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Artwork and Game update page for "Here be Goblins", Check Fridays for scheduled previews of upcoming updates.
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Pixie Goblin

Access to bug fixing build released several days before release build. Access to discord to see exclusive previews whilst I work. Stop me from being homeless or starving to death.

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Goblin

Access to bug fixing build released several days before release build. Access to discord to see exclusive previews whilst I work. Name in the game as part of the warded asylums mass casualty report documents.

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Hobgoblin

Access to bug fixing build released several days before release build. Access to discord to see exclusive previews whilst I work. Name in the game as part of the warded asylums casualty report documents.

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Features

  • Join the Discord server to see frequent image previews from coming updates - https://discord.gg/NgYDmkRTzC
  • Access to bugfixing build released a couple of days before release build.
  • Listen to the soundtrack - https://www.youtube.com/watch?v=Xx1vdSlPzoI&list=PLLhExjNjxQ_hN5DR-PNu2cYTMvkbI8Rhi&pp=0gcJCWMEOCosWNin
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Hello,
Since finishing jury service, I’ve been primarily focused on writing the dialogue for the Kobold’s (Dakka) first questline and programming the various events that take place during it. I’ve included several quick-time events that act as an introduction to the mechanics you’ll encounter in later gameplay, as well as puzzles to make the mission objectives more engaging.
I’ve also been implementing changes to give the day/night cycle more impact. The first, and most obvious, change already in the game is that NPCs now appear at different times of day.
The second change, which I’m currently working on, is having different monsters spawn in the dungeon at night. Minothots, which you encounter during the day, can be defeated to gain items and view their respective scenes. Nighttime monsters, on the other hand, are designed as a resource for crafting food once defeated. The crafting system was introduced in a previous update, but until now, it lacked its full intended purpose. With this update, food items will not only prevent starvation but also grant passive bonuses to aid dungeon crawling.
The third difference between day and night will be the ability to burgle houses for extra cash or to find items you can gift to party members, as mentioned in the previous news update.
Alongside posting previews in the free sections of Discord, I’ve have begun uploading high-resolution CGs to the private section of the forum, exclusively for Patreon and SubscribeStar backers.
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I’ve been laying the groundwork for an affinity system that allows players to unlock scenes between the MC and party members, increase their combat levels, and learn more about them through personal side quests.
To raise a party member’s affinity, players will have several options:

Giving them gifts they appreciate – These can be acquired through the Chex store (as mentioned in the previous update) or by burgling people’s houses. Since most of the goblin economy revolves around theft, this fits naturally into the world.

Simple dates and conversations – Take party members to places they enjoy, buy them items, or treat them to a meal while engaging in conversation. A graded choice system determines how much affinity increases based on correct or incorrect responses.

Personal quests – These are small story-driven missions that expand on the character’s background and personality. While they don’t directly grant affinity points, they allow the character to break through thresholds and progress to the next affinity level.
Affinity Levels
A character’s affinity level determines how far they’re willing to go during sexual encounters. As players accumulate affinity points, the character’s affinity level increases at thresholds or the option to undertake their personal quest becomes available to unlock the next level.

Combat Level
When a party member engages in a sexual encounter with the MC, their combat level is raised to the same level as the MC.

In the next update, each party member will have one unlockable scene, with an initial affinity level cap of one. This will let them begin levelling up alongside the MC as he gains experience from NPC encounters.

The next preview will be delayed by a fortnight. Starting next week, I’ll be on jury duty for up to two weeks, and I have no real idea how much free time I’ll have to get work done. Rest assured, any free time I do get will be spent hammering the next update into a coherent shape. 
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There’s not much to report this week, as I’ve mostly been working on refining the story beats (reworking them slightly to make them more amusing), organizing event programming, and tweaking the game mechanics.
I’ve been toying with the idea of adding a crafting system for weapons and armor, but I don’t want it to feel cumbersome or intrusive. Ideally, it would remain optional and simple for players who want to engage with it.
The preview images below show the Blacksmith shop and a criminal fencing shop called Chex, run by a Pixie Goblin named Chex, who will play an ongoing role in the storyline.
Irving has also composed more music to replace older tracks and to give party members their own themes. The two pieces previewed here are for the Warden and Nurse Gatoraid.
As usual, I’m sharing previews on Discord as I work. You can check them out here
HereBeGoblinsNurseTheme.ogg
HereBeGoblinsTheWarden.ogg
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This week, I’ve been focusing on developing new gameplay mechanics to bring more variety to mission types—specifically in how players complete their objectives.
I’ve been experimenting with systems for stealth-based missions (which will connect to the burglary mechanics), as well as quick-time and sequence-combination events. I’ve also been researching ways to incorporate puzzle elements into dungeon quests, so that not every storyline ends in a straightforward boss fight. The goal is to create more diverse and satisfying quest conclusions.
On the world-building side, I’ve completed the second pub, which will serve as the hub for a character tied to the next major questline.
Additionally, I’ve been finalizing and integrating a range of in-game visuals—things like magazines, posters, and other ambient images scattered throughout the world. These assets will appear in both exploration areas and burglary scenes, as well as character portraits for questline cutscenes.
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Hello, I’m currently working on the Warded Asylums Mass Casualty Report documents. The system is ...

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Latest bug Fixes

Windows
https://mega.nz/file/jNsiBSiI#_oMH0p0JN5Rq7GLx_Buf6PMLKQiqC8cLt05hTVuweDk

Android
https://mega.nz/file/bV8H0LoQ#yMbt0La4m8iL03SrlCSDYe0aWD3AUzYGjbbNrfF7GVA


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