Compare Ash & Adam's GOBSMACKED prices across 50+ stores and find the best deal. Developed by Ash & Adam's Games. Published by Ash & Adam's Games. Released on 10/23/2024. Available on PC, Mac. Genres: Action, Indie.

A tiny, fully physical goblin arena-brawler that packs grapple hooks, wall-climbing, and exploding melee into runs short enough to finish on a lunch break, if you can survive them.

I have a soft spot for the kind of game two people build in a bedroom and somehow make feel more kinetic than a triple-A production. GOBSMACKED is exactly that. It drops you into procedurally generated gladiator arenas as a goblin with entirely too much momentum and not nearly enough self-preservation instinct, and asks you to entertain a crowd of fans while dismantling waves of junkbots by any physical means available. The whole design philosophy, per the developers themselves, was built around "ride 60 seconds of chaos", and honestly, that pitch delivers. The movement system is the heart of it. You can grapple, double-jump, wall-climb, glide, and stomp your way through each arena, and the physics simulation means almost every object in the environment can be snatched, kicked, or thrown at an enemy. A flamethrower that can be upgraded to bounce its fire off walls, melee that explodes on impact, saw blades that get a bit unruly, the upgrade tree splits between permanent gear you unlock before a run and in-run arena boosts you buy with the gold that rains down from defeated bots. It is a small loop, but it is a well-considered one. The crowd-performance layer adds a secondary pressure: put on a good enough show and you earn more, which accelerates the gear spiral nicely. Where the game is honest with itself is in scope. This is a micro-experience, labelled "mini-FPS" for a reason, and player sentiment confirms the thing most likely to bounce you off it: content depth. Community voices consistently note the core combat is genuinely fun, but once you have seen the arena roster a few times the roguelite variety wears thin. There are reported bugs too, a mouse sensitivity glitch tied to keybind menus, and enemy groups occasionally clipping into geometry, small things that a two-person studio may or may not patch. The game carries a strong positive rating among the players who have reviewed it, which suggests the audience it finds tends to love it; just go in knowing you are buying a sugar rush, not a marathon. The art style prioritises readability at speed, which is the right call for something this frantic. There is a scrappy, hand-crafted energy to the whole package that I find hard to dislike. It has the charm of a band's first EP: not everything lands, the production has rough edges, but the core idea has genuine personality. If you regularly bounce off roguelites because sessions drag on too long, this is structurally the opposite problem, runs are short, stakes feel immediate, and the physical chaos lands every single time you boot it up. Kai, Scout Team

Ash & Adam's GOBSMACKED
ActionIndie

Ash & Adam's GOBSMACKED

Oct 23, 2024Ash & Adam's Games
GamerScout Says

A tiny, fully physical goblin arena-brawler that packs grapple hooks, wall-climbing, and exploding melee into runs short enough to finish on a lunch break, if you can survive them.

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About Ash & Adam's GOBSMACKED

I have a soft spot for the kind of game two people build in a bedroom and somehow make feel more kinetic than a triple-A production. GOBSMACKED is exactly that. It drops you into procedurally generated gladiator arenas as a goblin with entirely too much momentum and not nearly enough self-preservation instinct, and asks you to entertain a crowd of fans while dismantling waves of junkbots by any physical means available. The whole design philosophy, per the developers themselves, was built around "ride 60 seconds of chaos", and honestly, that pitch delivers. The movement system is the heart of it. You can grapple, double-jump, wall-climb, glide, and stomp your way through each arena, and the physics simulation means almost every object in the environment can be snatched, kicked, or thrown at an enemy. A flamethrower that can be upgraded to bounce its fire off walls, melee that explodes on impact, saw blades that get a bit unruly, the upgrade tree splits between permanent gear you unlock before a run and in-run arena boosts you buy with the gold that rains down from defeated bots. It is a small loop, but it is a well-considered one. The crowd-performance layer adds a secondary pressure: put on a good enough show and you earn more, which accelerates the gear spiral nicely. Where the game is honest with itself is in scope. This is a micro-experience, labelled "mini-FPS" for a reason, and player sentiment confirms the thing most likely to bounce you off it: content depth. Community voices consistently note the core combat is genuinely fun, but once you have seen the arena roster a few times the roguelite variety wears thin. There are reported bugs too, a mouse sensitivity glitch tied to keybind menus, and enemy groups occasionally clipping into geometry, small things that a two-person studio may or may not patch. The game carries a strong positive rating among the players who have reviewed it, which suggests the audience it finds tends to love it; just go in knowing you are buying a sugar rush, not a marathon. The art style prioritises readability at speed, which is the right call for something this frantic. There is a scrappy, hand-crafted energy to the whole package that I find hard to dislike. It has the charm of a band's first EP: not everything lands, the production has rough edges, but the core idea has genuine personality. If you regularly bounce off roguelites because sessions drag on too long, this is structurally the opposite problem, runs are short, stakes feel immediate, and the physical chaos lands every single time you boot it up. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Arena FPSPhysics SandboxMicro RogueliteCrowd MechanicBoomer Shooter EnergyRun-Based UpgradesWall-ClimbingShort Sessions

System Requirements

Minimum

OS
Windows 10 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
NVIDIA GeForce GTX 760, Radeon R9 270
Processor
2.4GHZ Dual Core Processor Or Higher
Sound Card
DirectX compatible

Recommended

OS
Windows 10+ 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
NVIDIA GeForce GTX 760, Radeon R9 270
Processor
2.6GHZ Dual Core Processor Or Higher
Sound Card
DirectX compatible

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Game Info

Developer
Ash & Adam's Games
Publisher
Ash & Adam's Games
Release Date
Oct 23, 2024

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What platforms is Ash & Adam's GOBSMACKED available on?

Ash & Adam's GOBSMACKED is available on PC, Mac.

When was Ash & Adam's GOBSMACKED released?

Ash & Adam's GOBSMACKED was released on 23 October 2024.

Who developed Ash & Adam's GOBSMACKED?

Ash & Adam's GOBSMACKED was developed by Ash & Adam's Games.