
Screenshots

Watch trailer on Steam ↗Goblin Colony
MonoNord Games · Published by MonoNord Games · Official site ↗
Last updated 27 Sept 2026
Goblin Colony is a real-time strategy game with building and settlement management features. As the keeper of the dungeon you will command an ambitious tribe of goblins as you explore, build and do battle with your foes across a huge campaign.
Simulation, Strategy · More free games
Lead a thriving goblin colony across diverse terrains, balancing exploration, construction, and combat as you expand your tribe's influence.
About this game
Build your colony
Expand your underground dungeon and shape it the way you want.
Build a stronghold with rooms such as treasury, barracks and more.
Place torches to light the way forward.
Dig to explore
Tunnel your way through the dungeon in search of gold.
Cross rivers of water by building bridges.
Watch out for dangerous foes such as mutant rats and giant flying bats.
Manage the goblins
Supply your goblins according to their needs such as beds for sleep and food for hunger.
Research new technologies to help in your progress.
Enlist goblins as warriors to fight the enemy.
Battle the enemy
Fight the dwarves and monsters for supremacy.
Build siege weapons to defend your base.
Achieve victory through superior numbers or cunning tactics.
Key Feautures
- Real-time strategy suited for both casual and hardcore players
- Huge 15+ maps campaign
- Skirmish mode with randomized maps
- Usermade maps
- Level editor included!
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 or later
- Processor: 1.6 Ghz or better
- Memory: 1 GB RAM
- DirectX: Version 11
- Storage: 100 MB available space
- Additional Notes: minimum resolution: 1920x1080
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
DEV BLOG #13 - All maps are done!
Perhaps the biggest milestone has been reached;all maps are now done and the campaign can be played from beginning to end!There are 17 main maps and 3 optional for a total of 20 maps for the campaign.On top of that we also got the random map generator (virtually endless) and user made maps created with the included map editor. This should make for a fairly big game! :)So the main game is basically done. However, there's still more work:Map editor - I've been using it internally to create all the maps for the campaign but it needs some polish and QoL features before release.Music & SFX - A couple more tracks and sounds needs to be mixed and added.Steam integrations - Achievements, cloud saving etc.Translations - This is the only part of the game I can't really do all by myself but hopefully I can find good help. But most of all it needs more testing. Difficulty needs balancing. Maybe some gold added here and some enemy removed there. Maybe some more secrets. Maybe a hard mode for those who wants more challenge? Scripts needs proofreading. More bug hunts, general tweaks and polish.Hopefully this last stretch won't take too long and I thank you for your patience.It makes me very happy to see your comments on how excited you are for the games release!As always, thank you for your support!Read full article on Community Announcements (MonoNordGames)AnnouncementsOfficial
DEV BLOG #12 - Boss battles!
Good news! The game is actually at the state where I'm working on bosses.Naturally I want the boss battles to be big and exciting events but usually in RTS, boss battles are just microing challenges. The boss unit has some AoE attacks that you need to avoid before you can attack and then the pattern repeats.Personally I find these type of battles to be quite tedious, and as micro-managing combat isn't really the focus of this game, it felt weird to have bosses that emphasize this type of gameplay. I wanted something different for the bosses in Goblin Colony.I'm trying to incorporate more of other aspects (building, strategy) of the game and not just rely on micro. At the same time the boss maps should feel unique and not just like any other map. It's a difficult task but hopefully the result will be cool.Wish I could say or show more but I don't want to spoil too much. However, I can say that there will be multiple bosses in the game.Dwarf boss (work in progress)Anyway, we're almost there!As always, thank you for your support!Read full article on Community Announcements (MonoNordGames)AnnouncementsOfficial
DEV BLOG #11 - Work continues!
There are over 200(!) patch notes since the demo build. This includes bugfixes, balancing issues and additional features.I've done about half of the campaign so far, so about 7-8 maps more to go.While the campaign maps are handcrafted, I've also been working on a exciting new skirmish mode that uses a random map generator.With this you can generate a virtually endless amount of maps!Now, making a random map is fairly easy but making a good random map is much harder.I've taken much care into making sure that all generated maps are viable (winnable), with different layouts that plays well and look good.I've actually had great fun playing these maps myself as it's a fresh new experience every time even for me, the developer! It's also proven to be a great tool for playtesting and bug hunts so I'm very happy with this new feature. As always, thank you for your support!Read full article on Community Announcements (MonoNordGames)Patch NotesOfficial
DEV BLOG #10 - Demo update - Patch notes
I've updated the demo with the following changes: Bugfixes: - Victory/Defeat jingles played at wrong volume - Loading a map with preplaced warriors could cause loading to end premature - When placing torches radius could show unvalid locations (unreachable corners) - Not able to cancel building some objects - Missing bounce effect when building weapon racks - Various text fixes (misaligments, typos) - Removed leftover debug code Added features: - Reworked gold storage. No more individiual storage, chests now contribute to a pool - Goblins carrying gold will recalculate paths if a new chest becomes available - Reworked Destroy/sell. The player will now recieve half golds worth of objects deleted with the destroy tool. Refunds are instant any excess gold will be dumped outside shrine - Deleting (canceling) unbuilt object now gives back all gold - Added number effect when selling - Rewrote tutorial texts to reflect the reworks above - Newly available food will prioritize angry goblins - Newly available beds will prioritize angry goblins - Idle goblins will prioritize building over gathering and digging - Wall rendering optimizations - Added more map decorations (doodads) - Slighty increased decay time for dirt debris - Added more goblin names - Map format now stores music track Balance: - Tresurey floor lowered to 50 gold (100) - Torches lowered to 50 gold (100) - Research time reduced to 120s (180s) - Goblin starting hunger value raised to 70-90 (30-80) - Minor tweaks to the tutorial maps (previous values in parenteses) As you can see I've been pretty busy. The demo will probably be updated once I get translations in place, but going forward I will be focusing on the full game. As always, thank you for your support!Read full article on Community Announcements (MonoNordGames)AnnouncementsOfficial
DEV BLOG #9 - Player feedback and design deep dive
I got some great feedback from the demo. Thank you all for playing and leaving comments! It's been wild watching people play and reading comments. I read everything and try to respond to as much as I can. Based on some of your feedback I've decided on some changes and thought I'd share some of my reasoning behind them. Rework to how gold is gathered and stored. Previously chests had it's own individual storage. The reasoning was to make it feel more dynamic and "alive". Ideally goblins would put gold in different chests which I thought looked cool. In reality it had very little positive impact on the game. It mostly just made it unintuitive which caused unnecessary player frustration. Another problem is that it was pretty complicated. Not only does the game need to keep track of the content of each chest but also constantly test for updates. Whenever a goblin picks up gold, chests needs a separate variable to keep track of incoming (designated but not yet delivered) gold preventing goblins from overfilling the chest. And of course all this bleeds into other systems. What happens if a goblin with incoming gold dies or gets interrupted? Well now we must find out which chest was being delivering to and deduct that incoming gold. Such chain-effect of events can be a source for hard to find bugs. So let's simplify it. No more individual gold storage, chests now pools it's resources into a shared total gold storage. Goblins will always deliver gold to the nearest available chest. Pros: Rewarding player intent & give more control. If the player builds a chest more closer to the gold with the intention of making gathering faster, that should be the outcome. Previously this was only true as long as the chest had space which effectively meant just for the 10 first pickups. Now this will always be the case which brings up another advantage. Increasing player knowledge. The player can now more accurately predict where gold will be delivered. Very important in a strategy game wi...Read full article on Community Announcements (MonoNordGames)






