Goblin Electric Ltd. is down to two employees and one very old generator. The plan: march into the Abandoned Power Valley, hire every goblin who'll work for scrap, and bring home something big enough to keep the lights on. Like a giant monster. Alive.
From two goblins to a crew of twenty
Pick up new hands at recruit camps and rescues along the road until twenty goblins march behind you. Twelve classes, each with one job: Workers swarm, Bruisers crack armor, Spark Techs chain lightning through the guards, Medics patch everyone up, Wranglers rope giants down, and Turret Engineers fire wherever you point. Every goblin rolls their own stats and hidden traits – Potential, Courage, Luck – and shows their true colors after their first fight.
Plan the fight, then let them work
Before each battle, choose where every squad stands and what it carries. Then your crew fights on its own: they pick their targets, scatter when a giant winds up something nasty, and unleash squad combos the moment they're ready. You keep two jobs: aim the Turret Engineers' missiles with your cursor, and call the capture when the moment is right.
Break it. Topple it. Capture it.
Giants don't go down quietly. Smash their armored parts, knock them off their feet, then send in the Wranglers with ropes before they get back up. The Giant Furnace Toad, the Volt Crab and the Thunderback Tortoise are all waiting in the valley – each one a power plant on legs.
Push deeper, or cash out
Every expedition follows a branching route of battles, elites, giants, camps, supplies and strange encounters. After each win, take one of three rewards: new gear, a squad promotion or a fresh tactic. After a giant or elite fight you may retreat and keep what you've hauled so far – but if the whole crew goes down, the cargo goes with them.
Living power for a dying company

Bring your captures home and wire them into the company's live power slots. Power runs your facilities – the Staff Dorm, the Armory Workshop, the Training Ground, the Trapper Workshop – which open up new recruits, gear and capture tools for the next trip. Keepers can even take creatures back into the field: a Thunder Boar makes a fine coworker. And somewhere at the end of the valley waits the one catch that could run a Giant Generator.
More in the full game
The full game adds more classes to the crew: the Thunder Chanter calls lightning from the sky, the Crossbowman rains bolts on the pack, and the Big Guys (Shield and Hammer) hold the line – or pick up a coworker and throw them at a giant's weak point.
Features
- Grow from 2 goblins to a crew of 20, squad by squad
- 12 classes in semi-automatic battles you plan, not micromanage
- Giant monsters to break, topple and capture alive
- A branching expedition with a retreat-or-push-on choice after every big fight
- An underground company that runs on what you bring home
- Hand-made pixel art and an 8-bit chiptune soundtrack
- Play in English, Traditional Chinese, Japanese, Korean, French or Spanish