Key art for Goblin Lands

Game review

Goblin Lands Review

3 / 10

Developer
Hot Waffle Games
Publisher
Hot Waffle Games, Wave Games
Released
21 October 2025
Platforms
Windows
Genre
Strategy
Monetisation
premium
Players
false

The short version

Goblin Lands is a real-time island-conquest strategy game that dresses up a simple, browser-flash-game core loop with an unusually generous amount of content -- 80 levels, two dozen island types, and an orchestral score -- but with only a single public review at time of writing, this is a case where the store page's ambition is easier to verify than the finished experience behind it.

Biggest strengths

  • A genuinely large feature list for the genre: 80 levels across four maps, 24 island types, and eight vehicle categories with ten cosmetic skins each
  • An original orchestral soundtrack, a rarer production touch for a game at this scope
  • Incremental difficulty tied to a skill-point upgrade system earned from boss fights, giving each level a sense of building toward something

Biggest weaknesses

  • Only one public Steam review exists at time of writing, making almost every claim about balance, pacing, or long-term replayability unverifiable
  • A relatively high NZ$21.99 asking price for a genre where most comparable browser-strategy-inspired titles sell for a fraction of that
  • The store page's claim of '+200 unlockable achievements' sits awkwardly against Steam's own tracked achievement count of 33, a discrepancy this review cannot resolve without more player data

Who it's for: Fans of light, level-based real-time strategy games with a nostalgic Flash-game feel who don't mind buying into a young, lightly-reviewed release.

Our recommendation: Approach cautiously given how little independent verification exists -- wait for more reviews to accumulate, or treat it as a low-stakes experiment if the Flash-game strategy nostalgia specifically appeals.

3 / 10

Conquering islands, old-school style

Goblin Lands positions itself explicitly and unapologetically as a throwback: the store page describes it as "reminiscent of the old Flash games, but with an extra spin," and that framing does a lot of the explanatory work for what the game actually is. Developed by Hot Waffle Games and published alongside Wave Games, it released on Steam on 21 October 2025 at NZ$21.99, following a public demo that let at least some buyers try the core loop before committing to the full purchase. The pitch is a real-time strategy game about conquering a series of islands, defeating enemy forces with your own army, and using earned upgrades to push through escalating levels toward becoming, as the store page puts it, "the master of the seas."

Structurally, the game leans on a level-based progression rather than an open sandbox: eighty levels are spread across four distinct maps, populated by twenty-four different island types and a roster of eight vehicle categories -- four ship types and four aircraft -- each with ten unlockable cosmetic skins. Difficulty is designed to escalate incrementally, with skill points earned from defeating each level's boss feeding into a pool of twenty available upgrades that carry forward into subsequent levels. On paper, that's a genuinely substantial amount of structured content for a game in this genre and at this scope, closer in scale to what a mid-sized mobile strategy title might offer than the average small Flash-inspired indie.

The single public review currently on record, written in Spanish shortly after launch, is short but specific in a useful way: the reviewer describes having played the demo first and found the full release to be "the same but with a lot more content" ("es lo mismo pero con mucho más contenido"), which at minimum confirms that the demo's promise of expanded scope in the paid version held up for at least one buyer. Beyond that single data point, though, there is almost nothing external to lean on. Steam's own achievement-tracking data shows a healthy engagement funnel among the players who have picked the game up -- 91% of tracked players have unlocked the game's basic play achievement, dropping to a still-respectable 56% for a transport-related milestone and roughly 40-44% across a cluster of mid-tier achievements -- which at least suggests the core loop is holding a meaningful share of its early audience's attention rather than being abandoned immediately. But achievement percentages describe engagement, not quality, and with only one written review to draw from, this site cannot independently verify claims about balance, difficulty pacing across all eighty levels, or how the promised secret levels and cheat achievements actually play out in practice.

One detail worth flagging plainly rather than glossing over: the store page advertises "+200 unlockable achievements," a number that sits oddly next to Steam's own tracked achievement list, which totals 33 entries via the platform's public achievement-percentage data. It's possible the larger figure refers to in-game cosmetic or progress unlocks that aren't wired into Steam's achievement system at all, which would be a reasonable and common practice, but without more reviews or direct confirmation from the developer, this review can't resolve the discrepancy one way or the other, and buyers relying on that headline number for the completionist appeal should treat it with some caution.

Pricing is the other point worth weighing honestly against the available evidence. At NZ$21.99, Goblin Lands sits well above the price range typical of similarly-scoped small strategy indies -- several of the other October 2025 releases covered by this site, offering comparable or larger scope, launched at a third of this price or less. That's not automatically a problem if the eighty-level campaign, orchestral score, and cosmetic depth genuinely deliver dozens of hours of engaging play, and the store page's ambition is real enough on paper to make that plausible. But it does raise the bar for what buyers should reasonably expect, at a moment when there simply isn't enough independent reviewer testimony to confirm whether the game clears it.

It's also worth noting what isn't here: no multiplayer or competitive modes, no live-service content pipeline, and -- based on the single visible news post since launch, a minor Unity engine version update -- very little public sign yet of ongoing post-launch development. None of that is unusual for a self-contained, level-based strategy game with a defined beginning and end, but it does mean buyers are evaluating a finished, static package rather than betting on future growth the way they might with an actively-patched live release.

It's worth placing Goblin Lands against its stated inspiration, since the developer leans on that comparison so directly. The Flash-game era it evokes -- browser strategy titles about capturing territory level by level, often free and disposable, played in short bursts between other tasks -- built its appeal on immediacy: no download, no commitment, just a quick win-or-lose loop repeated dozens of times. Translating that structure into a NZ$21.99 premium Steam release is a reasonable creative choice, but it also changes the calculus for what a buyer is owed in return. A free Flash game asked nothing beyond a few minutes of attention; a paid strategy title asking over twenty dollars invites comparison against the genre's more established premium names, most of which arrive with hundreds of reviews backing up their scope claims well before this review is written. Goblin Lands' eighty-level structure and orchestral score suggest real intent to earn that comparison rather than coast on nostalgia alone, but intent and delivery are different things, and this is precisely the gap a single review can't close.

Verdict

Goblin Lands makes a genuinely ambitious pitch on paper -- eighty levels, two dozen island types, an original orchestral score, and a real skill-based upgrade path -- wrapped in a nostalgic Flash-game framing that should appeal to a specific, recognisable audience. What this review can't yet do is confirm that ambition translates into a satisfying eighty-level campaign in practice, because the evidence available -- one short but positive review and a healthy-looking achievement funnel -- is thin enough that patience, not enthusiasm, is the responsible recommendation until more players have had their say.

Pros and cons

Pros

  • A genuinely large feature list for the genre: 80 levels across four maps, 24 island types, and eight vehicle categories with ten cosmetic skins each
  • An original orchestral soundtrack, a rarer production touch for a game at this scope
  • Incremental difficulty tied to a skill-point upgrade system earned from boss fights, giving each level a sense of building toward something
  • Hidden secret levels and 'cheat' achievements add an extra layer for completionists to hunt for
  • The single public review on record specifically praises the demo-to-full-game jump, describing meaningfully more content in the paid release

Cons

  • Only one public Steam review exists at time of writing, making almost every claim about balance, pacing, or long-term replayability unverifiable
  • A relatively high NZ$21.99 asking price for a genre where most comparable browser-strategy-inspired titles sell for a fraction of that
  • The store page's claim of '+200 unlockable achievements' sits awkwardly against Steam's own tracked achievement count of 33, a discrepancy this review cannot resolve without more player data
  • No multiplayer, competitive leaderboards, or other systems to extend play once the 80 levels are cleared
  • A single, minor engine-update news post since launch is the only visible sign of post-launch support so far

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 3 / 10
  • Visuals 3.5 / 10
  • Sound 3.5 / 10
  • Progression 3 / 10
  • Performance 3 / 10
  • Value 2.5 / 10
  • Originality 2.5 / 10
  • Replayability 2.5 / 10