Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Grids & Goblins PlaytestNewsTopple to... Tower?
Game update

Topple to... Tower?

Grids & Goblins Playtest · published 3 Aug 2026, 08:06 UTC

All newsPlayers around this dateRead on Steam

💽 Patch Notes — v0.6.0

New

  • The overworld is now a branching node graph. Each act is a lattice of forward-only routes — every step is a choice between a battle, an elite, a recruit, a forge or a trainer, with a few rows visible ahead before you commit.
  • Battles run as waves: the board clears 2-5 times before a single shared payout.
  • Waves keep the board — props, hazards, dropped loot and your party's statuses all survive the rebuild.
  • Persistent Wave N/M counter in the battle HUD for multi-wave fights.
  • Run loadouts: each class opens a run with a pinned core ability and a random roll, and grows from there instead of rerolling every battle. Geomancer always pins Resonant Pillar.
  • Four guaranteed Trainer / Gem Forge stops per act, both free picks — every route crosses all four.
  • Party portraits on the overworld roster show their equipped loadout, with names on hover.

Changed

  • One free hire and one rest per act are now structural — the recruit rift is a single funnel node at the start of every act, and routes converge on one rest node.
  • More elite nodes per act (roughly 11% to 14% of rolled nodes).
  • Map reads closer: three visible node rows, four lanes, and POI / monster icons at double size.
  • No row is ever uniform — pacing rows alternate Trainer and Gem Forge, and no non-monster node repeats within a row.
  • Skull nodes resolve as the biome's battle with a bumped enemy count.
  • Items ride shoves — Kubinage, Sink Hole, Gravity Well, Resonant Pull and every other push or pull can now throw items. A thrown item damages whatever it crashes into, and breaks and collects at 1 HP. Walls just stop it.
  • Shadow Push can move props, matching Kubinage's rules.
  • Bats are grounded for the round by any damage. Grounded bats take 25% more damage and spend a turn standing back up, and only airborne bats dodge melee.
  • Chokehold's vulnerability ladder is steeper: 1.5 / 2 / 3 / 5 / 8x per stack.
  • Goblin Ballista spins its turret on any blow, not just melee and projectiles.
  • Gems hold at the kill for a moment before flying to the readout, and tutorial spotlights wait for the effects to clear so the drop they point at is visible.

Fixed

  • Chain links resolve in the order you took them instead of unwinding backwards.
  • A player already committed to a queued strike now sits out the chain.
  • Lights release with whatever owns them — charged Rising Pillar and tremor pillars die properly instead of vanishing, poison clouds killed by splash let go of their glow, and prop glows no longer bleed between dungeon rooms.
  • Dungeons no longer generate with an unreachable boss and treasure (previously about 7.7% of seeds were uncompletable).
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 update9 Sep 2026Combo Focus💽 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 ca…