Goblin Layer [Ongoing] - Version: 0.57P
Developer:
Parodos
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Release Date: 16 November, 2024
Game Size: 2.95 GB
Censorship: Uncensored
Game Engine: RPGM
Current Game Version: 0.57P (Ongoing)
Total Views: 121.2K
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Game Informations
Goblin Layer is a man with serious goblin fetish, a man on a mission: To wipe out every goblin nest!
After saving/traumatizing a Priestess in distress, you arrive in a frontier town… where all the men have all mysteriously gone missing, and all the women are becoming increasingly horny. And things escalate from there!
Will our helmet-wearing protagonist ever be able to form normal human relationships with the thirsty townswomen, or will he lose himself to thicc goblin girls? These are the questions we must ask ourselves, as the protagonist embarks on a philosophical journey of self-overcoming, encountering various characters that mirror his own eternal recurrence, as he confronts his goblin obsession, the absurdity of his life and asserts his will to power .
The first screenshot is a pretty good summary of the story so far​
How to install?
- Extract and run.
System Requirements:
- Dual Core Pentium or equivalent Processor.
- Intel HD 2000 or equivalent Graphics.
- 2.95 GB of free disk space (Recommended to have twice as much free disk space than this).
Goblin Layer - Ongoing - Version 0.57P Download Links
Confused about how the downloading works? Here is a handy guide
Mac OS Fileknot (v0.56.75) Transfaze (v0.56.75)
Linux Fileknot (v0.56.75) Transfaze (v0.56.75)
Mac OS Gofile (v0.56.75) Mega (v0.56.75) Mixdrop (v0.56.75) Uploadhaven (v0.56.75) Uploadnow (v0.56.75)
Linux Gofile (v0.56.75) Mega (v0.56.75) Mixdrop (v0.56.75) Uploadhaven (v0.56.75) Uploadnow (v0.56.75)
Report only if Mega link or all links except Mega are unavailable. More details about it
Walkthrough and Guide
The new Patreon password is: wrongWhat's New in Goblin Layer Version - 0.57P?
This update is a combination of 0.57 and 0.57P. These two have been out on the Patreon for quite some time already, and normally the free/public updates just gets released one by one. But there were some important bugfixes in 0.57p so this time I combined them. The changelog is quite long, but try to at least check out the important info at the bottom of 0.57 list of gameplay changes.
0.57P “-olished” Edition
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Scenes
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Additional “stealth” animation during the Palace infiltration quest (in 3d)
Improved some animations
Added some new renders
The banter during the ‘ritual’ is more interesting now
Additional sound effects added
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Gameplay
…………
Spiced up Sorceress shop with new sprite art.
Ogre’s Diary added to the Swamp hut
Some UI improvements
Some dialogue adjustments
Adjusted the Amazon training fight slightly
New sprite art for the ‘dummies’
All combat scenes should now have battlebackgrounds set-up, with some exceptions, where I felt no battleback was better. Will hopefully add in some custom ones in the future
…………
Bugfixes
…………
Fixed a problematic combat bug
Fixed some missing labels
Fixed some direction fixes for lootable food items (prevents flickering when you click them)
0.57 No More Pyramid Schemes – Edition
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Scene Additions
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New Animation for Gobapatra!
Better writing for her scene!
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Gameplay Changes
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The finale of Ch.7!
– New Enemies!
– New Locations!
– New Dialogue!
– New Cutscenes!
In terms of gameplay there’s really been a lot of changes. I’ve playtested the new stuff, but I’m just one person, so please report any issues if you find them.
New Skills for the Party & new skill Icons
New UI skin! The windows got wooden frames and I made the UI in the morning, so I named it “Morning Wood”. Don’t get too upset if you don’t like it, I’m planning to test a few different ones.
There’s a new shop menu as, though it’s a work in progress.
New cursors as well, cost me a whole dollar.
Overhauled the ‘Solemn Swamp’ map with a fresh tileset from WinLu. This mans art has singlehandedly saved the 2d visuals of this game (and ruined my budget).
Overhauled ‘Northport’, visually. Larger map (but walking distances stay the same).
Overhauled the ‘Overrun Outpost’ with new tileset additions. Both Cleared/Destroyed version. Plus increased size. Same walking distance.
Overhauled the ‘Ceremonial Circle’ (including the Summer Special maps) & increased size. Same walking distance.
Streamlined and improved the Summer Special. Also added more sound effects and improved the cutsenes, sprites and animation. Option to bury the gnome should he perish during the story.
Further map, tileset & sprite edits and improvements for a better visual experience
Adjusted the hitboxes/triggerboxes for some events via a new plugin. Things like the Midsummer Pole and the Pyramid Elevators should be more inituitive now.
Added a small 2d cutscene in the ‘Overrun Outpost’, just before you fight the bandits there.
Added a small 2d cutscene before the Ogre fight & extra FX. + Updated his face art.
Added a small 2d cutscene outside the Tavern, after you sleep in the tavern in Nyalexandria, for the first time.
Added a small 2d cutscene when you visit the market Nyalexandria, for the first time. (look at the table with the fishes). Might be worth following it.
Small improvements to the Cutscene after CH II
Custom Slime enemy during Barrel’s Crystal quest, suits the cave better
A few new greetings for the Swamp Witch + 4 new items in her inventory
Better (and with a simple animation!) Battle Intros, still a bit jank though, but it’s a step in the right direction
Much, much, muuuch smoother movement between pages in the Quest Guide. If you’ve noticed any non-smooth teleports or moves (on the same “map”) pls inform me so I can update those using the same method.
Lowered the level requirements for some skills, so you access them a bit earlier, which might make the early combat a bit more interesting
Randomized greetings for the random people in Hubtown.
Increased the amount of Random Greetings in Nyalexandria, //The greetings will change after Ch.7 is finished to reflect the changes in town
Some sprite updates for the townsfolk
Randomized greetings for the random people in the Capital as well.
New 2d Sprite for ex-Goblinette, Overhauled her dialogue as well.
De-cringed some dialogue lines & some general dialogue adjustments and polishing during various parts of the game. Rewrote some dialogue during the Cheese dungeon quest (Ch. 3).
Updated the control hints
Improved the ‘flow’ of various scenes. Less waiting.
Set up ‘wait’ functions for some background ‘parallel events’ (it’s good practice, for performance, so they don’t refresh all the time)
Bunch of other sprite updates for random characters
New Animation for Holy Shield + Slightly different sound effects for both Holy Shield & Protection. (these are skills used by Priestess)
Additional Tweaks to various combat animations
Added a bunch of secret mini events. It’s nothing big or important, but I thought they were fun. And they’re easy to add. Remember, if the cursor changes there might be something going on…
Bought a new voice pack, slowly implementing it into the game. (Not so much talking… but other sounds).
Likewise, added and tinkering with some new Sound Effects.
In the Cheese Factory there’s now an extra trap room (non-sexual), with some extra treasure. Also some overall improvements to the maps there & Events.
Removed multiple screen flashing effects for combat skills. Because some people have issues with that and I am a magnamious dev? Yes. But mostly cause I think flashers are annoying.
New Rest sound.
New music tracks!
– Mostly McLeods CC0 stuff. Even if you don’t recognize that name, you’ve probably heard his music at least once in your life. But also a custom track or two.
– RpgmakerMV default music isn’t all that bad tbh, but I’m trying to move away from the ‘basic bitch’ RPGM experience.
– I guess CC0 music isn’t all that unique either, but I enjoy the tracks. Maybe I’ll order a full soundtrack to be made at some point.
Barrel had a slightly different hair color in some portraits (the ones during dialogue), they’ve been made consistent now
Changed a trigger from click to touch in the Pyramid. A bit more inituitive that way.
The Cheat Skill work faster now, hit all enemies simultanously. Likewise, Anvils arrow barrage & Barrel’s shrapnel hit.
Goblinette has changed name. The name had to be changed due to lore reasons. A bit strange, I know, but it’ll make more sense when her backstory is added. Pls report any instances of the old name being used.
(According to the Poll we had the new name will be “Gobihime”. If you see any cases of the old name being used, please report it as a bug.)
Town Hall Girl is now Mission Madame. We actually also had a poll on her name-change a really long time ago. But I forgot to change it. Anyway, the people have spoken and I will obey.
Edited the ’emote ballons’ slightly. Y’know the ones that pop up above a characters head. Like “!, ?, …”
Compressed all parallax images, might or might not help boost performance or loading times a little.
Option to turn off animated tiles, might be useful for perfomance if you’re using joiplay to play on mobile. Or if you got a potato-computer. By default you should keep them on though.
Some new plugins to improve game functionality, like the Equipment screen.
Goblin Layer can now dual wield. Dunno if this is gonna make him OP, let’s just test it for now.
Also testing a battle info pop-up, that gives you an estimate of how effective an attack will be & likelyhood to land a hit.
Updated some of the in-game books you can find.
Active Defense Core: New animation & sound upon successful parry/block. (It’s still a work in progress)
(If you missed the last changelog, you can now parry/block enemy attacks if you time it right. Click Mouse/Z/Spacebar when they attack.)
(It’s a work in progress functionally as well, at the moment it might be a bit too easy to time the blocks).
!Observe!
Your ‘locked’ equipment (Muscles of Iron, Goblin Layer’s helm, etc) might get un-equipped as a side-effect of the Equip menu getting upgraded.
Talk to Grandma (Hubtown), or Dhakir Qayn (Nyalexandria), or Barry (Norfwich) and they’ll re-equip it for you.
Spiced up Sorceress shop with new sprite art.
Ogre’s Diary added to the Swamp hut
Some UI improvements
Some dialogue adjustments
Adjusted the Amazon training fight slightly
New sprite art for the ‘dummies’
All combat scenes should now have battlebackgrounds set-up, with some exceptions, where I felt no battleback was better. Will hopefully add in some custom ones in the future
——————————-
Bugfixes
——————————-
Fixed the greetings of the people in Hubtown, I started working on the randomized greetings last update, but got distracted & forgot to finish them, so they ended up broken. But properly set-up now.
Fixed map bug in the south, involved walking on water
Fixed map bug in the south, involved clouds blocking your way
Fixed a bug that made ‘open door’ sounds not play 50% of the time, on certain doors
Fixed tyupos
Fixed some passability issues on the world map
Fixed Grindr fast travel sending you to Goblinette’s cave instead
Fixed weird robotic movement for the chickens at the Farm
Sorted out various visual bugs for maps and tileset
Fixed a bug with the plugin that handles the “buttons” on screen (quest log etc), though I don’t think anyone ever noticed that particular bug existed in the first place.
Fixed a bug where you could die after a Frontier Conquest battle, despite winning
Previously when clicking the quest journal, the player would move a little before it opened, cause the game registered a movement click. But that’s fixed now.
Fixed a bug from the Summer special that transported you out of the map if you stood on a specific spot, left over from testing
Resolved some navigational issues in Nyalexandria
Fixed duplicate sprites and other weirdness during the Gobapatra resurrection scene
Fixed a problematic combat bug
Fixed some missing labels
Fixed some direction fixes for lootable food items (prevents flickering when you click them)
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