Goblin Dungeon -ongoing- - Version- 0.1 -
| Risk | Severity | Mitigation | |------|----------|-------------| | Goblin AI pathfinding breaks on non-uniform terrain | Medium | Implement navmesh baking; limit environment complexity initially | | Art asset pipeline delays | Low | Use placeholder assets; schedule art review weekly | | Combat balancing (too easy/hard) | Medium | Plan early playtest sessions with 3–5 internal testers | | Performance drops with multiple goblins | Low | Cap concurrent goblins at 8 for Version 0.1 |
Open Issue: No automated build pipeline is yet configured — manual builds only.
The game drops the player into the boots of an unlucky adventurer who has been captured and thrown into the heart of a goblin-infested labyrinth. The objective is simple: survive, scavenge, and escape. However, Version 0.1 emphasizes that goblins are not merely cannon fodder; they are organized, dangerous, and cunning. The dungeon is their home, and the player is the intruder.
Goblin Dungeon (Version 0.1) is making steady progress at the foundational stage. Core movement and environment blockout are functional, with combat and AI currently under active development. The project is on track for an initial internal playtest in the coming weeks. Continued focus on defining milestone deliverables and establishing regular testing will help ensure smooth progression toward Version 0.2.
Appendices:
Based on the title "Goblin Dungeon -Ongoing- - Version- 0.1" Goblin Dungeon -Ongoing- - Version- 0.1
, it appears you are documenting a game in its early development phase. A "paper" for a Version 0.1 project typically functions as a Project Proposal Design Document
Below is a structured template tailored for a game at this stage. Goblin Dungeon: Project Documentation (v0.1) 1. Project Overview Goblin Dungeon 0.1 (Ongoing) (e.g., Dungeon Crawler, Idle Simulation, or Roguelike)
A brief summary of the core gameplay. For example, "A game where players manage a dungeon, setting traps and spawning creatures to defend against adventurers". 2. Version 0.1 Core Features (The "Minimum Viable Product")
At version 0.1, your paper should focus on the absolute basics: Character/Entity Basics: Basic goblin stats (HP, Attack, Speed). Environment: Simple dungeon layouts or a random room generator. Core Loop:
What the player does first (e.g., "Enter dungeon -> Fight monster -> Collect loot"). 3. Ongoing Development Goals Mechanics Optimization: Refining battle logic or movement. Asset Creation: Planned sprites, 3D models, or map tiles. Stability: The game drops the player into the boots
Current known bugs and planned fixes for the next iteration (v0.2). 4. Technical Specifications (e.g., PC, Mobile, or Web) (e.g., Unity, Unreal, or Godot) Input Method: (e.g., Keyboard/Mouse, Touch) 5. Appendix & Reference Material Inspiration: Similar titles like Goblin Cleanup or tabletop systems like Adorablins Change Log:
Initial framework, basic movement, and prototype dungeon level. Goblin Cleanup - Team17
Game Profile Report
Title: Goblin Dungeon Status: Ongoing Current Version: 0.1
Based on the specific version number (0.1) and the title, this report covers the initial public release of the project, typically found on platforms like Itch.io or Patreon. Appendices:
The developer (a solo creator going by Mossbeard) has posted a rough roadmap on the game’s Discord. Here’s what’s planned for v0.2 and v0.3:
In the vast, ever-expanding sea of indie dungeon crawlers, survival simulators, and sandbox RPGs, it takes a unique premise to stand out. Enter Goblin Dungeon -Ongoing- - Version- 0.1. At first glance, the title seems straightforward: a dungeon, filled with goblins. However, after spending nearly a dozen hours digging through this early access gem, it becomes clear that this is not your typical Hero-slays-the-monster narrative. Instead, Goblin Dungeon flips the script, offering a brutally immersive, resource-management-heavy experience where you are either trying to survive the green menace—or become its architect.
Since this is Version 0.1, the game is in its raw, formative stages. But even in this early build, the foundation is surprisingly solid, brimming with potential and a distinct personality that separates it from the slew of generic fantasy roguelikes.
Let’s break down the keyword. The phrase “-Ongoing-” is critical here. This isn’t a linear story with a defined ending. The game employs a living world system where the dungeon evolves whether you are present or not. Goblins breed, expand tunnels, set traps, fight internal wars, and hoard trinkets. The “Ongoing” tag signals that the simulation never truly stops. Even when you close the game, the internal clock ticks forward (a feature that has divided playtesters, but adds incredible tension).
Version 0.1 is the alpha public release. As such, expect rough edges: placeholder UI icons, occasional pathfinding bugs where a goblin gets stuck trying to figure out how to steal your torch, and a distinct lack of a tutorial. The game drops you into the darkness with nothing but a rusty dagger and a cryptic message: “The Chief wants shiny. Don’t die.”








