Donations for hosting

Traffic and downloads have really increased sharply after the release of v0.14, and as a consequence my hosting fees are on the rise. The donations I received in 2010 have payed for hosting thus far, but they won’t get me much further. So if anyone can help, even a little bit, it’d be greatly appreciated.

Version v0.141 – Release

Windows download:

Version v0.141 fixes (hopefully) all of the crash bugs found in v0.14, as well as the content that was slightly off. Even though this is only a minor version number change the save game format was changed in a major enough way that backwards compatibility was broken. This is unfortunate, but the change allows future saves to handle .dat file changes gracefully, unlike before, and backwards save compatibility shouldn’t get broken as often.

Also I’ve given many creatures their own factions, so you won’t see bees, giants and wolves living in harmony anymore.

Another fairly major change was how mod information is loaded. Now creatures/items/construction/etc can be overwritten by mods just by defining an entity with the same name as an existing one.  No more mods that need to change core .dats!


  • Creatures items are now transferred to the player faction on death, so that you can stockpile the clubs kobolds drop for example
  • Content fixed
  • Dismantling related crashes fixed
  • Spawning pool dumping job priority bumped up a notch
  • Breastwork is no longer a wall, it is now a construction that simply slows down movement. It was dropped down a tier, made cheaper to build, and palisades were bumped up a tier.
  • Jobs are canceled more proactively now by npcs
  • Tweaked some messages
  • Disallowed digging ditches in rock
  • Camp tier can now decrease if your population falls dramatically enough
  • Creatures now have more varied factions resulting in more infighting between species
  • Mods allowed to overwrite existing data

Version v0.14 – Release

Windows download:

[12.2 note: There was an typo in the original wildplants.dat that would cause a crash if you harvested wild dreamvine, it's fixed now. You can either redownload the game or just check the Goblin Camp/lib/gcamp_core/wildplants.dat line 254 to see if wild dreamvine has "Dreamvine shoot" or "Dreamvine seed" as a component. It should be seed]

Version 0.14 brings with it a lot of new things, but the two major ones are tilesupport and fire. You’ll find the changelog below, and I’d like to once again ask for the help of anyone willing to contribute tiles to the game. There’s still many things that could really use proper graphics.


  • Bugfixes, one which was an especially subtle one affecting only some mods on some computers.
  • Tilesupport! Long awaited, it’s now here. The tileset that comes with v0.14 has been gathered from the forums as well as crawl-tiles, but is lacking quite a few things, so help is really appreciated if anyone can contribute more tiles.
  • Fire. Imps throw fireballs and orcs can start fires themselves. Fire will burn through the forest pretty quickly and destroy all things flammable. It’s pretty great.
  • Wind. Wind direction will affect which way fire will spread, and which way smoke moves
  • Basic offensive spells have been added, and can be modded in pretty easily.
  • Buckets, which is an important change because goblins can now use them to douse flames if they get too close. Also dumping filth is done with buckets now instead of barrels.
  • Chimneys. Constructions which use fuel to produce their products, such as kitchens, will produce smoke as the orcs work and really add to the atmosphere. Mind you, working with fire always has its risks…
  • Slope is calculated for the entire map depending on the heightmap used to create it, which will make filth flow downwards. Most of the time this means that filth flows from your camp towards the river, but rocky outcroppings may cause it go elsewhere.
  • Rivers have a current, which can be observed when you have filth flowing into it. The filth will be taken by the current and move downriver, accumulating on the banks and eventually flowing offmap to be someone else’s problem
  • The game now tracks how many years have gone by in gametime
  • Stockpiles and farmplots can now be dismantled only partially, allowing you to use that and expansion to fine-tune them to just your liking
  • Constructions will be automatically repaired in the event that they get damaged by fighting or fire (constructions also display their condition in the sidebar now, like creatures)
  • Traits have been added. This is mostly just the framework for future things, but for now some goblins are born less prepared to meet fire, and orcs change appearance depending on if they’re fresh from the pool or if they’ve already seen some fighting.
  • A lot of new content has been added, many items, constructions, creatures and plants
  • You can now create poison antidotes, healing tonics and even chillwine to stave weariness off. Creatures will know to look for drinks and food to fix their ailments by themselves.
  • Having all your goblins and orcs die no longer throws you back into the menu straight away, you can opt to watch the carnage continue if you wish.
  • Weapons and tools now take damage as they are used, and will eventually break.
  • Creatures can be defined to spawn with equipment, so you can have elves attacked armed with bows and quivers full of arrows
  • The first trap has been added: the spiked pit. It’ll help greatly in defence, though your creatures can fall in too if they step too close, so think about where you place them.


0.14 preview

Version 0.14 is going to be out this month, but in order to set the mood for what’s coming in the future, we have to go to the past: all the way to the year 1968, when this performance was on TV.

Yes. Fire. 0.14 is going to teach you to burn. Everyone will have to rethink their camp design, because any workshop that uses fire (kitchens, smithies, charcoal burning clamps…) has a small chance of starting an accidental fire as well. Each map will have a shifting wind direction, with fires spreading quickly downwind. A single fire can potentially burn your entire camp to a crisp! Your goblins will now be using buckets instead of barrels to haul filth, and the same buckets will work for fighting fires. If your camp does catch fire, even orcs will lend a hand to put the blaze out.

Here’s an example of a forest fire in action. The orange square is a fire. Pretty quickly, the fire spreads and starts emitting thick smoke. Fires produce sparks, which are blown downwind and spread the fire further, until there’s nothing left but ashes and scorched trees.

If that had been a camp instead of just forest, well, it might have gone badly. Keep those buckets ready!


Tileset support, which I talked about last week, is the biggest change coming in the next version. The coolest is definitely fire. There’s some smaller changes as well: structures can now take damage and be repaired, and you can now dismantle parts of stockpiles and farm plots, instead of having to blow up the whole thing. Instead of spreading out evenly, filth will now tend to flow downhill and end up in the river, so your orcs and goblins can finally do some proper damage to the environment. You can also look forward to more content: new items and constructions, new plants and a whole bunch of new monsters.

0.14 – coming soon!

Call for artists!

Hi everybody! This is the first weekly Goblin Camp update. I’m hoping to make these a regular weekly feature, where I’ll keep everybody up to speed on where Goblin Camp is going. And hopefully stop people wondering whether it’s still in development.

It is.

Earlier, our good developer already promised us version 0.14 in February, and we can confirm that as he promised, it will include tileset support. Currently, we’ve got the tileset originally created by forum member Hutze, which looks like this:

Tileset example

Thanks to some great work by forum member immortius, the next version will feature support for any tileset you like, so if anyone feels like drawing some goblins and their camp, this is your chance! It would be really cool to see different ideas on how Goblin Camp would look in graphics.

If you’re interested, the forum thread is here, and there’s a page on modding your own tileset in the wiki.

I’ll be back next week to talk about some of the new game features coming up in 0.14!

Version v0.13 – Release

Windows download:

Version 0.13 brings with it a lot of improvements. The first thing you’ll notice is the completely redone map generation. I’ve written a short changelog below, and even though it doesn’t include all the bug fixes and small tweaks it should give a pretty good idea of the changes.

I’d really like to thank everyone who have donated, it really means a lot. Also I want to thank everyone who have contributed code, Goblin Camp wouldn’t be in this good a state if it was just me.


  • Implemented heightmap based map generation for more interesting maps
  • Containers generalized
  • Stockpiles have container-specific limits
  • Ants can tunnel through walls
  • Gameover is registered when all your orcs+goblins are dead
  • Assigning orders to a squad now flashes a marker on thr map to better visualize it
  • Added patrol orders
  • Fixed escort orders, and renamed it to ‘Follow’
  • You can now define what an npc becomes on death (corpse, small corpse, just filth, etc.)
  • Stockpiles and farmplots can be expanded after being built
  • Pontoon bridges
  • Health bar for npcs in the sidebar
  • NPC’s will eat each other if starving (starting with the weakest npc they see)
  • Ground will get muddy if walked over constantly
  • Duckboards can be built over mud to allow faster travel
  • Orcs and goblins spread filth
  • The spawning pool will grow organically while spreading corruption the more filth and corpses you dump into it
  • Items have bulk, and heavier items will slow npcs down more than lighter ones will
  • Reworked npc stats and food numbers (spreadsheets ahoy)
  • Added tooltips to menus to explain different constructions
  • Added camp tiers: At first only the most basic constructions are available, and only weak monsters will attack. As you advance through tiers more options become available, and tougher monsters appear.
  • Tile requirements for constructions, now stone quarries can only be built on stone for example.
  • If a place is left to itself plants will grow back and peaceful woodland creatures will return
  • Goblins no longer stockpile things neatly into rows
  • Felling trees and digging ditches requires tools
  • Added a totem pole which centers the camp
  • Added a tutorial to help out newcomers and show how to use python for mods

Current state of the game

I thought I’d write a short post on where we’re at now, and where I want to steer Goblin Camp in the coming months:

Where we are now

The basic mechanics are getting finished, goblins and orcs are able to do a variety of jobs, and combat with melee and ranged weapons, armor and flying have been implemented. A few jobs are still missing, such as digging ditches and building bridges, and some jobs need refining (making drinks should require water from the river, for example), but the more substantial things are pretty much there.

Map generation is still non-existent, unfortunately, and is probably the biggest thing still missing that could be defined as core mechanics.

Where we’re headed

First I want to get the rest of the basics done and thoroughly looked through so that the core works well, and doesn’t randomly crash. I think as we’re getting close to having the basics done it’s a good point to stop developing new things for a moment, and really make sure everything is working well together. After that, I’ll be moving onto actual gameplay.

What a game needs to feel fun is essentially progression, or in other words the feeling of accomplishment. What this will mean for Goblin Camp is having things open up gradually. Instead of having everything available immediately and overwhelming a new player with too many options, there should only be a handful of things to do from the start. As the camp grows, more options become available. Coinciding with this progression would be a steadily rising difficulty curve; as your camp becomes larger the monsters attracted to your population and wealth also become tougher, eventually culminating in armies and heroes invading to destroy the concentration of evil that you have built.

Having a big camp stay interesting also requires more complex interactions between the inhabitants of the settlement. Instead of everyone just milling about in the center I’d like to get them to hang around in different places, fight together, perhaps even build something on their own.

This doesn’t exclude having a sandbox mode where everything is available from the start, because I know that some people really would rather have it that way.

Combat requires better control, it’s a bit too simple right now. Also at some point I want to get more exotic migrants, that I’ve talked about before.

Simply put, I want to give the player more choices, and make sure that the choices aren’t too easy to make.

Z-levels and scope

Z-levels get their own heading, just because I want to make it clear where I stand on this issue. Multiple z-levels ala Dwarf Fortress, ie. having many different height levels, is in my opinion not possible to visualize well with a traditional roguelike engine. Only seeing one at a time is just not good enough, especially with flying creatures, and doing some kind of fading to show several levels still doesn’t solve the problem of underground tunnels/rooms at all. For it to make any sense you need at least an isometric graphics engine, and even better would just be a straight-up 3d engine. But neither of those are what I’m going to do with Goblin Camp. Which brings me to scope. Goblin Camp isn’t meant to be some kind of eternity project where I just add and add and add features until it’s a bloated mess that hardly runs on anything but the newest computers, instead I want to lay down some very definite limits on what I want done and what I’m going to leave for Goblin Camp 2: 3D Strikes Back To The Future.

One of those limits is keeping things to one level. It simplifies things a lot, and I don’t see it as limiting things as much as some people might fear. Adding multiple z-levels now would be a big undertaking anyway, and I rather use that time to add things that add real gameplay (see: fun). My time is really limited as it is, so I want to concentrate on things that I see as really important.

Of course, this being an open source project means that if someone has a genius idea on how to implement z-levels in a good manner, they are more than welcome to do so. And if it turns out to really be a great thing, I’m not going to refuse to merge the changes out of stubbornness.


If you have any comments, questions or whatever, check out the forums (link at the top), twitter (on the right) or irc (#goblincamp on Freenode), or e-mail (gencontain -at-