Game review
Mining Goblins Idle
6.5 / 10
- Developer
- Crytime
- Publisher
- Good Goblin
- Released
- 12 May 2026
- Platforms
- Windows
- Genre
- Idle, Incremental, Simulation
- Monetisation
- One-time purchase, no DLC, no in-app purchases
- Players
- Single-player only
The short version
Mining Goblins Idle hires an increasingly chaotic workforce of goblins to dig through eight tiers of ore, from coal to diamond, with each goblin's own animated personality doing most of the game's comedic work. Released 12 May 2026 by the small studio Crytime, it sits Mixed across a tiny 16-review sample, all of it read here across five languages. Every one of its five negative reviews was posted in the two days after launch and predates a substantial "2.0.0 Big Bang" update released five weeks later, which added a genuine true ending, a combo system and fixes for several of the exact bugs those early reviews describe. The most detailed review since that update, posted in July, calls the front half of the game a well-paced improvement on its closest genre rival — and then describes the new endgame's difficulty curve as a wall.
Biggest strengths
- The individual goblin designs and animations are repeatedly singled out as the game's best feature, described as "hilarious" and satisfying to watch cause chaos as their numbers grow
- Crytime shipped a substantial "Big Bang" content update five weeks after launch, adding a true ending, a click-combo system and an in-game reference codex, alongside fixes for several specific bugs launch reviewers had reported
- A genuinely cheap entry point for the genre, with more than one reviewer calling it good value for the time it offers
Biggest weaknesses
- Every one of the game's five negative reviews, describing broken achievement triggers, incorrect node descriptions and an unsatisfying single prestige, was posted in launch week — a real state the game shipped in, even though several of those specific issues are now fixed
- The new true ending, added in the Big Bang update, asks players to clear a currency wall that one detailed post-update review describes as absurdly disproportionate to the player's growth at that point in a run
- A batch of achievements tied to that new ending sit at 15-19% completion against 70-99% for the original set — more a sign of how recently they were added than a real difficulty curve, and worth reading that way rather than as a design failure
Who it's for: Fans of short, funny idle management games who don't mind a rough true ending; a poor fit for anyone chasing 100% completion who isn't prepared for a steep difficulty spike at the very end.
Our recommendation: A charming, inexpensive idle game that has been meaningfully improved since launch — worth buying for the goblins and the first several hours, with the caveat that reaching its new true ending is currently a considerably harder ask than the rest of the game suggests.
6.5 / 10
Introduction
Mining Goblins Idle hires the player a workforce of increasingly absurd goblins and sets them loose on eight tiers of ore, from coal up through diamond, while the goblins themselves — each with their own animation and personality — do most of the comedic heavy lifting. Released 12 May 2026 by the small studio Crytime, it sits Mixed across a genuinely tiny 16-review sample spanning five languages, all of it read for this piece. The store page describes itself, honestly, as "a short idle game about ore, gold, and a workforce with absolutely no concept of quitting time" — and for the first five weeks of its life, "short" was close to the whole story critics told about it. That changed on 17 June, and the timing of that change matters more than usual here: every single one of this game's five negative reviews predates it.
The goblins are the reason to buy this
Set the update timeline aside for a moment, and the thing every reviewer agrees on, positive or negative, is that the goblins themselves are charming. Individual reviewers call the different goblin designs "hilarious," describe getting "hooked" watching them cause chaos as their numbers grow, and one specifically credits the moment-to-moment animation work for nearly making them late for work. That's a real strength worth taking at face value — a lot of small idle games lean entirely on numbers going up, and this one has put genuine character work into the thing the player is actually watching.
What launch week actually looked like
The complaints in this game's negative reviews, all posted within three days of release, are specific and largely technical. One reviewer reported reaching the end of the game without ever being able to prestige, several achievements refusing to trigger, incorrect descriptions on upgrade nodes, and some nodes simply not functioning. Another described a "reset" option that promised a rebirth system and delivered nothing of practical use, finishing every achievement in the game while still feeling unsatisfied with the ending. A German reviewer wanted to recommend it but found the pace "way too slow and exhausting to progress," explicitly saying they'd change their verdict if that got fixed. Read together, this reads like a small game that launched a little before its systems were fully load-bearing — accurate criticism of the build that shipped on 12 May.
The Big Bang update, and what it actually changed
Five weeks later, Crytime shipped what its own patch notes call the "2.0.0 Big Bang" update, and it directly answers most of what launch reviewers were complaining about. It added a genuine true ending — a "Mining Ritual" that has to be completed across all eight ore types — along with a click-combo system, an in-game reference codex, and new language support. The bug-fix list reads like a direct response to the launch complaints: miners that kept targeting invisible ore nodes, extra nodes purchased through the skill tree disappearing until a restart, a buy-miners button that didn't update its own label, and a prestige skill tree that let purchased nodes stay active without confirming the reset. Every negative review in this game's small sample predates that patch, and the fixes line up closely enough with what those reviews described that it's fair to read most of the launch-week complaints as resolved rather than ongoing.
The achievement data needs a specific caution here rather than a straightforward reading. A cluster of achievements sits at just 15-19% completion, which would normally suggest a brutal difficulty cliff — except those are the new achievements the Big Bang update added, meaning the vast majority of the game's install base never had the chance to earn them before this review was written. That's a sample-size artefact, not a verdict on difficulty, and it's worth stating plainly rather than letting the raw percentage imply something the data can't actually support.
The new ending has its own problem
The most useful review in the entire sample is also the most recent: a detailed Korean-language review posted in July, well after the Big Bang update, from a player still working toward the new ending. It compares the game directly and favourably to a similarly-styled idle mining game for its first several hours, describing the early pacing as noticeably faster and better judged than that rival. Then it describes the back half of a run in specific, checkable terms: the jump in enemy health between the second-to-last and final ore tier is roughly twentyfold, while the player's own damage output grows nowhere near as fast, turning the run's final stretch into a currency-farming wall the reviewer had not cleared by the time they wrote about it. That's a genuinely useful, current data point — the game's thin ending complaint has been replaced with a too-steep ending complaint, and a player chasing full completion today should go in expecting a real grind at the very end rather than assuming the update solved everything.
Value
At NZ$8.99 with no in-app purchases, reviewers who bought in after the early rough patches generally call it fair value for a short, funny idle session, and one Spanish-language reviewer who received it as a giveaway still called it "fun, fast, and well worth what it offers" even at around two and a half hours to finish its original content. That framing lines up with the store's own honest "short idle game" description — buyers who go in expecting a light few hours plus a harder true-ending chase, rather than a long-term commitment, are getting what's promised.
Final Verdict
Mining Goblins Idle is a good example of why dating a review corpus against a patch history matters: the version this game's negative reviews describe and the version on sale today are not quite the same product. The launch bugs and the underwhelming original ending were real, and Crytime's response — a genuine true ending, a combo system, and a specific list of bug fixes five weeks later — was concrete rather than promised. What's left is a smaller, more honest problem: the new ending is currently balanced in a way that makes full completion a serious grind rather than a satisfying capstone. For the price of a light lunch, the goblins alone make the first few hours worth it; just don't expect the true ending to be a quick victory lap.
Pros and cons
Pros
- The individual goblin designs and animations are repeatedly singled out as the game's best feature, described as "hilarious" and satisfying to watch cause chaos as their numbers grow
- Crytime shipped a substantial "Big Bang" content update five weeks after launch, adding a true ending, a click-combo system and an in-game reference codex, alongside fixes for several specific bugs launch reviewers had reported
- A genuinely cheap entry point for the genre, with more than one reviewer calling it good value for the time it offers
- Development has stayed active well past launch, with a Korean reviewer specifically noting steady updates two months on as a reason to buy in
Cons
- Every one of the game's five negative reviews, describing broken achievement triggers, incorrect node descriptions and an unsatisfying single prestige, was posted in launch week — a real state the game shipped in, even though several of those specific issues are now fixed
- The new true ending, added in the Big Bang update, asks players to clear a currency wall that one detailed post-update review describes as absurdly disproportionate to the player's growth at that point in a run
- A batch of achievements tied to that new ending sit at 15-19% completion against 70-99% for the original set — more a sign of how recently they were added than a real difficulty curve, and worth reading that way rather than as a design failure
- Pacing is reported as slow in the opening stretch before the first several goblins are hired, a common complaint in idle games but one more than one reviewer specifically flagged here