How to play
- Goal
- Guide enough goblins from the hatch to the glowing way home by giving them jobs.
- How it ends
- The level ends when every goblin is home or lost, or when its time runs out; you clear it if at least the number it asks for got home.
- Record
- For every level, the ten fastest clears, the ten clears that used the fewest jobs and the ten that brought the most goblins home, each proved by replaying the run.
- Goblins drop from the hatch one after another and walk forward, turning round only at walls. They walk up small steps and down short drops; a fall of more than five goblins' height, water and lava are fatal. A goblin that reaches the glowing way home is saved; the level asks for a number of them.
- Pick a job on the bar (or press 1 to 8), then tap or click a goblin to give it. Build lays twelve planks up and ahead; Bash tunnels straight through the ground ahead; Mine digs down at a slope; Dig digs straight down; Block stands still and turns the others round; Climb and Float last for good; Blast bursts after five seconds and takes a round bite out of the ground. While a job is picked, pointing at a goblin shows a glowing ghost of what it would make.
- Warded stone, carved with blue runes, cannot be dug, bashed, mined or blasted. Grained stone, with moving green arrows, can be bashed or mined only the way its arrows go; Dig and Blast take it either way. Rate sets how fast goblins drop from the hatch, never slower than the level starts. Pause still lets you give jobs; Fast forward runs three times as fast; Back 5 s rewinds the run; Blast all, pressed twice, ends a level early and is not counted as a job.
Controls
| Click / tap a goblin | Give it the picked job |
|---|---|
| 1 – 8 | Pick a job: Climb, Float, Blast, Block, Build, Bash, Mine, Dig |
| Drag · arrows | Look along the cave |
| Wheel · pinch | Zoom |
| Tab · Enter | Pick the next goblin that can take the job · give it |
| Space | Pause (jobs can still be given) |
| F | Fast forward |
| R | Back 5 seconds |
| − · + | Release rate |
| Escape | Menu |
| Shift+R · |◀ | Restart the level |
The goblins are the warehouse goblin and its animations, rendered in Blender; the caves are drawn by the game's own WebGL renderer from warehouse textures and paintings, lit by every goblin's lantern. A level's time is the cave's own time, so pausing and fast-forward change nothing in the records. A run is sent as the jobs you gave and when, and the records worker plays the whole level again with the same rules before it ranks it. Your progress stays in this browser under morass.goblin-trek.v1. No ads or analytics run inside the game.
Watch how to play
About Goblin Trek
A Skettarn crew is lost under the river city: goblins who carry what the licensed barges will not, now walking home through the roots, the old drains, the ember deeps and the crystal vaults. They do not look where they are going. Each one carries a small brass lantern, and the caves are lit by nothing else, so the crew is the light you plan by.
You do not steer them. You give jobs: Build lays a stair of planks, Bash punches a tunnel ahead, Mine digs one down at a slope, Dig goes straight down, Block stands with arms out and turns the others round, Climb and Float carry a goblin up walls and down long drops, and Blast bursts a goblin to take a bite out of the rock. Each level gives only so many of each, and asks for a number of goblins home.
Thirty-two levels in four regions, each with its own ground and light: soft loam and glowing fungus, mossy drains over water channels, basalt and cinder over lava, blue bedrock and crystal. Warded stone carved with runes cannot be dug at all, and grained stone gives way to a bash or a mine only in the direction of its arrows. Pick a job and point at a goblin: a glowing ghost shows what that goblin would dig or build in the next ten seconds. Each level keeps three Top 10s, for the fastest clear, the fewest jobs and the most goblins home, and the site plays every run again before it keeps a place.







