releases

No data available

Latest Steam announcements

  • DEV BLOG #13 - All maps are done! - 9 August 2026

    Perhaps the biggest milestone has been reached;all maps are now done and the campaign can be played from beginning to end!There are 17 main maps and 3 optional for a total of 20 maps for the campaign.On top of that we also got the random map generator (virtually endless) and user made maps created with the included map editor. This should make for a fairly big game! :)So the main game is basically done. However, there's still more work:Map editor - I've been using it internally to create all the maps for the campaign but it needs some polish and QoL features before release.Music & SFX - A couple more tracks and sounds needs to be mixed and added.Steam integrations - Achievements, cloud saving etc.Translations - This is the only part of the game I can't really do all by myself but hopefully I can find good help. But most of all it needs more testing. Difficulty needs balancing. Maybe som…

  • DEV BLOG #12 - Boss battles! - 25 January 2026

    Good news! The game is actually at the state where I'm working on bosses.Naturally I want the boss battles to be big and exciting events but usually in RTS, boss battles are just microing challenges. The boss unit has some AoE attacks that you need to avoid before you can attack and then the pattern repeats.Personally I find these type of battles to be quite tedious, and as micro-managing combat isn't really the focus of this game, it felt weird to have bosses that emphasize this type of gameplay. I wanted something different for the bosses in Goblin Colony.I'm trying to incorporate more of other aspects (building, strategy) of the game and not just rely on micro. At the same time the boss maps should feel unique and not just like any other map. It's a difficult task but hopefully the result will be cool.Wish I could say or show more but I don't want to spoil too much. However, I can sa…

  • DEV BLOG #11 - Work continues! - 18 September 2025

    There are over 200(!) patch notes since the demo build. This includes bugfixes, balancing issues and additional features.I've done about half of the campaign so far, so about 7-8 maps more to go.While the campaign maps are handcrafted, I've also been working on a exciting new skirmish mode that uses a random map generator.With this you can generate a virtually endless amount of maps!Now, making a random map is fairly easy but making a good random map is much harder.I've taken much care into making sure that all generated maps are viable (winnable), with different layouts that plays well and look good.I've actually had great fun playing these maps myself as it's a fresh new experience every time even for me, the developer! It's also proven to be a great tool for playtesting and bug hunts so I'm very happy with this new feature. As always, thank you for your support!

  • DEV BLOG #10 - Demo update - Patch notes - 27 March 2025

    I've updated the demo with the following changes: Bugfixes: - Victory/Defeat jingles played at wrong volume - Loading a map with preplaced warriors could cause loading to end premature - When placing torches radius could show unvalid locations (unreachable corners) - Not able to cancel building some objects - Missing bounce effect when building weapon racks - Various text fixes (misaligments, typos) - Removed leftover debug code Added features: - Reworked gold storage. No more individiual storage, chests now contribute to a pool - Goblins carrying gold will recalculate paths if a new chest becomes available - Reworked Destroy/sell. The player will now recieve half golds worth of objects deleted with the destroy tool. Refunds are instant any excess gold will be dumped outside shrine - Deleting (canceling) unbuilt object now gives back all gold - Added number effect when selling - Rewrote…

  • DEV BLOG #9 - Player feedback and design deep dive - 7 March 2025

    I got some great feedback from the demo. Thank you all for playing and leaving comments! It's been wild watching people play and reading comments. I read everything and try to respond to as much as I can. Based on some of your feedback I've decided on some changes and thought I'd share some of my reasoning behind them. Rework to how gold is gathered and stored. Previously chests had it's own individual storage. The reasoning was to make it feel more dynamic and "alive". Ideally goblins would put gold in different chests which I thought looked cool. In reality it had very little positive impact on the game. It mostly just made it unintuitive which caused unnecessary player frustration. Another problem is that it was pretty complicated. Not only does the game need to keep track of the content of each chest but also constantly test for updates. Whenever a goblin picks up gold, chests needs…

  • DEV BLOG #8 - Demo finished and Steam NEXT - 10 February 2025

    Exciting news; the demo is done! Goblin Colony will be participating in the upcoming Steam NEXT event February 24 where the demo will be available for you to play! The demo consists of 3 levels. The first two serving mainly as tutorials and the last being more of a "normal" early map. It's been tough deciding what to put in the demo but hopefully this should give a taste of how the game will play. All in all there should be about 30-60 minutes of gameplay. As the game is still a work in progress and this will be the first large scale testing I expect there to be some bugs (please report any you find) but I will be watching carefully and try to fix any problems asap. Also please note that the demo lacks features and polish that the final game will have. Hope you will enjoy and are excitited to try out my game! Please tell your friends and favorite streamers to try it out. Any bit helps a…

  • DEV BLOG #7 - This and that - 30 December 2024

    Super busy. Let's get to it: * I've added one more tutorial, this one focusing on combat. This was a pain to code as it contains lots of custom scripting. All in all the tutorials has over 70 scripted events (in comparison normal levels don't really have any at all). Hopefully it will be worth it. With this out of the way the demo is mostly done. * New objects added. Portals, enemy lairs and gates. * Added a bunch of custom win conditions. Things like "Build X amount of X" "Defend for X minutes" etc. This will be not only available to use for the campaign but also when making your own custom maps with the built-in level editor. * I've also been busy working on the soundtrack for the game. So far I've made around 15 tracks though I'm not sure how many will make it into the game. I will make a separate post about this later with some previews but for now expect the soundtrack to be in the…

  • DEV BLOG #6 - Graphical update - 5 September 2024

    Goblin Colony is a 2D game with hand-drawn pixel graphics viewed from a top-down perspective (or a mixed top-down oblique perspective, I guess, if you want to get real technical). As everything on the screen is a flat image (sprites), there really is no concept of mass like there would be in a 3D environment. This makes it tricky to convey a sense of depth, and things can look a bit flat (because they are). While I’m using shades and baked-in transparency shadows for most sprites, I always wanted the environment to have a bit more depth but couldn’t find a good way of doing it without sacrificing performance. Until now. Now all walls cast shadows, and objects get an added effect similar to ambient occlusion. before/after The effect isn’t final as I’m still fine-tuning the intensity, but I’m very happy with this change. I think it’s a dramatic improvement that sets the mood for exploring…

  • DEV BLOG #5 - Bug-hunts (aka what's taking so long?) - 6 August 2024

    As a gamer I'm tired of all the buggy unfinished games released these days so naturally I want my own game to be as bugfree and polished as possible. As this is my first comercial release I want it to prove the quality of my work. Bugfixing isn't fun and can also be very time consuming but obviously this is very important work. If you're lucky it's an quick easy fix like a typo or some temporary test code left in by accident. It can also be something so obscure and rare that even replicating the conditions were the bug occurs is difficult. Also as more stuff gets added, previous code might become unsuitable. In Goblin Colony I've redesigned the combat system 3 times as an example. Basically "fixing a bug" can take anywhere from 5 seconds to 5 years. Sometimes you might not even find the bug at all. With that said, I'm happy to report that currently, there is 0 known bugs in the game! Of…

  • DEV BLOG #4 - Tutorials - 20 February 2024

    Nobody likes tutorials but they are a necessary evil in order to teach the players how to play the game. Tutorials are also infamous for being tough to design and for a UI-heavy strategy game doing an "invisible tutorial" (ex: Half-Life 2 and Super Mario Bros 1-1) just doesn't work. One of the most important design philosophies in Goblin Colony is that it should be as intuitive and clear as possible. I've taken much care when designing icons and made sure to include tooltips and non-intrusive explanatory texts whenever possible. By doing this I'm hoping to have a less heavy-handed approach for teaching how to play. That said, the game is relatively complex and still needs tutorials. Personally I don't like when tutorials include quirky characters that drag things out with "flavor text". With that in mind I intended for my tutorials to be as quick and to the point as possible. However, m…

  • DEV BLOG #3 - End of year report - 3 January 2024

    Goblin Colony was originally set to be released 2023 but unfortunately this won't be happening. I won't bore you with excuses. The reason is simply that things are taking longer than I anticipated. I don't want to rush things in order to make arbitrary deadlines and the quality of the game will always be my top priority. Sorry for the bad news but ultimately this will make the game better. However, good news is that the game is actually coming along great. All major game systems are in place (including combat) and the game is fully playable and in working order. There's still lots to do. Levels needs to be created (and playtested), tutorials, more soundfx to be added, bugs to squish and things to polish. The game now features traditional RTS-control (e.g. box-selection, right-click to move/attack) and I've been working on enemy AI such as aggro-range and patrol-routes wich should make w…

  • DEV BLOG #2 - Combat - 24 June 2023

    I'm currently working on the combat system which is the last missing piece of gameplay. This is perhaps the most complex system in the game since it involves multiple AI routines and pathfinding algorithms that need to work together. It's important to get right since it's an integral part of the gameplay. One of the challenges is to make pathing feel intuitive and look natural, especially when entering combat. For example, I want goblins and enemies to be able to surround their foes. Goblin Colony uses a grid system for movement and normally when building or digging, goblins only perform tasks when positioned one tile above, below or to the direct sides of the goal. In order to achieve the surrounding effect and make combat more engaging I've decided to make use of diagonal positioning so units can path to and attack their foes from all directions. This gives potential for bigger and mo…

  • DEV BLOG #1 - State of the game - 21 March 2023

    Hello and welcome to the first dev blog for Goblin Colony! For those who don't know, Goblin Colony is developed by just one guy and that's me, Magnus. I'm doing all the programming, graphics, and everything else (including music and even voice-acting!). I'm hoping to do these posts regularly up until the release to keep you informed on what I'm currently working on and the overall progress of the game. I have also posted a FAQ in the discussions forum for some more general information. Although the game is still in alpha, most of the graphics, sound, music, and engine code are done. However, nothing is final at this point and will be updated/improved if needed. The game is very much playable in its current state, the main thing missing is combat (more on that later) and actual levels as so far levels have been set up for testing purposes only. Short list of updates since January this ye…

Patch notes and updates

S.noRelease datePatch nameGID number
127 March 2025DEV BLOG #10 - Demo update - Patch notes1795283637817955

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID2276800
Live current players0
SteamPulse tracked peak0
Live count (today's peak floor)0
PriceNo longer available on Steam Store
Free to playNo current Steam offer
DiscountNot available
Original price USDNot available
Current price USDNot available
Release dateComing soon
DeveloperMonoNord Games
PublisherMonoNord Games
Owners estimatedNot available
SteamSpy owner estimate minimumNot available
SteamSpy owner estimate maximumNot available
Review typeNo user reviews
Positive review percentNot available
Positive reviews0
Negative reviews0
Total reviews0
Steam recommendationsNot available
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportNo
Parent gameNot available
Store URLNot available on Steam Store

Short description

Goblin Colony is a real-time strategy game with building and settlement management features. As the keeper of the dungeon you will command an ambitious tribe of goblins as you explore, build and do battle with your foes across a huge campaign.

About this game

Goblin Colony is a real-time strategy game with building and settlement management features. As the keeper of the dungeon you will command an ambitious tribe of goblins as you dig, build and explore the depths of the mountain. Take control as you battle the dwarves and other creatures for supremacy across a huge campaign! Build your colony Expand your underground dungeon and shape it the way you want. Build a stronghold with rooms such as treasury, barracks and more. Place torches to light the way forward. Dig to explore Tunnel your way through the dungeon in search of gold. Cross rivers of water by building bridges. Watch out for dangerous foes such as mutant rats and giant flying bats. Manage the goblins Supply your goblins according to their needs such as beds for sleep and food for hunger. Research new technologies to help in your progress. Enlist goblins as warriors to fight the enemy. Battle the enemy Fight the dwarves and monsters for supremacy. Build siege weapons to defend your base. Achieve victory through superior numbers or cunning tactics. Key Feautures Real-time strategy suited for both casual and hardcore players Huge 15+ maps campaign Skirmish mode with randomized maps Usermade maps Level editor included!

Supported languages

English * , French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian * languages with full audio support

Steam categories

Category IDCategory
2Single-player
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejus10Medo
steam germany12Gewalt
igrs13Kekerasan

Steam marketplace comparison data

Price History Overview

USD uses SteamPulse's own locally recorded daily store snapshots, so this overview reflects the exact regional price history that SteamPulse has captured for this currency.

Coverage And Tracking Window

  • Snapshots: 1
  • Coverage: Sep 22, 2026 to Sep 22, 2026
  • Lowest observed: $0.00
  • Highest observed: $0.00

Goblin Colony's USD price history spans from Sep 22, 2026 to Sep 22, 2026, with 1 recorded snapshot across 1 calendar day. Each row records the available final price, listed base price, and discount metadata for that observation. Within this coverage the lowest recorded price is $0.00, the highest is $0.00, and the first visible tracked price is $0.00. These comparisons apply only to the snapshots SteamPulse holds; missing observations can contain changes that are not represented here.

For USD, SteamPulse uses locally captured regional storefront snapshots and does not reconstruct older prices with exchange-rate conversion. The chart and table show the values recorded for this exact currency from the stated coverage start. Additional snapshots extend that record, but they do not fill unobserved days or prove what the storefront displayed between observations.

Discount Windows And Sale Timing

  • Discount windows: 0
  • Discounted days: 0 days
  • Deepest markdown: No discount tracked
  • Latest sale window: No sale window tracked

Goblin Colony's tracked USD rows do not contain a discount window. This means no available snapshot in the stated coverage has usable discount metadata; it does not prove that the game was never discounted. Missing snapshots or archived rows without complete metadata can hide a sale, so SteamPulse does not infer pricing strategy from this absence.

If a later snapshot includes discount metadata, it will appear here with its recorded depth, price, date, and sale name when available. Until then, this section should be read only as a description of the available rows, not as evidence about the publisher's promotion policy.

Observed Price Changes And Stable Runs

  • Observed price drops: 0
  • Observed price rises: 0
  • Longest stable run: 1 day of uninterrupted daily tracking
  • Current run: 1 day of uninterrupted daily tracking

Outside rows carrying discount metadata, the tracked price has not recorded a separate price rise or drop yet. That means the observed undiscounted level has stayed stable across the snapshots SteamPulse currently holds. This is a statement about the recorded coverage only; it does not prove that an older or missing price change never happened.

The longest unchanged price stretch in the current record lasts 1 day of uninterrupted daily tracking at $0.00, from Sep 22, 2026 through Sep 22, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at $0.00. The latest run records $0.00 for 1 day of uninterrupted daily tracking as the same recorded undiscounted price. Run lengths describe consecutive stored observations only and do not establish that a price is permanent.

Latest Snapshot And Sales Context

  • Current price: $0.00
  • Current list price: $0.00
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records Goblin Colony at $0.00 in USD, with no active discount metadata. Across the available history SteamPulse has recorded 1 distinct final price in this currency. This supports comparisons with the lowest, highest, and most common values present in the retained record, subject to the stated coverage limits.

The live sales view and Steam sales record provide calendar context for these dates. A date overlap can be compared with a named Steam event, but it does not prove why a publisher changed a price. As new daily rows arrive, this overview recalculates its observed prices, discount windows, and run lengths automatically.

Regional Steam prices

CountryCurrencyFinal priceOriginal priceDiscount
United StatesUSD$0.00$0.000%
United KingdomGBNot availableNot availableNot available
Euro AreaEUNot availableNot availableNot available
AustraliaAUNot availableNot availableNot available
CanadaCANot availableNot availableNot available
IndiaINNot availableNot availableNot available
BrazilBRNot availableNot availableNot available
RussiaRUNot availableNot availableNot available
ChinaCNNot availableNot availableNot available
JapanJPNot availableNot availableNot available
South KoreaKRNot availableNot availableNot available
MexicoMXNot availableNot availableNot available
NorwayNONot availableNot availableNot available
PolandPLNot availableNot availableNot available
SwitzerlandCHNot availableNot availableNot available
New ZealandNZNot availableNot availableNot available
SingaporeSGNot availableNot availableNot available
Hong KongHKNot availableNot availableNot available
South AfricaZANot availableNot availableNot available
UkraineUANot availableNot availableNot available
KazakhstanKZNot availableNot availableNot available
IndonesiaIDNot availableNot availableNot available
ThailandTHNot availableNot availableNot available
MalaysiaMYNot availableNot availableNot available
PhilippinesPHNot availableNot availableNot available
VietnamVNNot availableNot availableNot available
United Arab EmiratesAENot availableNot availableNot available
Saudi ArabiaSANot availableNot availableNot available
IsraelILNot availableNot availableNot available
ChileCLNot availableNot availableNot available
ColombiaCONot availableNot availableNot available
Costa RicaCRNot availableNot availableNot available
KuwaitKWNot availableNot availableNot available
PeruPENot availableNot availableNot available
QatarQANot availableNot availableNot available
TaiwanTWNot availableNot availableNot available
UruguayUYNot availableNot availableNot available
ArmeniaAMNot availableNot availableNot available
ArgentinaARNot availableNot availableNot available
TurkeyTRNot availableNot availableNot available
PakistanPKNot availableNot availableNot available

Tracked regional price history

The tracked Steam price is stable at $0.00.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$0.00$0.00No changeNo discount
United KingdomGB0Not tracked yetNot availableTracking starts nowNo discount
Euro AreaEU0Not tracked yetNot availableTracking starts nowNo discount
AustraliaAU0Not tracked yetNot availableTracking starts nowNo discount
CanadaCA0Not tracked yetNot availableTracking starts nowNo discount
IndiaIN0Not tracked yetNot availableTracking starts nowNo discount
BrazilBR0Not tracked yetNot availableTracking starts nowNo discount
RussiaRU0Not tracked yetNot availableTracking starts nowNo discount
ChinaCN0Not tracked yetNot availableTracking starts nowNo discount
JapanJP0Not tracked yetNot availableTracking starts nowNo discount
South KoreaKR0Not tracked yetNot availableTracking starts nowNo discount
MexicoMX0Not tracked yetNot availableTracking starts nowNo discount
NorwayNO0Not tracked yetNot availableTracking starts nowNo discount
PolandPL0Not tracked yetNot availableTracking starts nowNo discount
SwitzerlandCH0Not tracked yetNot availableTracking starts nowNo discount
New ZealandNZ0Not tracked yetNot availableTracking starts nowNo discount
SingaporeSG0Not tracked yetNot availableTracking starts nowNo discount
Hong KongHK0Not tracked yetNot availableTracking starts nowNo discount
South AfricaZA0Not tracked yetNot availableTracking starts nowNo discount
UkraineUA0Not tracked yetNot availableTracking starts nowNo discount
KazakhstanKZ0Not tracked yetNot availableTracking starts nowNo discount
IndonesiaID0Not tracked yetNot availableTracking starts nowNo discount
ThailandTH0Not tracked yetNot availableTracking starts nowNo discount
MalaysiaMY0Not tracked yetNot availableTracking starts nowNo discount
PhilippinesPH0Not tracked yetNot availableTracking starts nowNo discount
VietnamVN0Not tracked yetNot availableTracking starts nowNo discount
United Arab EmiratesAE0Not tracked yetNot availableTracking starts nowNo discount
Saudi ArabiaSA0Not tracked yetNot availableTracking starts nowNo discount
IsraelIL0Not tracked yetNot availableTracking starts nowNo discount
ChileCL0Not tracked yetNot availableTracking starts nowNo discount
ColombiaCO0Not tracked yetNot availableTracking starts nowNo discount
Costa RicaCR0Not tracked yetNot availableTracking starts nowNo discount
KuwaitKW0Not tracked yetNot availableTracking starts nowNo discount
PeruPE0Not tracked yetNot availableTracking starts nowNo discount
QatarQA0Not tracked yetNot availableTracking starts nowNo discount
TaiwanTW0Not tracked yetNot availableTracking starts nowNo discount
UruguayUY0Not tracked yetNot availableTracking starts nowNo discount
ArmeniaAM0Not tracked yetNot availableTracking starts nowNo discount
ArgentinaAR0Not tracked yetNot availableTracking starts nowNo discount
TurkeyTR0Not tracked yetNot availableTracking starts nowNo discount
PakistanPK0Not tracked yetNot availableTracking starts nowNo discount

United States price history (USD)

Tracked price is stable at $0.00.

DateCurrent priceOriginal priceDiscountSource
2026-09-22$0.00$0.00No discountSteam Store

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