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Grids & Goblins PlaytestNewsRandom Ability Reshuffle
Game update

Random Ability Reshuffle

Grids & Goblins Playtest · published 30 Jul 2026, 00:51 UTC

All newsPlayers around this dateRead on Steam

Patch Notes — v0.5.11

New

  • Telegraphed attacks — a new kind of ability that winds up on one turn and lands on the next, marking the tiles it is coming for so everyone can see it arrive
  • Falling Mountain (Wrestler) — telegraph a tile, crash down on it next turn, and open a chain window as the strike lands
  • Piercing Shot (Archer) — spend a turn aiming down a column; the arrow flies at the start of the next one, hitting harder the deeper it drives. It stops at the first body that blocks it, so the lane has a full turn to move in, out, or in front
  • Gravity Well (Geomancer) — open a well and drag everything two rings out into the ring around it. The charged version leaves a well behind that pulls again at the start of the next two rounds
  • Paralyzing Dart (Shadow) — a dart that puts an enemy to sleep for up to three turns. Any hit that lands wakes them early
  • Chokehold (Wrestler) — a sustained grapple. Your victim cannot act while you re-cast to maintain it, and every maintain compounds the damage they take. Three different ways out for them

Changed

  • Line of sight now applies to every enemy, and it bites. Cover actually covers: an archer with no shot and nowhere better to stand spends its turn, and blocked enemies reposition into a lane that has a shot instead of dithering
  • Line of sight is about the rows an attack crosses, not how far sideways it reaches — a barrel two columns over is no longer cover
  • Loadouts reroll every battle. Two of each character's four ability slots are rerolled from what they know at each overworld battle; the core pair stays put. Toggle with rotate_abilities_per_battle
  • Executioner reaches the whole enemy area instead of the front row only, hits half again as hard against the front row, and now carries the kill-stacking damage bonus that belonged to Reaper
  • Sink Hole moves from the Geomancer to the Wrestler
  • Caltrops now poison for three turns and stun for one on contact, on top of their damage
  • Shield Skeletons spend a whole turn hauling a knocked-aside shield back into place, so breaking their guard buys you real tempo
  • Plague Rats weave diagonally as they close in on you
  • A character can now join the same chain more than once
  • A new game opens on the overworld map — the opening dohyo spar is temporarily out

Fixed

  • Chain windows now open the moment an enemy burns or bleeds out on its own turn, instead of making you wait for your next move
  • Effects that fire between rounds — poison clouds, powder-bomb fuses — inherited the last turn's combo multiplier and could land at triple damage
  • Newly spawned units now set off the hazard on the tile they appear on
  • Downed goblin-mech fists take damage again
  • Taunt and Balance Overdrive showed a placeholder icon
  • Corrected frame numbering on two spritesheets
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