Goblin God · A physical god game of mischief, memory & belief

You are not a god.
You are a rock.

A suspiciously important rock. Guide a tiny goblin civilization with your own divine hand—and watch your followers turn accidents, miracles, and questionable decisions into religion.

  • Solo developed
  • God game / RTS
  • In development

The divine job description

Touch the world.
Teach it who you are.

Goblin God is a tabletop-scale god game where power is physical, followers are personal, and every miracle can become a story told long after the smoke clears.

01
Touch

The hand has weight

Pick up goblins, place workers, throw miracle seeds, draw runes, and intervene directly. You do not rule from a spreadsheet—you rule by touching the world.

02
Teach

The golem has a will

Your golem observes, learns, hesitates, imitates, and sometimes misunderstands. Praise and punishment become habits, not just numbers.

03
Remember

The world remembers

Goblins witness your choices. Settlements interpret them. Legends, relationships, scars, blessings, and rival beliefs carry the consequences forward.

A rune-carved obelisk

Belief becomes power

A religion built around your mistakes.

Clear ancient obelisks, assign monks, draw a rune into the island relief, catch a physical miracle seed, and throw it back into the world.

Living goblinsNames, roles, needs, traits, reactions, worship, work, and combat.
Rune miraclesFire, harvest, lightning, necromancy, rain, and grasping roots.
Three ways to ruleCare, awe, fear, culture, or force—your followers decide what it all means.
A tabletop worldSmall enough to touch. Deep enough to remember what you did.

The first legend

One storm.
One lesson.
One story that follows you.

I

The storm night

A goblin named Muck needs a god.

Rescue, frighten, or neglect him. The first touch tells the tribe what kind of power has awakened.

II

The lesson

Your golem watches what you do.

It learns from touch, praise, punishment, and the choices you make when no clean answer exists.

III

The echo

The world tells the story back.

The golem repeats—or questions—the lesson. Muck remembers. A later island begins with the legend you created.

A watercolor wolf prowling near the legend

Carpe Goblin

Small studio.
Mythic stakes.

Carpe Goblin is a one-person indie studio making playful worlds full of mischief, personality, and systems that remember what the player did.

Goblin God is currently in active development toward a polished three-island vertical slice.