It's been a while, fellow Thief Tycoons!
The launch discount has officially ended today. We can't thank you enough for your support over the past two weeks, we've passed 50,000 copies sold!
In the half month since launch, we've received over 900 Steam reviews, along with a huge amount of feedback, suggestions, and criticism from other platforms and communities. We've read every single one. Our team is still small -- one programmer plus me as a half, and we're already going full speed, but there's still a long list of fixes and improvements ahead. Please bear with us a little longer.
About the Team
The folks fixing bugs alongside me used to be my colleagues at a mobile gaming company, grinding away without much hope or ambition for years before we finally decided to quit and make our own game. We wanted to push ourselves to create something genuinely innovative, with a style of our own. This is the first complex indie project we've ever taken on.
The biggest advantage of a small team is the lack of constraints. Goblin Vyke is packed with bold, unconventional design choices that would have been nearly impossible to push through at our old companies, they weren't "market-validated." But on our own team, we got to take creative risks. Some of them paid off in really fun ways.
That said, making an indie game has been much harder than we ever imagined.
In the final three months before launch, we were working from morning till night, often more than ten hours a day. It was a serious challenge, both mentally and physically. On top of that, since we didn't have a lead artist on the team, our character illustrations were commissioned to an external artist -- which left us with the unfortunate result of a somewhat inconsistent visual style across the game.
A Few Words
Goblin Vyke is a slightly unusual game. It might be exactly your kind of thing, or it might leave you feeling a bit uncomfortable. But if it has sparked any thought or resonance in you around the theme of "greed," we'd be deeply honored.
To us, as long as every gameplay element ties back to a single core theme, the whole experience feels cohesive and intentional. For players, whether you're sneaking through a dungeon at night or hustling customers during the day, you're constantly facing one question: "Should I push for just a little more?"
What we hope is that, in the moment you choose to be greedy, you don't forget the risk and the cost that comes with it. After all, greed can sometimes earn you a fortune, but it can just as easily leave you with nothing. Luck doesn't smile on the same goblin forever.
Finally, a special thanks to Vyke's friends: the players who met Vyke back in the demo days, the friends who helped us with internal testing before launch, and the community members who've been answering questions for other players on Discord, Reddit, and elsewhere. Goblin Vyke wouldn't be what it is today without your help and companionship.

Update Plans
Here's what we'll be working on in the near future:
Ongoing bug fixes and performance optimization
Save system improvements, including a planned save deletion feature
Bone Shard crafting overhaul (Bone Shards were originally designed with rare-item odds in mind. We'll be adding two layers of safeguards: a pity system for crafting, and either lowering the chance of shattering or making shattered shards repairable)
Quality-of-life improvements (a new side-bar inventory for quick item use)
Dolls can now be actively placed on the ground for direct use
More rare items
Additional NPC behaviors and reactions
As our team's first project, Goblin Vyke has its rough edges. Thank you for being patient with us. We'll keep pushing, keep improving.
Thanks again to every little goblin who's been with us on this journey.
V1.0.21
Improvements
Performance optimizations to lighting, reducing the chance of crashes
Fine-tuned the box-pushing section at the beginning of Golden Village to prevent the blind enemy upstairs from being lured down by the player's noise
Bug Fixes
Fixed an issue where the Fog would flicker abnormally in certain areas of the dungeon
Fixed an issue where enemy corpses would float in the air after being killed by a minecart
Fixed a softlock that occurred when speaking to Miyazaki repeatedly during a specific quest
Fixed an issue where loading a save during the night phase would re-trigger the franchise sales behavior, causing inventory to decrease