Game review
goblinAmerica
6.5 / 10
- Developer
- Gil Lawson
- Publisher
- Gil Lawson
- Released
- 17 June 2026
- Platforms
- Windows
- Genre
- Action, Indie
- Monetisation
- paid
- Players
- false
The short version
Biggest strengths
- Genuinely deep, "crazy tech" movement that multiple reviewers describe as fun and snappy once mastered
- A distinct, ethereal-yet-grotesque art direction that reviewers consistently single out as a highlight
- Large, secret-filled levels that reward exploration, backed by satirical, gonzo writing and dialogue reviewers compare favourably to Cruelty Squad
Biggest weaknesses
- Widespread, specific performance complaints, including frame drops, input delay, and stuttering even on capable hardware
- The lighting system in particular is singled out by multiple reviewers as close to unplayable in some areas
- At least one longtime fan of the pre-release demo feels the Early Access build toned down the game's original "dialed-to-eleven" tone in favour of something more conventional
Who it's for: Fans of Cruelty Squad-style gonzo satirical shooters with deep, tech-heavy movement, who can tolerate significant Early Access performance issues
Our recommendation: recommended with caveats
6.5 / 10
Wearing its Cruelty Squad influence proudly, and earning it
goblinAmerica invites the Cruelty Squad comparison constantly, and it's clear from the reviews that most players think the game earns it rather than merely imitating it. One reviewer drew the contrast directly: it "reminds me of Cruelty Squad but not in the way other games do where they try and copy its vibe without any effort put into the actual game itself. This game stands on its own very well." Another went further, praising the movement as feeling "fun and snappy with a lot of crazy tech," alongside levels that "are actually quite big and have a lot of hidden stuff if you choose to explore," and crediting the music, dialogue, art style, and overall vibe as "immaculately satirical and gonzo-esque." A third, blunter review made the comparison a compliment in its own right: "this game is only like 20% finished yet it's already better than Cruelty Squad" — a genuinely striking claim from a fanbase that clearly holds that touchstone in high regard.
The art direction gets specific, repeated praise beyond the genre comparison. One reviewer singled out the "ethereal look" of the world as something that "really makes you admire the decor," while also praising a build system with "a lot of freedom" and "some fun lore attached" to individual items — small worldbuilding touches that add texture to what could otherwise be a straightforward shooter. That combination of deep, technical movement and a distinct visual and tonal identity is clearly what's driving the game's strong review score this early into Early Access.
Performance is the dominant, specific complaint
Set against that enthusiasm, the most consistent and detailed criticism across the negative reviews is performance, and it's raised with real specificity rather than vague frustration. One reviewer reported the game running "horrible" on their machine despite reconfiguring every graphics setting available, adding that "even reaching 60 fps I have horrible input delay" regardless of v-sync or Nvidia Reflex settings. Another, visibly disappointed given how much they'd anticipated the release, wrote that "the optimisation is atrocious" and that they could "barely reach 144fps when the game is clearly, at least visually, not particularly taxing" — a complaint that points at inefficient technical implementation rather than the game simply being too visually demanding for its own art style.
The lighting system draws its own specific, separate complaint. One reviewer who otherwise liked the art direction was blunt about the practical cost: "the lighting system is so bad, when it's on or off it's visually unplayable," calling it a shame given how much they liked the presentation underneath. That's a genuinely serious accessibility and playability concern distinct from general frame-rate complaints, and worth flagging clearly for anyone considering a purchase during this stage of Early Access.
A demo fan's disappointment, and what it reveals about the game's direction
One of the more thoughtful negative reviews comes from a player who says they loved the pre-release demo and specifically chose not to refund the Early Access build out of a desire to support the developer, despite mixed feelings about where the game has gone. Their core complaint is tonal: they felt the "dialed-to-eleven" intensity the game had in its demo form "got toned down a lot in favor of something a bit more palatable gameplay-wise," even while crediting the music and story as still strong. The same review raises two concrete, constructive requests — more in-dialogue hints from NPCs to help players solve levels without getting stuck, and a serious pass on unbaked, needlessly duplicated models that the reviewer believes are actively hurting performance for no visual benefit. That's a rare case of a critical review that reads as coming from real investment in the project rather than simple frustration, and it's worth taking seriously alongside the more general performance complaints.
Real, rapid post-launch attention
Whatever rough edges exist at this stage, Gil Lawson has clearly been working on the game continuously since Early Access launch. The patch history shows an unusually frequent, almost daily-adjacent cadence of named updates — bugfixes, "major optimizations," lighting passes, and quality-of-life additions like a combat music toggle, all landing within weeks of release. That's a meaningfully more attentive pace than a typical solo-developer Early Access release, and it directly targets the exact complaints raised above: performance and lighting are explicitly called out in multiple patch titles, suggesting the developer is aware of and actively working through the community's biggest concerns rather than letting them sit.
Weighing the price against an unfinished build
At $14.99, goblinAmerica sits at a fairly typical price for an ambitious single-developer Early Access shooter, but it's worth being direct about what that price currently buys: a genuinely striking, technically deep movement shooter that one reviewer themselves estimated at "only like 20% finished," alongside real, unresolved performance problems that affect a meaningful slice of the review base. That's a different calculation than buying a smaller-scoped but complete game at the same price point, and it should factor into any purchase decision today. Players drawn primarily by the Cruelty Squad comparison and the promise of a distinctive gonzo art style should weigh that excitement against the very real chance of hitting the lighting and frame-rate issues multiple reviewers report, especially on less powerful hardware. The rapid patch cadence does meaningfully change that calculus over time, though — a buyer checking back in a few months may find a noticeably more polished build than the one being reviewed here, given how directly the developer's own patch notes are already targeting performance and lighting specifically.
Verdict
goblinAmerica arrives with real, specific strengths — deep, technical movement, a genuinely distinctive gonzo art direction, and large, secret-filled levels that earn its comparisons to Cruelty Squad rather than merely riding on them. But it's an early, rough Early Access build in the most literal sense: performance and lighting issues are widespread and specific enough to meaningfully affect playability for some players today, and at least one devoted early fan feels the released version has softened the intensity that first drew them in. The developer's rapid, targeted patch cadence is a real point in its favour and suggests these issues are being actively worked through rather than ignored. Worth buying now for players who want to support an ambitious, distinctive movement shooter through its rough early stage, but players sensitive to performance problems should wait for a few more optimization passes before diving in.
Pros and cons
Pros
- Genuinely deep, "crazy tech" movement that multiple reviewers describe as fun and snappy once mastered
- A distinct, ethereal-yet-grotesque art direction that reviewers consistently single out as a highlight
- Large, secret-filled levels that reward exploration, backed by satirical, gonzo writing and dialogue reviewers compare favourably to Cruelty Squad
- An unusually rapid post-launch patch cadence, with numerous named updates addressing bugs, lighting, and performance within weeks of release
Cons
- Widespread, specific performance complaints, including frame drops, input delay, and stuttering even on capable hardware
- The lighting system in particular is singled out by multiple reviewers as close to unplayable in some areas
- At least one longtime fan of the pre-release demo feels the Early Access build toned down the game's original "dialed-to-eleven" tone in favour of something more conventional
- Level and puzzle design is opaque enough that at least one reviewer wants more in-dialogue hints to avoid getting stuck