The Very First WOFG! Community Announcement

Watch Out For Goblins!

Run and jump a ragdoll goblin through a hilarious physics sandbox! Explore and collect Power Cogs alone- or with a friend in split screen! Repair Gobland and become Goblin Royalty! There's no saying what might happen, and no stopping the BIG GOBLIN ENERGY!

Hello everyone and anyone. My name is Conor. I’m developing “Watch Out for Goblins!” with my brother Joel. We have a Steam page now- a big step for us! Thank you for taking an interest in our crazy goblin game. [i][b]Why are we making a physics platformer focused around active ragdolls? [/b][/i] Personally, it’s because we played “Stair Dismount” a lot and have nostalgia. Universally, it’s because ragdolls are fun. We’ve toyed with a few different formats that would put active ragdolls at the front and center of our game, but the more we worked on a 3D character controller the more clear the game’s direction became. We are making a wacky physics platformer. Our goblins have weight and their collisions feel impactful. Our controls are unique and have a high skill ceiling. Our goblins already have a lot of ways to interact with their environment and we have plans for many more. We are beyond excited for “Watch Out for Goblins!” and hopefully, if you are reading this, you are too! [i][b]What are we working on right now?[/b][/i] We currently have an Alpha version of our game which we’ve been playtesting with a small group of people. We have been working on incorporating the feedback from that playtest into the game. The plan for the next few weeks is to continue working on our character controller. We want the controls to feel responsive and predictable, without taking away the feeling of weight and impact. This is the core of the game, so it’s very important to us that we take whatever time we need to get this right. It has been a careful balancing act. It's in a great place now, and feeling better everyday! [i][b]What does “coming soon” actually mean? [/b][/i] We want to launch the game into early access in late 2024 or early 2025. Depending on your point of view that might not seem like “soon”, but it certainly feels very soon to us. We don’t feel the need to launch with a feature complete game, but we want to be able to launch with a clear vertical slice. That means we want frameworks for all the systems we plan to include in the final game and at least one polished level that has a clear sense of progression. It can be hard to guess how long a feature will take to implement so we don’t want to set hard deadlines, but I’m optimistic we are on track (at least for now). While I can’t give hard deadlines, I’m going to try my best to keep you all informed about the development process with these community posts whenever I can find the time to do so. If you’ve read this far: Thank you! We greatly appreciate you taking an interest in our game. Until next time, please remember- wherever you go, whoever you are, always, always: Watch Out for Goblins!