Game review
Goblin VS Princess Review
3 / 10
- Developer
- 橡树工作室 (Oak Studio)
- Publisher
- 橡树工作室 (Oak Studio)
- Released
- 21 October 2025
- Platforms
- Windows
- Genre
- RPG
- Monetisation
- premium
- Players
- false
The short version
Goblin VS Princess is a very cheap reincarnation-driven idle RPG whose large, mostly Chinese-language review base consistently enjoys its collectible art, dark comedy, and rebirth-to-grow-stronger loop, but the same review base is equally consistent about real structural shortcomings -- shallow equipment and skill depth, manual busywork that undercuts the idle pitch, and one detailed allegation that a meaningful share of its positive reviews may not come from genuine Steam purchases.
Biggest strengths
- A genuinely funny, distinctive premise -- an enslaved goblin reincarnating repeatedly to grow strong enough to topple a series of princess bosses -- anchored by a parody 'goblin manifesto' opening line multiple reviewers specifically quote and screenshot
- Widely and repeatedly praised pixel art and CG reward illustrations, with one long-tenured reviewer describing the artwork specifically as tasteful and painterly rather than exploitative
- Extremely cheap at NZ$2.99, with reviewers consistently framing it as good value even accounting for its acknowledged shortcomings
Biggest weaknesses
- A large share of reviewers, across multiple languages, describe the equipment, attribute, and skill systems as shallow and lacking any real build variety once understood, with one reviewer summing it up as 'no depth or construction space' at all
- Manual busywork repeatedly frustrates reviewers despite the idle framing -- skill points must be allocated one click at a time with no bulk-allocation option (until a January 2026 patch partially addressed this), and a small inventory fills up quickly with no way to auto-sort or auto-discard
- One detailed Simplified Chinese review, posted after reaching 100% achievements, specifically alleges that roughly half the game's Steam reviews at the time were logged through non-purchase methods rather than genuine Steam purchases, a claim this review reports factually as unverified rather than confirmed
Who it's for: Budget idle-RPG and reincarnation-roguelite fans drawn to a comedic premise and CG-collection hook, who don't need deep build variety and are willing to tolerate some manual point-allocation upkeep.
Our recommendation: Worth a look purely on price and the strength of its humour and art if the premise appeals, but go in with modest expectations about build depth and be aware of a specific, unverified allegation about the authenticity of some of its positive review count.
3 / 10
Die, rebirth, and rise again
Goblin VS Princess opens on a defiant declaration from its lowly protagonist -- once dismissed as disposable "experience fodder" at the bottom of another world, the goblin is now determined to challenge a series of princess bosses and reclaim his freedom, granted the "Power of Rebirth" by a Nature Goddess to fuel an endless cycle of dying, growing stronger, and trying again. Developed and published by the small studio 橡树工作室 (Oak Studio), it released on Steam on 21 October 2025 at a budget NZ$2.99, following a public demo at Steam Next Fest back in June 2025 -- a genuine, well-documented pre-release track record that confirms this as an original October launch rather than a relabelled re-release.
Mechanically, it sits in the reincarnation-roguelite corner of the idle genre: the goblin fights semi-autonomously through waves of enemies and princess bosses, and when progress stalls, the player manually triggers a rebirth that resets levels but banks permanent rebirth points to spend on stat growth, gradually chipping away at bosses that were previously unbeatable. Layered on top is a substantial collection of CG reward illustrations, unlocked through story progress and specific boss-defeat conditions, which multiple reviewers describe as the game's biggest single draw -- one long-tenured reviewer, with well over two thousand hours logged, describes the artwork in explicitly appreciative rather than exploitative terms, comparing the experience to "admiring a famous painting's brushwork and colour, not the skin beneath the canvas."
Humour is the other consistent throughline across the review sample. The goblin's opening "manifesto" -- rejecting slavery, ambition, and "the world" in favour of freedom and lying flat -- gets quoted and screenshotted approvingly by multiple reviewers as a knowing parody of contemporary burnout culture, and several specifically credit the writing and boss dialogue for carrying a game whose underlying systems they otherwise found thin. That's a meaningful distinction reviewers draw repeatedly: this is a game reviewers recommend more for tone, art, and premise than for mechanical depth, and the more detailed reviews are consistently upfront about that trade-off rather than papering over it.
Where the review sample gets specific and critical is squarely on that mechanical depth question. A recurring complaint, echoed in Simplified Chinese, Traditional Chinese, Russian, and Thai reviews alike, is that the equipment, attribute, and skill systems never develop meaningful variety -- one reviewer flatly states there is "no depth or construction space" once the basic loop is understood, and another describes the mid-to-late game as "purely repetitive labour" once the initial novelty wears off. A second, closely related complaint concerns manual upkeep undercutting the idle pitch itself: skill points must be allocated one click at a time with no bulk option until a January 2026 patch partially addressed it, and the game's inventory is small enough that several reviewers describe needing to return and manually clear it every few hours, directly contradicting the "just let it run" framing the genre usually promises.
One review, in particular, raises a concern this site treats as worth reporting factually rather than independently confirming. Posted by a player who reached 100% completion, the review argues that a meaningful share of the game's positive reviews were logged through methods other than a genuine Steam purchase, citing a specific discrepancy between the total review count and the number of reviews Steam attributes to purchasers at the time of writing, and urging other players to scrutinise the "recommended" tally accordingly. This review cannot verify that claim independently, and it's presented by its author alongside otherwise substantive, detailed criticism of the game's systems rather than as an isolated accusation -- but it's a specific, checkable-in-principle claim about review authenticity that buyers weighing the game's overall reception should be aware exists.
A handful of more pointed design complaints round out the critical side of the sample. One Traditional Chinese reviewer describes a specific late-game boss that can only be beaten using two particular active skills out of a maximum of three equippable slots, arguing the fight is designed to punish players who built differently and calling it deliberately unfair rather than challenging. A Russian-language review separately reports a hard difficulty wall around character level 26, past which enemies simply stop dying regardless of continued rebirth investment, concluding flatly that "there is no balance in the game." Both complaints point at the same underlying issue the more measured reviews raise more gently: a system with fewer meaningful levers than its reincarnation premise implies.
Steam's achievement data offers a useful, broadly positive counterweight to those specific criticisms. The completion funnel tapers gradually rather than collapsing -- 86.4% of players reach the first rebirth, a comfortable majority clear the first several boss-kill milestones in the 65-79% range, and a smaller but real core in the high teens to mid-twenties percent range pushes through to the deepest attribute-maxing and boss-kill achievements. That shape suggests most buyers who start the game do engage with its rebirth loop meaningfully, even if the specific criticisms above are legitimate about where that engagement tops out.
It's also worth noting the developer's post-launch record is a genuine positive here. Since October 2025, Oak Studio has shipped bug fixes, a change to background music following player feedback, quality-of-life additions including automatic skill point allocation and accidental-touch prevention, and successive language packs for French, Russian, Korean, Japanese, and German through August 2026 -- a real, ongoing investment for a first commercial release from a small team, and one at least one reviewer specifically credits after a negative early experience was resolved through direct contact with the developer.
Verdict
Goblin VS Princess delivers real, specific charm through its premise, humour, and art at a genuinely low price, and its developer has kept supporting it well past launch. But its own review base is consistently clear-eyed about shallow underlying systems, manual busywork that cuts against the idle pitch, and at least one detailed, unverified allegation about the authenticity of part of its positive review count -- all worth weighing honestly against the parts of the game that clearly work.
Pros and cons
Pros
- A genuinely funny, distinctive premise -- an enslaved goblin reincarnating repeatedly to grow strong enough to topple a series of princess bosses -- anchored by a parody 'goblin manifesto' opening line multiple reviewers specifically quote and screenshot
- Widely and repeatedly praised pixel art and CG reward illustrations, with one long-tenured reviewer describing the artwork specifically as tasteful and painterly rather than exploitative
- Extremely cheap at NZ$2.99, with reviewers consistently framing it as good value even accounting for its acknowledged shortcomings
- A healthy, gradually-tapering achievement completion funnel, from 86.4% for the first rebirth down to the high teens for the deepest boss-kill milestones
- An actively supported release, with the small studio shipping bug fixes, quality-of-life additions like automatic skill point allocation, and successive language packs for Russian, Korean, Japanese, and German across the ten months after launch
Cons
- A large share of reviewers, across multiple languages, describe the equipment, attribute, and skill systems as shallow and lacking any real build variety once understood, with one reviewer summing it up as 'no depth or construction space' at all
- Manual busywork repeatedly frustrates reviewers despite the idle framing -- skill points must be allocated one click at a time with no bulk-allocation option (until a January 2026 patch partially addressed this), and a small inventory fills up quickly with no way to auto-sort or auto-discard
- One detailed Simplified Chinese review, posted after reaching 100% achievements, specifically alleges that roughly half the game's Steam reviews at the time were logged through non-purchase methods rather than genuine Steam purchases, a claim this review reports factually as unverified rather than confirmed
- A separate detailed review describes a specific late-game boss fight that can only be beaten with two particular skills out of only three selectable slots, calling the design deliberately unfair to players who built differently
- A Russian-language review reports hitting a hard difficulty wall around character level 26, where enemies stop dying even with continued rebirth investment, calling the overall balance non-existent
- Reviewers describe an erratic pathfinding AI that sometimes loops far out of its way to reach a distant target while ignoring a loot chest directly underfoot