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Goblins Can ConquerNewsLocalization, Elite Enemies, Balance Adjustments and more
In-game event

Localization, Elite Enemies, Balance Adjustments and more

Goblins Can Conquer · published 1 May 2026, 08:34 UTC

All newsPlayers around this dateRead on Steam

I've been working hard to add a total of 9 new languages to the game, introducing Elite enemies, tuning the balance, reworking the UI, and much more! Here is the full list of what’s new in v0.7 of the Goblins Can Conquer demo:

  • Localization! The game is now translated into Japanese, Chinese (Simplified), Korean, Portuguese (Brazil), Spanish, German, French, and Italian.

  • Elite Enemy System: Higher-tier encounters, such as Hideouts and Safehouses, now have a chance to spawn one Elite enemy. Elites are stronger foes that grant significantly more score (Spoils) upon defeat. There are currently 3 Elite Modifiers, with more planned for the future.

  • Reworked Difficulty Scaling: Adjusted to offer a fairer challenge at higher turn counts.

  • Buffed Spoils: Increased rewards for both victories and losses to help players build their War Camp faster.

  • Buffed Barracks: Reduced the build cost from 100 gold to 90.

  • Nerfed Shiny Stash: Increased the build cost from 25 gold to 30, while still granting 5 gold per turn. This change is intended to prevent excessive "Stash spamming" in the early game.

  • Controlled Danger Events: The Danger Event (red arrows on tiles every X turns) is now more balanced. It will increase tile difficulty by 1-3, down from the previous 1-5.

  • Nerfed Human Mages: Adjusted this enemy type to prevent them from spamming their explosion burst attack too frequently.

  • War Camp: Buffed the Bank (gold per turn) but increased its cost as well-after all, banks aren't cheap!

  • UI Overhaul: Reworked the user interface and added some juicy visual effects.

  • Bug Fixes: Various minor fixes and stability improvements.

You can play the new version of the demo right now! Let me know what you think.

Beyond the demo, I am targeting early August as a potential launch window. I’ve already started working on the full game, including new goblins (like the Goblin Monk), new spells, new buildings, and new enemies (expect some slimes and elves!). There will also be brand-new areas to explore.

It would help me greatly if you could wishlist the game! ❤️

A mage enemy got beefy

Translations!

More from Goblins Can Conquer

Other announcements

All news
In-game event30 Aug 2026Patch v1.0.3 - New BuildingsThis patch brings not only bug fixes but also a batch of new buildings! Both the War Camp's Magic School and Keep now provide a new building at each rank. Each one recruits its goblin every 5 turns: · Magic School rank 1 grants the Magic Library, which recruits a Goblin Scholar. · Magic School rank 2 grants the Mage Tower, which recruits a Goblin Mage. · Magic School rank 3 grants the Wizard Sa…Game update28 Aug 2026Patch v1.0.2 - War Camp & Balancing UpdatePatch v1.0.2 is live, focusing on enemy tuning and accelerating War Camp progression: · Spoils: Enemies now drop more spoils when defeated. · War Camp Costs: Lowered spoils cost for upgrades, particularly for higher-tier upgrades. Upgrades can now be unlocked significantly faster between runs. · Enemy Damage: Further reduced across all stages (minor reduction at lower difficulties, major reduct…Game update27 Aug 2026Patch v1.0.1 - Quick Update & Difficulty AdjustmentsThank you all for playing Goblins Can Conquer ! Based on your feedback, I've made a few adjustments, especially to reduce enemy damage at higher difficulty levels (8 and above), along with a few other fixes: · Difficulty Scaling: Enemy damage now scales down at difficulty level 8 and higher, meaning enemies won't hit as hard in high difficulty encounters. · Squire Goblin: Increased base damage.…