Pit of Goblin Early Access is here! 🎼

The day has finally arrived! We've been hard at work and have plenty of exciting new updates, fixes, and surprises to share with you. All for your enjoyment. Read on... if you dare! [h3][b]Menu[/b][/h3] [list] [*] New Menu in 3 Dimensions!!! [*] Keybind Support - Finally, change keys to your liking! [*] Score Screen - Now after successfully feeding the King Queen you’ll see how well you did. Or if you fail, how well you didn’t! [*] Localization to a bunch of languages! [list] [*] English [*] French [*] German [*] Spanish [*] Simplified Chinese [*] Ukrainian [*] Russian [*] Swedish [/list] [h3][b]Online[/b][/h3] [list] [*] Join Random Games - Now you are able to join random games! Meet new goblins from other tribes! Just be nice to each other or I’ll be very cross with you. [*] Game State now restarts properly upon Game Over, allowing players to start anew without having to host a new game. [*] You can now join your friends through steam by using the friends list [/list] [h3][b]Character Customization[/b][/h3] Players are now able to customize their goblin even further! Change hairstyle, hair color and more! [h3][b]Player Animation Overhaul[/b][/h3] [list] [*] The player goblins have received a new system containing many new dynamic animations using IK. [*] Other players can now see you interact with the torch, readying for a throw, switching items, holding different types of objects and more! [/list] [h3][b]Optimization[/b][/h3] [list] [*] Big overhaul where the game is now being rendered at a lower resolution instead of shader pixelation, improving performance drastically on many computers! Less intense for those graphics cards. [*] Lights in the lobby are no longer as performance intensive as earlier. [*] Network traffic optimization resulting in much less rubberbanding and desync of player positions, especially during higher latency. [/list] [h3][b]New Bucket Feature - Depth Lever[/b][/h3] [list] [*] The bucket now has a lever for deciding what depth to travel to. [*] Deeper depths means more potential for loot but also danger
 [*] Some environments are only found on certain depths. [*] The further you get in the game, the deeper you will be able to travel. [*] Currently there are 3 depths to explore, each containing a different set of maps. [/list] [h3][b]Maps and Environments[/b][/h3] [list] [*] New Environment added - Caves [*] New Environment added - Mines [*] 7 New Maps added to the game for the players to explore! [/list] [h3][b]Items and Shop[/b][/h3] [list] [*] New Item Type - Equipment [*] New Mechanic - Armor. Armor absorbs incoming physical damage but will not save you from allies putting you on fire. [*] New Equipment - Bucket Helmet [*] New Equipment - Barrel Armor [*] New Item Type - Instrument [*] New Instrument - Horn Flute [*] New Item - Dice [*] New Item - Ward [*] New sound for Bucket Drum [*] Added support for items to restock when purchased in a shop. Currently used for torches. [*] Cost and value of shop items rebalanced. [*] New look for mushrooms. They want to look good too. [/list] [h3][b]Secret Rooms[/b][/h3] [list] [*] 
shhhh! [/list] [h3][b]New Hazards[/b][/h3] [list] [*] New Hazard Type - Crusher Trap [*] New Hazard Type - Swinging Axes [*] New Hazard Type - Mushroom Spores [*] New Hazard Type - Crazy Minecarts [/list] [h3][b]Enemies[/b][/h3] [list] [*] New Enemy Type - Slime [*] New Enemy Type - Fire Fairies [*] Enemy Health System - Enemies now have health, but that does not mean all of them can be defeated by mere goblins
 [*] Skeleton hunting speed has been reduced and their attack size is now consistent thanks to a bugfix. [*] Crawlers now attempt to stay more relevant and make more noise
 [*] Gorers can now be defeated. [*] Gorers now take longer to recover upon missing an attack. [*] Knights now hold the grabbed player for longer, granting other players a bigger window of opportunity to free them. [*] Lots of other various other tweaks to the existing enemies in pursuit of better balance in difficulty. [*] Enemies are now less likely to linger around defeated goblins. [*] Some enemies are now stunned for longer, depending on what item is thrown, but diminishing returns may apply
 [*] Enemy sound rebalancing and visual fixes. [/list] [h3][b]Gameplay[/b][/h3] [list] [*] A lit torch in your inventory will now illuminate your surroundings, even if it isn’t currently in your hand. [*] Dousing a lit torch in water now refreshes their duration. [*] Guards and shopkeepers in the lobby now respond to incoming items
 [*] Smaller groups of players no longer have to collect as much food as bigger groups to progress. [*] Readjusted damage values of most traps, enemies and other hazards. [*] Player Stamina depletes slower upon sprinting, which means you can run for longer! [*] Difficulty now tied to Depth level chosen. [*] Food is now worth more money. Maybe trade a steak for a torch? [*] “Trips sign” added in the lobby to show your progress towards the next feeding sequence [*] The food value of eating a goblin now more accurately reflects the amount of meat found on a scrawny goblin. [*] Entrances and exits now emit a faint glow and some dust to make them easier to spot from a distance. [*] More things found in the player surroundings, such as candles, can now be lit by torches [*] Crosshair added to assist in aiming during the Throw action [*] Chests now have a tiny chance to contain a mystery surprise :) [/list] [h3][b]Bug Fixes[/b][/h3] [list] [*] Items no longer sometimes disappear from the container supposed to keep them safe. (It had one job
) [*] Improved Networking and bug fixes for existing Traps [*] You no longer get startled by one million sounds at the same time upon joining someone's lobby. [*] Fixed many issues with items desyncing between players. [*] The Gong/Dinner bell can no longer be rung twice, resulting in a quick defeat. [*] Enemies now mask their fear signals to the player properly when they are being sneaky little rascals. [*] Fixed issues where players would catch fire just by walking through another player that had a torch in their inventory. (It was fun seeing players blame one another but sadly we decided to fix it) [*] Many issues with the bucket Map not working properly have been fixed. [*] Fixed an issue where the Speaking Stone would not work for players using Voice Activation. [*] Improved Bucket Stability during higher latency. [*] Feedback when putting items in the feeding plate or the selling plate are now displayed to all players properly. [*] Fixed an issue where Skeleton attacks would attack further if facing certain directions. [*] Fixed an issue where seeing in the dark sometimes wouldn't work in staircases. [*] Video Tab in settings is no longer called “Audio” [*] Audio Tab in settings is no longer called “Video” [*] Fixed some issues where SFX and Music wouldn’t adhere to their respective sliders. [*] Fixed an issue where items would be indestructible when thrown. [*] So many bugfixes, like
 who wrote this code in the first place, goblins? Haha. Anyways. There were a lot of bugs
 [*] Many more bugs added
 probably. [/list] We hope you love all the new updates—we promise there's more to come soon! Gather your friends and get ready to dive into the chaos of the Pit. See you down there!