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AI CompanionAI Companion
YOUR DREAM AI COMPANION
Create and play online with your dream AI companion, free.
Create Yours FreeCreate Your AI Companion Free
Design her look and personalityChat and roleplay, uncensoredOnline and free, no install

RPGM Goblin Layer

Goblin Layer
Version: v0.58.7 Developer: Parodos · Patreon · Itch.io · Twitter · Discord Updated: 2025-03-25

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Linux (v0.57.1.1)FILESDP·GOFILE·MIXDROP·UPLOADNOW·WDHO
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About this game

Goblin Layer is the slightly unhinged story of a 'professional' adventurer with a unique method for clearing goblin nests, a mountain of child-support debt, and a severe goblin addiction that wrecks his human relationships. After saving a Priestess he arrives in a frontier town where the men have vanished and only the women remain. Things escalate. The RPG Maker loop runs turn-based combat through the frontier-town mystery, with the harem and corruption routes building between fights. Parodos builds it with real combat, humour and a complete structure, which is the quality bar this directory screens for. 3DCG art, animated scenes, fantasy framing, deep tag list spanning female domination, harem, monster girl, parody and turn-based combat. A focused RPGM porn game for players who want a comedic goblin-addict adventure with real RPG bones.

Installation
1. Extract and run.
Developer Notes
Update Schedule & Other Info: - 1-3 updates per month. It depends on how much free time I got. I'm working on this in my weekends/evenings. - You don't have to worry about the cheating tag. Goblin Layer literally cucks goblins to death. - Yes it's Rpgmaker, but grinding and other annoying bullshit will be kept to a minimum. - Theres' a Cheat Skill to insta-win combat, Chapter Select and built-in quest guide, though it's currently a bit basic, - I've started using Blender for renders. So gonna be able to do some scenes that just wasn't possible before. Media Mr Falcon made a video of the game (It's a very old version though, 0.25): Goblin Slayer would love this thicc Goblin BREEDING RPG - YouTube Sex Positive Gaming also talks about the game: Hogwarts can't stop the Goblin Revolution! around 5:08 Got a 32 bit system? Android/Linux/Mac? Errors? Check Tech support spoiler at the bottom. When updating to new version, Usually you can copy paste your save into the new version folder. Sometimes saves will break between updates or cause bugs. I try to keep things compatible between saves, but sometimes its just not possible. It is a game in development after all. The empty shack in Hubtown is probably the best place to save before copying over your saves, at the moment. Feel free to message me on Patreon/Discord in case you got any questions, I'll answer as soon as I can. (just bear with me if it takes a while, this is something I work on during weekedns/evenings, while working full time as a wageslave).
Tech Support: Mac/Linux/Android & Bug
-------------------------------------------------------------------------------------------------------------------------- Android? 1. Try - JoiPlay- (Kinda like an Emulator App) 2. Try - Maldives- (Google Play, Also an Emulator) -------------------------------------------------------------------------------------------------------------------------- Bugs? When reporting a problem, tell me: 1. Is it a new save, or an old save? 2. Which version of the game are you playing? 3. What were you doing when the problem happened 4. If you're playing on Androird/Linux/Mac please mention that You got an error an it says something about a file missing/failed to load? Fix: Usually you can copy /duplicate another file in the same folder and rename it to the missing file. A quick fix. Its still good to report it though, so I can fix it properly. -------------------------------------------------------------------------------------------------------------------------- 32-bit? Guide -------------------------------------------------------------------------------------------------------------------------- MAC? It's a bit of a shitshow. I upload Mac versions every now and then, but they might or might not work depending in the OS version. I have found this guide for playing Windows rpgmakerMV on mac though: RpgmakerForum The same thread also has an easier workaround. LINUX? This might be useful: Github (haven't tested it though) You can usually use "index.html" in the www folder to play through your browser. A common error & fix when trying to play with index.html:Fix error Failed to load data/Actors.json : RPGMaker (reddit.com) There's also a Linux guide below, courtesy of afedvfe. I don't know much about Linux, sorry. Spoiler: Linux Guide, by afedvfe What type of distro are you running? - if Ubuntu, Linux Mint, PopOS or any other Debian based distro (a google search will tell you right away), then follow the Debian section
  • if Manjaro, Arch Linux, or any other Arch based distro, follow the Arch section Debian - Download and extract the game
  • Open up a terminal in the extracted folder (it's the one containing a file named nw)
  • Run nw by typing ./nw. Give permissions if needed (chmod +x nw) Arch - Try and follow Debian section at first.
  • If nw throws an error about fonts, execute the command given here to fix it. For convenience, the command is: mkdir fonts; echo '/usr/share/fontsfonts' >fonts/fonts.conf;
  • You can now run nw by specifying the env variable FONTCONFIG_PATH, via the following command: FONTCONFIG_PATH=fonts ./nw
  • [EXTRA] If needed, you could also create a shell script containing the command FONTCONFIG_PATH=fonts ./nw

Changelog

v0.58.7
Bootleg Anime Edition The changelog is gonna look a bit different this time cause it ended up being a highly cinematic update. Since it moves the main story forward I'd say its a significant update! The main story continues as the gang attempts to deep dive into the Protagonists dreamscape. So it's got the usual 'significant story update' stuff including: - Main Plotline Progression - New Animations/Cutscenes - New Dialogue - New Sound FX To explain: The animations/cutscenes in this game are played through pre-rendered video files. For example all of Chapter 2 has 6 cutscenes like that, and Chapter 3 has 8 in total. (mainly short spicy loops). This update I ended up with a total of 14, and they also ended up being more elaborate and longer than average. I figured since we're doing a dream arc, its a good time to experiment a bit and try new things. I could probably have spent less time on this, but it was fun and my animation and and rendering skills improved a bunch in the process. Behind the scenes I've also made 5 or so "spicy" animations and added them to a library. As in they are raw animation data that I can apply to any model. Will save some time and come in handy in the future... I've also been studying stylized rendering.
v0.58.6
....................... Polished/Added: ....................... Added a unique reward for defeating Greenbeard (Sewer Pirates, Watertown) /Enemies + Armor Added unique reward for defeating Gunnar the Lucky (Sea Raiders, North) /Enemies + Armor Added Rusty Throwing axes to loot lists Added some new animations (for FX & Combat) Added a Fountain of Rejuvenation to the Secret Room in the Sewers Added Scroll of Protection to loot lists Various enemies have gotten new skills, e.g. throwing spears & axes for Sea Raiders Extra lootables placed on some maps Debug: FadeIN item changed to Debug: Screen. Can clear pics/videos/blackscreen now. Improved Anvil's "arrow nerd" scene during Chapter 4 Made some improvements to Hoblina's Arrival & aftermath scene during Chapter 5 Improvements to the Paladin's intro scene (leading up to the 'main' scene) Various other scenes throughout the game have also recieved small tweaks and improvements, can be bothered list them all Some enemies might have new skills at higher levels Light effects should be more vivid now, and the ambient light indoors slightly brighter. Fade during map transfer should feel slightly smoother/faster now Various enemies stats rebalanced Silence state now also makes the affected enemy less likely to reflect magic. Replaced VE_tile priority plugin with an optimized version by Hudell/Sang. (Ported to MV from MZ though). Tested on old save and seems ok! Revamped some combat encounters/Troop Compositions Updated/Remade sprite art for some enemies. Adjusted enemy loot lists to make more sense and give more useful things, and thematically correct things, and give less junk. Various enemies combat AI (if you can call it that) adjusted Adjustments to music/sound effects etc that were either too loud or too silent /Ch2 CAVE Adjustments to music/sound effects in general, like switching some out, changing pitch, timing etc Better hitbox for the healing fountain in Grinder Better hitbox for the Goddess statue in Hubtown's Church The dungeon dive below Grinder will be inaccessible until you've met Anvil & Barrel. Things flow better that way. /BACKPORT IMPORTANT!! A number of tiny adjustments to the farm fence repair quests to make things flow better //animations, Farm Removed some unnecessary screen fade in/fade outs from various events & places Improved hit/triggerbox for the fast travel posts in Hubtown Priestess is more resistant against getting Blinded /Actors Anvil's Careful Aim skill lasts 3 turns instead of 2. Improved some map transfer down south Improved the process of pushing a guard out of a watchtower (Overrun Outpost) Improved the game over scene. Slightly slowed down the rate of levelling, to make things more balance. ... and many small adjustments to many things throughout the game. Added a check to see if the player is allowed to open the Quest Journal or not. Blocking access during some scenes/maps, some more esoteric bugs can probably be prevented. Adjusted stat allocation points (eggplant) cost of upgrading skills. Not sure if I'm repeating myself, but added some new skills to enemies. And a few new enemy types Bought a new computer (Rtx5080! Faster blender renders, letsgo!) Updated hall of fame Updated cheat room (!)Re-encoded most of the music and sound effects for better optimization.(!) Also attempted to normalize all audio to -23 LUFS. However, I feel things are still slightly off-balance, so adjust as you see fit in the options. I'm gonna give the re-encoding a try again, next update. Cause there's def some performance to be gained there, + I've used sounds from different sources, so it'll be good to give them all the same baseline. ....................... Fixed ....................... Fixed missing sound effects /Northport /all over Visual bugs on the map /(Northport Fixed some plugin issues that might've prevented lights from showing Fixed and optimized light effects /everywhere Fixed Goblin character bust stuck on screen during animation Fixed a Chapter 4 bug that might've prevented you from leaving the Cottage area /BACKPORT IMPORTANT!!! Fixed Chapter 8 being visible in the Quest Journal too early. Removed "test" message from Priestess Physical Encouragement skill Fixed an oversight that might've prevented you from getting a unique staff after dealing with Goblina /Enemies + Ch2 int Added animation to enemy 'Oily Eruption' skill (previously missing) Fixed a map transfer in the capital that sent you to the wrong spit Fixed a lockpick bug that prevented GG's intro scene from triggering properly. Also made some small dialogue adjustments + you get a discounted lockpick. Fixed Man-Eating Plants combat-ai not working as intended Fixed broken combat encounter during CH5 (Watertown, final sewer room) //Important backport!!! map 102 + troops + items + skills + animations Fixed broken or at the very least outdated combat encounter during CH6 (Norf, Dwarven fortress, entrance/courtyard) ////BACKPORT map 144 + Courtyard + Tower Fixed visual bug where the cathedral staircases changing sprites upon being used Fixed an 'out-of-order' type bug, that happened after the "resurrection" scene in the Cathedral. If you went back to the baths instead of the sewers the scene would replay. Fixed sleeping state not wearing off after a certain time Fixed shitty accuracy for Crossbow gobs Fixed splatter showing up too early after Priestess beats up a goblin during Ch6 Fixed a bug that might've potentially reset some progress if you backtracked in the fort during ch6 Fixed movement on various stairs Fixed various enemy magic skills not getting blocked by 'Silenced'. Fixed Broken Treasure chest in Overrun Outpost Fixed some incorrect collision on various tiles Fixed some wonky tiles in OCSE Fixed Missing sound FX crash in Gobapatra's tomb //Important! Fixed water bottle not behaving properly Fixed a bug that muted the victory music Fixed a bug that skipped a mini-puzzle and repeated some narration during the Grinder Dungeon dive. Fixed some missing sound FX during the dungeon dive Fixed missing animation crash in Solemn Swamp Removed a weird map transfer spot from Lonesome Lighthouse Fixed a bug that made the protag say "Let's meet Barrel inside" before it was actually time to do so, which may have led to some confusing Brigade is not spelled bridage Fixed wall-hacking snakes Fixed a bug (I hope!) that caused Gopatra's "sneak loop" to get stuck on screen when loading a save. It's was a bit complicated to figure out, because it involved 2 different plugins and on top of that the player would have to act in a certain way, at a certain time at a certain map. It is possible the bug might still happen on older saves, but you can just use the debug item (screen) in your inventory to clear it. Didn't fix some typos from the latest quest, I got distracted and forgot until after uploading. Next time.
v0.58.5
------------- Scenes/"Art" ------------- New renders during a showdown at the Farm ------------- Game8 ------------- Chapter 8, Part I, has started. Chapter 8 will be a turning point in the story, and a psuedo-psychophysicological exploration of the Protagonist's inner workings... In this episode: Hubtown comes under attack by a bunch unusual goblins out for revenge, and there's an epic(debatable) showdown at the Farm A conclusion to the 'Homoglobin' substory. A certain goblin brings a folding chair. The Mission Madame breaks the Geneva Convention. The townswomen hold an emergency meeting after witnessing something New dialogue New battles New location New 2d face portraits for Blondie to better suit her new 3d model. New enemies With new skills and new sprite battlers and new FX and new sound FX Tileset/map spriteart additions Some general map Improvements and Optimization I replaced the Light Effect plugin with a simplified one. I noticed when opening savefiles that people send me for bugfixes etc, that half you guys have the light FX turned off anyway, so I figured there's no point in running a heavy light plugin. I think the simplified version will still be good enough. Upgraded NW.js from versios .48 to .105. (!). 105 minus 48 is 57. Which is a big difference. RpgmakerMV (the game engine) is powered by something called NW.js, by default it's got an ancient 0.29. version, and it's basically not been updated since the Heian Era. A long time ago, I updated it to 0.48. And then in 0.58.2 Patreon version I made an experimental upgrade version with NW.js 0.94. A couple patrons reported big performance improvements, so I decided to go even further and now I have tested to upgrade it to 0.105. In theory there should be a performance boost and potentially compatibility improvements. In practice... well you know. Won't know until it's been tested. It works on my machine (tm). If this upgrade turns out to be stable, I'm also gonna try upgrading PIXI, which is kinda like the rendering engine. If there are any issues, I will upload a version 0.48. But let's try 105 first. I'm gonna do a bughunt again, in the meanwhile. ------------- Bugfixes ------------ Thanks to some reports from the cummunity, I was made aware of the following bugs, which has now been fixed Map120 missing from the 2nd Xmas Special. I somehow deleted it. Yeah, the whole map. But its back now. Also fine tuned some sound fx while I were at it Fixed a bug that might've happened when opening the calendar(s) from the 2nd Xmas Special Set up some extra collision in the Grinder Treasure room, to prevent wall clipping. Changed the trigger for the exit in the Blue House, from action to touch (so you can just walk on it to exit, instead of having to click) Fixed double farm-girl Fixed a bug that might've gotten you stuck in the Weathered Watchtower Fixed missing collision in Ice Cave Fixed infinite crystal skull glitch Fixed a bug that showed the Ceremonial Circle dialogue, when trying to clear the watchtower Fixed missing troop (Fire, armoury map) in the Dwarven fortress Fixed path getting blocked up North by a barrel. Fixed some missing entries in the Quest Log Fixed some unkillable critters in the Pharaohs tomb
Update
v0.58.2
Update
v0.58
v0.57.6
+ 0.57.6.1 Scenes - Lockpicking scene with Priestess (Uses new artstyle) (The new scene can be played before starting chapter 2,4 and 5 if I remember correctly. Talk to Priestess in church.) - New Year Special scenes are back on the menu. Starts in the Town Hall after you've met Anvil & Barrel. - Summer Special scenes are back on the menu. Starts in the Town Hall after you've met Anvil & Barrel. (If you haven't played New Year/Summer Special before, that's basically two new adventures along with new scenes.) Also, not directly related to the game, but I polished the look of my Itch page, and some parts of the Patreon. Hope you'll like the changes. ..................... Gameplay ..................... New Year Special is now fixed up and playable. Starts in the Town Hall after you've met Anvil & Barrel. Summer Special is now fixed up and playable. Starts in the Town Hall after you've met Anvil & Barrel. Improved behaviour/attack patterns of some enemies Added New Spriteart for some enemies Revamped some Encounters/Battles Optimized some renders so they load faster & take less space. Improved/Polished the lockpicking, both art/mechanics Added Animations for some skills which previously lacked. Increased speed of battlelog messages... maybe(?). Did it work? I'm not sure. Maybe its placebo? It does feel a bit faster, but... Made improvements to the Quest Journal Re-Balanced some skills Re-Balanced some Enemies, bandits mainly Re-Added Chapter select 5 Updated hall of fame There's an actual end with dialogue (in the town hall) to the Southern Adventure now. ..................... Bugfixes ..................... Fixed/Improved the way party members are added/removed from the Party. The game should now be able to tell if they were just temporarily added (like for Frontier Conquest) OR Properly added (Like for a Main Quest). Currently this system should work for the Frontier Conquest areas. If there's no reports about weird things happening there, I will uss it for other stuff as well. Fixed some problems with Enemy selection control in battle which made certain attacks not behave as they should Removed 'check 0 damage' skill, it was a leftover from testing Fixed the lockpick minigame for chests which got messed up somehow Fixed a bug where you got stuck if you talked to the cat in Hubtown in a specific spot Fixed bug which Prevented Gobelyne's scene from triggering and some other Grind related bugs #35 Fixed some bugged collision in Grinder Fixed a bug that made the Pants ON/OFF during combat not work properly and also not clean things up properly after battle Fixed invisible Goblina Fixed faulty item descriptions Fixed the color of the Name in the name boxes, when the box is dimmed (previously the text was too dark) Fixed the color of messages in the BattleLog, same as above Fixed some weird behavior with the Priestess-sitting-in-church render Fixed typos Fixed Bar Maiden's free drink dialogue triggering in a really weird place Fixed Barrel's Rockochet skill, previously if you hovered over multiple enemy targets the damage would get lower and lower... Fixed the Amazon's main base (Outside) being pitch dark Fixed the entrance to a cave there as well Fixed reinforcements showing up too early in the Amazon boss fight Fixed missing image for the control note Fixed debug items missing.... Fixed Offspring-related bugs, e.g. scenes not triggering and such Fixed visual bugs, like with the tileset and such Fixed boat ride + lava on ground in Ceremonial Circle Fixed the Sea raider encounters up North, they somehow ended up being broken and other broken/empty encounters Fixed Goblin Layer not getting his "special" abilities during the Paladin fight Fixed some problems with the "Pose" skill Added an Exit to the Final Treasure room during Chapter 6 Fixed Party members not getting removed after Chapter 6 Fixed a Bug which prevented GG's new inventory scene from playing Barrel/Anvil/Priestess will not be in Town if they're in the party, previously you might have ended up with double Barrel's etc. Fixed party not being cleared after clearing Overrun Outpost Removed an endless source of simple boots in Gobapatra's chamber Fixed a number of pathing/getting stuck type of bugs during the Palace Infiltration

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