Get your friends together and become everyone else’s problem. Play as mischievous little goblins in a 2–4-player online co-op adventure, stealing trinkets, poking around places you probably shouldn’t, and causing trouble along the way. From chicken coops and giant mushroom hollows to a volcano with an inconveniently ri…
Get your friends together and become everyone else’s problem. Play as mischievous little goblins in a 2–4-player online co-op adventure, stealing trinkets, poking around places you probably shouldn’t, and causing trouble along the way. From chicken coops and giant mushroom hollows to a volcano with an inconveniently rising lava tide, every outing brings fresh treasures and opportunities for terrible decisions. Get your haul safely back to the burrow, stock up on tools and toys, and head out for more.
Finding something worth stealing is only half the job. Carry, drag, lift and throw physical objects (and your friends) to get your loot home. Boost a goblin onto a ledge, bounce across giant mushrooms, or work together to balance a precarious crossing. There are hidden treasures to uncover, creatures that object to being robbed, and plenty of distractions to derail a perfectly reasonable plan. Fill your bags and make it to the exit. Preferably with everyone still alive.
Petty theft is only the beginning. When you've taken enough trinkets back to your burrow, your tinkering will craft you Big Projects that will take your questionable teamwork into a wider variety of levels, with trenchcoat stealth and car destruction levels. Stack up inside a coat, sneak into human society, and try to convince everyone you’re one perfectly ordinary person. Then trade subtlety for a ramshackle goblin car and make demolition a group activity. Bigger schemes, bigger messes, and absolutely no taller goblins.
Regardless of how good a goblin is at tinkering, the best tool a goblin has is another goblin. Hold a bridge open, give a friend a lift, or grab them before a bad jump becomes everyone’s problem. Some treasures take a little coordination; others take the whole group arguing about how to carry them. Learn each other’s timing, recover from each other’s mistakes, and occasionally admit that someone else’s terrible idea actually worked. Getting rich is good. Getting everyone home with a story to tell is better.
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