Compara los precios de GoatPunks en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Alberto Santiago. Publicado por Studio Canvas. Lanzado el 29/11/2018. Disponible en PC, Mac, Linux. Géneros: Action, Indie.

Grab three friends, plug in controllers, and prepare to lose them: GoatPunks is a couch-first king-of-the-hill brawler that lives and dies by the people in the room with you.

I came into GoatPunks expecting a throwaway party game and walked away with a complicated feeling, which is either a compliment or a warning depending on how many controllers you own. This is a 4-player king-of-the-hill brawler built almost entirely around local play, the kind of thing that made sense at PAX Aus with strangers screaming across a demo table. Whether it translates to your living room is a much more specific question. The core loop is simple enough to explain in one breath: climb one of nine themed mountains, reach the summit, hold it for 30 seconds, don't get knocked off. The goat you pick has stats split across speed, shield, and attack, and characters like the Ninja and Steam goat play noticeably differently. Once you're on top, you rain fireballs and projectiles down at everyone below you, while the other three players suddenly forget their differences and gang up on the leader. It creates natural momentum swings that can be genuinely funny in person. There are also additional modes beyond the base King of the Hill, including Treasure Hunt, Three Lives Elimination, and a Teams variant, so the structure has more variety than the one-sentence pitch suggests. Here's where I have to be straight with you though. The controls carry more mappings than a game this simple has any right to, and reviewers have consistently flagged that the button layout takes real time to internalize. Movement feels looser than you'd want, closer to wrestling a shopping cart than controlling a character with precision. The hit detection on projectiles and dash attacks is chaotic in a way that reads less like intentional design and more like physics that haven't been fully tamed. Balancing is also a legitimate concern: critics have pointed out that the single-mode balance is rough, and getting hit by basically anything sends you tumbling back to the bottom with frustrating regularity. The art direction is a genuine bright spot. Stages are hand-illustrated in a style the developer cites as Studio Ghibli-inspired, and backdrops like the ice, candy, and lantern mountains have real visual personality. This is a solo-developer project built over years, and the craft in the visuals shows more than the craft in the feel of the controls. Online play is there, but the player count tells the real story. Peak concurrent users on Steam hover at essentially zero, which means online matchmaking is not a realistic option in 2026. If you load this up expecting to queue into games the way you'd queue into a live-service shooter, you will be staring at an empty lobby. The honest version of this recommendation: GoatPunks works best as a sub-10-dollar couch game for a group that already has controllers and a sense of humor about chaos. Solo or with strangers online, it has almost nothing to offer. The movement jank and balance roughness that you'd laugh off with friends in the room become much harder to ignore when you're sitting alone. It had a genuine festival moment years ago, and you can still feel the party-game intention underneath the rough edges. Just make sure the couch is actually occupied before you boot it up. Fred, Scout Team

GoatPunks

GoatPunks

29 nov 2018Alberto SantiagoStudio Canvas
GamerScout opina

Grab three friends, plug in controllers, and prepare to lose them: GoatPunks is a couch-first king-of-the-hill brawler that lives and dies by the people in the room with you.

PCMacLinux
Steam Deck Verified
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€0.00
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Mínimo histórico: €0.80

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Acerca de GoatPunks

I came into GoatPunks expecting a throwaway party game and walked away with a complicated feeling, which is either a compliment or a warning depending on how many controllers you own. This is a 4-player king-of-the-hill brawler built almost entirely around local play, the kind of thing that made sense at PAX Aus with strangers screaming across a demo table. Whether it translates to your living room is a much more specific question. The core loop is simple enough to explain in one breath: climb one of nine themed mountains, reach the summit, hold it for 30 seconds, don't get knocked off. The goat you pick has stats split across speed, shield, and attack, and characters like the Ninja and Steam goat play noticeably differently. Once you're on top, you rain fireballs and projectiles down at everyone below you, while the other three players suddenly forget their differences and gang up on the leader. It creates natural momentum swings that can be genuinely funny in person. There are also additional modes beyond the base King of the Hill, including Treasure Hunt, Three Lives Elimination, and a Teams variant, so the structure has more variety than the one-sentence pitch suggests. Here's where I have to be straight with you though. The controls carry more mappings than a game this simple has any right to, and reviewers have consistently flagged that the button layout takes real time to internalize. Movement feels looser than you'd want, closer to wrestling a shopping cart than controlling a character with precision. The hit detection on projectiles and dash attacks is chaotic in a way that reads less like intentional design and more like physics that haven't been fully tamed. Balancing is also a legitimate concern: critics have pointed out that the single-mode balance is rough, and getting hit by basically anything sends you tumbling back to the bottom with frustrating regularity. The art direction is a genuine bright spot. Stages are hand-illustrated in a style the developer cites as Studio Ghibli-inspired, and backdrops like the ice, candy, and lantern mountains have real visual personality. This is a solo-developer project built over years, and the craft in the visuals shows more than the craft in the feel of the controls. Online play is there, but the player count tells the real story. Peak concurrent users on Steam hover at essentially zero, which means online matchmaking is not a realistic option in 2026. If you load this up expecting to queue into games the way you'd queue into a live-service shooter, you will be staring at an empty lobby. The honest version of this recommendation: GoatPunks works best as a sub-10-dollar couch game for a group that already has controllers and a sense of humor about chaos. Solo or with strangers online, it has almost nothing to offer. The movement jank and balance roughness that you'd laugh off with friends in the room become much harder to ignore when you're sitting alone. It had a genuine festival moment years ago, and you can still feel the party-game intention underneath the rough edges. Just make sure the couch is actually occupied before you boot it up.

Fred
Fred · Scout Team

Shooters

Etiquetas

multiplayerpvponline-pvplocal-multiplayercooplocal-coopachievementscontroller-supporttier:sub-5Couch MultiplayerKing of the HillParty BrawlerController Required4-Player LocalCasual ChaosSingle Developer

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
2 GB RAM
Storage
400 MB available space
Graphics
Intel HD Graphics
Processor
Intel Atom x5 Z8300 / 1.44 GHz

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Windows 10
Memory
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Información del juego

Desarrolladora
Alberto Santiago
Distribuidora
Studio Canvas
Fecha de lanzamiento
29 nov 2018

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¿En qué plataformas está disponible GoatPunks?

GoatPunks está disponible en PC, Mac, Linux.

¿Cuándo se lanzó GoatPunks?

GoatPunks se lanzó el 29 de noviembre de 2018.

¿Quién desarrolló GoatPunks?

GoatPunks fue desarrollado por Alberto Santiago y publicado por Studio Canvas.