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Grids & Goblins PlaytestNewsCombo Focus
Game update

Combo Focus

Grids & Goblins Playtest · published 9 Sep 2026, 05:56 UTC

All newsPlayers around this dateRead on Steam

💽 Patch Notes — v0.6.21

New

  • Fighting-game hit counter in the top-left: the hit count, a praise tier (Good! through Devastating!), a kills line and the turn's damage total, stacked as one block
  • The combo cue now walks up a major scale as a chain grows, stacking octave doublings underneath it so the sound thickens without getting louder
  • Campsites play their own campfire track, and the card table and character select carry the map's music instead of running silent

Changed

  • Hits on gold and food now count toward the combo, and sound like it
  • The counter only rattles and heats up on a real chain — flat until 10 hits, and the damage total holds still until 100 damage in a turn
  • The whole readout holds at full brightness for a second after the flurry ends, then fades as one block
  • The kills line shakes from the third kill
  • The wave counter has moved up beside the menu button, clear of the readout
  • Your second battle now spotlights Swap Party and the third Defend — the corner a new player has no other way to find comes first
  • Cleave's second combo hit now lands at 1.5x
  • Gem flights arc behind the damage numbers instead of over them
  • Trimmed one track from the dungeon music pool

Fixed

  • The trainer and the gem forge no longer deal a table you can't afford — a stored trainer roll re-checks your purse, and the forge prefers a variant you can actually buy
  • A swing that connected with a pickup no longer reads as a dropped hit
  • The combo cue no longer goes flat inside a slow-motion interrupt window
  • The wave counter's text sits centred in its button
More from Grids & Goblins Playtest

Other announcements

All news
Game update14 Sep 2026Sound's Different💽 Patch Notes — v0.6.23 New · Battle music now reacts to the fight. It opens calm, climbs as you land blows, lifts while a chain is live, and peaks when rage runs hot, then settles once the fight is decided. · Three different battle sets, one rolled per encounter, held across wave breaks so a long fight reads as a single build. · An About page on the main menu: a credits roll with the special…Game update9 Sep 2026Minor Playtest Bump💽 Patch Notes — v0.6.22 Changed · Breakable props now feed the combo — smashing grass, barrels or crystal pillars counts toward the combo counter, turn damage, screen kick and gem rewards, just like hitting an enemy · The combo bleep stays quiet on the first hit of a chain, and only starts singing once a combo is actually running · Resting at the inn plays the campfire track and animates the h…Game update8 Sep 2026Map Tweaks💽 Patch Notes — v0.6.20 New · The overworld runs on a fixed rhythm: two rows of battles, then a row that is POIs end to end. Every route crosses all three. · A POI row is dealt from a bag of its six kinds rather than rolled independently, so a row is a spread of choices and the same lane won't offer the same stop twice running. · Battle-start tutorial hints for Defend (your second battle) and…