Key art for Goblin Attack

Game review

Goblin Attack

5 / 10

Developer
BODOS
Publisher
BODOS
Released
13 July 2026
Platforms
Windows
Genre
Incremental
Monetisation
Premium, one-time purchase. No in-app purchases.
Players
Single-player only

The short version

Goblin Attack's opening hours are genuinely well-liked: a walking archer evolves into a mounted archer, then a multi-archer cart, then a seven-archer walking tower, tapping goblins for gold while the game sits at the bottom of your screen as you work or watch something else. Early reviewers describe real charm and a developer who patched fast — four updates in the first eleven days, including one adding offline earnings and a quest board.

The trouble is what happens after that initial rush. Reviewers who kept playing past the first ascension describe a game that runs out of real content quickly: "I got everything on the prestige upgrades on my first prestige... 100 minutes of play, then a night's sleep... that got me everything," writes one, who then found the remaining 60-plus achievements were mostly login-streak and different-day busywork rather than actual unlocks. The last substantive patch landed 24 July; the harshest of these endgame complaints were posted afterward, and nothing has shipped since to answer them.

Biggest strengths

  • A genuinely charming, evolving progression — walking archer to mounted archer to multi-archer cart to a seven-archer walking tower — that reviewers say makes early upgrades feel meaningful
  • A proper desktop-widget mode that sits unobtrusively at the bottom of the screen while you work, matching the genre's core promise of low-effort background play
  • A fast, responsive first eleven days of patches, including a fix that switched auto-shot from manual to automatic based directly on player feedback

Biggest weaknesses

  • Multiple detailed reviewers report reaching full prestige-upgrade completion within roughly 100 minutes of play plus one overnight idle session, after which nothing meaningful remains to work toward
  • Of the 99 total achievements, reviewers describe most of the remainder as padding — "do this on different days, log in each day, do this 7 days in a row" — rather than genuine content milestones
  • Exponential upgrade-cost scaling in the late game is specifically criticised as poorly tuned, turning progression into a wait rather than a decision

Who it's for: Players who want a charming, low-effort desktop companion for the first several hours and don't plan to chase full completion, since the achievement list is reportedly padding rather than a genuine long game.

Our recommendation: A fair impulse buy for a pleasant evening or two; don't expect the 99-achievement list to represent 99 achievements' worth of real content, and don't expect a fix for the endgame complaints to be actively in progress right now.

5 / 10

Start as a humble walking archer tapping goblins for gold. Upgrade to a mounted archer, then a cart with two archers, then a bigger cart with four, and finally a walking tower with seven archers that handles melee automatically. Run it full-screen, or shrink it into a widget that sits at the bottom of your screen while you work. Goblin Attack, released 13 July 2026, opens with real charm — and a review corpus that splits cleanly along a timeline: delighted in the first week, disappointed by the sixth.

An opening that earns its early praise

The positive reviews from launch week are specific and enthusiastic. "I have almost 12 hours in this game since last night and I'm still killing goblins! It's an incredibly fun and interactive clicker," writes one, adding that "there were quite a few bugs at the beginning, but the developers reacted instantly to player feedback and patched them right away." Another, with over 455 hours logged by the time of writing, simply jokes "the goblins are grinding harder than I am" — genuine affection rather than obligation. A third specifically credits the upgrade variety: "doubling the currency value, switching from horse to chariot, special abilities that help you profit" as reasons the game earned a 10/10 from them early on. The enemy roster helps carry that early appeal too — Shield Bearers that soak hits by size, Stealth Goblins that steal gold if you miss them, bonus Ducks worth extra reward for a well-timed shot — variety that keeps the core tapping loop from feeling completely mechanical in the opening hours.

Where the story turns

The reviews posted from August onward tell a very different account of the same game. The most detailed describes reaching full completion of the prestige system almost immediately: "I got everything on the prestige upgrades on my first prestige. 100 minutes of play, then a night sleep, it gave me some more gains while I was offline. And that got me everything." From there, the same reviewer examined what remained: over 60 further achievements, "most of which are things like 'Do this on different days, log in each day, do this 7 days in a row.' Deliberately made to pad" the completion list rather than represent genuine unlocks. A separate, earlier reviewer frames the same underlying problem differently, pointing to "the exponential increase in upgrade costs and the time required to complete them" as turning what should be progression into simple waiting. A third, blunter review calls the whole thing "a skeleton" that "feels like it's in beta still."

A patch cadence that stopped

The developer's own news feed shows exactly four updates, all landing inside the first eleven days: a launch-week balancing pass, a quality-of-life and bestiary update, a further tutorial and stability pass, and finally "Progression, Quest Board, Offline Earnings & Overlay Update" on 24 July — which, by its own title, sounds like it was aimed at exactly this kind of longevity complaint. Nothing has shipped since. The two most detailed negative reviews quoted above were posted in August, after that final update landed, meaning the "empty past the first prestige" and "padded achievement list" complaints are describing the current, patched build — not a since-fixed launch-week problem. Six weeks of silence following those specific, actionable reports is a real gap in an otherwise responsive-looking development story.

What the completion data adds

The achievement list itself is large — 99 entries — with a long, gentle tail down to sub-3% for the rarest milestones and just 0.8% for full completion. Read alongside the reviews above, that shape supports rather than contradicts the "padding" complaint: a 99-achievement structure sounds substantial, but if the actual unlock conditions are repeated login-streak and different-day requirements rather than new content to discover, a long tail measures persistence, not depth. The achievement count and the "empty" review can both be true at once.

Weighing a strong opening against a stalled one

It's worth being precise about what kind of gap this is, because "strong launch week, then silence" describes a range of outcomes from "the developer moved on to a new project" to "the developer is quietly working on something bigger." Nothing in the public record here distinguishes between those possibilities — there's no announcement of a next project, no statement that development has paused, just an absence of news posts. That ambiguity itself is worth naming: a buyer today has no way to know whether the endgame complaints will ever be addressed, which is a meaningfully different risk than buying a game whose developer has explicitly said they're done, or one who's visibly still active elsewhere. Judge this purchase on the several hours of good material that already exist, not on an assumption about what might still be coming.

The verdict

Goblin Attack earns a 5. The core hook — an evolving archer build, charming pixel art, a genuine desktop-widget mode, and enemy variety that holds up for the opening hours — is a real, well-liked foundation, and the developer's first-week responsiveness deserves credit on its own. But detailed, specific reviews from players who kept going describe a game that runs dry within a couple of hours of active play, papered over with an achievement list built more for a completion percentage than genuine content, and six-plus weeks of silence since the complaint became clear in the reviews.

Worth the low price for an evening or two of charm; don't buy it expecting the achievement count to represent real longevity, and don't expect an active fix for the endgame right now.

If sustained, meaningfully-paced long-term progression is what you actually want from your idle time, Wanderer is built to keep adding real content rather than padding a completion list.

Pros and cons

Pros

  • A genuinely charming, evolving progression — walking archer to mounted archer to multi-archer cart to a seven-archer walking tower — that reviewers say makes early upgrades feel meaningful
  • A proper desktop-widget mode that sits unobtrusively at the bottom of the screen while you work, matching the genre's core promise of low-effort background play
  • A fast, responsive first eleven days of patches, including a fix that switched auto-shot from manual to automatic based directly on player feedback
  • Enemy variety (Shield Bearers, Tank Goblins, Stealth Goblins that steal gold if missed, bonus Ducks) that keeps the moment-to-moment tapping from feeling completely rote early on
  • Charming pixel art and a shifting environment that several reviewers specifically praise for keeping the early hours visually fresh

Cons

  • Multiple detailed reviewers report reaching full prestige-upgrade completion within roughly 100 minutes of play plus one overnight idle session, after which nothing meaningful remains to work toward
  • Of the 99 total achievements, reviewers describe most of the remainder as padding — "do this on different days, log in each day, do this 7 days in a row" — rather than genuine content milestones
  • Exponential upgrade-cost scaling in the late game is specifically criticised as poorly tuned, turning progression into a wait rather than a decision
  • No patch has shipped since 24 July, over six weeks before this review, despite the harshest endgame complaints being posted after that update landed
  • At least one reviewer describes the overall structure as feeling like "a skeleton... still in beta" despite being a full 1.0 release

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5.5 / 10
  • Progression 4 / 10
  • Value 5 / 10
  • Originality 5 / 10