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Grids & Goblins PlaytestNewsMap Tweaks
Game update

Map Tweaks

Grids & Goblins Playtest · published 8 Sep 2026, 01:33 UTC

All newsPlayers around this dateRead on Steam

💽 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 Swap Party (your third).
  • Fair opens the very first victory tally a save ever reaches, introducing the Ledger.
  • Real farewell dialogue for the Dungeon Explorer, win or lose.

Changed

  • Resting is a 15 HP top-up, not a full heal — at both the tavern and the pre-Tower campsite. The card and map tooltip name the number.
  • Biomes shift what they spawn as a run goes on: the Plague Rat opens the forest and the Slime ladder arrives a few battles later to punish the answer you just learned. Swamp stays flat.
  • Rooms can hold two kinds of problem from the sixth battle instead of the twentieth.
  • Slimelings cost as much threat as a Plague Rat, so pools no longer fit extra of them under the same band.
  • The Slime ladder is priced for denying repositioning rather than tempo — shoving one into something splits it, and that now costs the generator.
  • The first POI row keeps out the shop, the weaver and the tavern; the tarot reading gets two later shots instead.
  • Battle rows draw monster-or-elite only, retuned to about five elites an act.
  • Bats and Razor Wasps hover while airborne.
More from Grids & Goblins Playtest

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