
Gremlins, Inc.
If your idea of a good time is sending a friend to jail, stealing their gold, then getting arrested yourself on the way to the casino, Gremlins Inc. has your number. Fair warning: solo mode is mostly a punching bag simulator.
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About Gremlins, Inc.
I came into Gremlins Inc. expecting a light digital board game to fill a half-hour gap, and walked out two hours later with more malice tokens than dignity. This is a card-driven, turn-based race around a one-way steampunk board where up to six players juggle three core resources - Gold, Votes, and Malice - while trying to accumulate Prestige points before anyone else does. The card system is the actual engine: your hand of six cards doubles as your movement currency and your action toolkit, so every turn forces a genuine decision about whether to burn a high-move card to reach the income spot or hold it to fire off a Robbery action worth 350 gold. That dual-use tension is where the strategy lives, and it is real strategy, not the illusion of it. The board itself is populated with spots that will absolutely ruin your afternoon. Bribe checkpoints drain gold unless you are currently Governor (an elected title that rotates every twenty turns based on who stacked the most Votes), police tiles can arrest you if you roll badly or if an opponent plays the right card against you, and misfortune squares are exactly what they sound like. On top of that, players can deploy over 130 cards to directly mess with each other - sending telegrams of misfortune, colluding with the arbitration judge to manufacture fake debts, or playing Second-hand to strip a random card from an opponent's grip mid-turn. The threat-perception loop this creates is genuinely clever: you watch everyone's Gold, Votes, and Malice readouts like a hawk because a player sitting quietly low on Malice can flip the leaderboard in a single well-timed burst. Here is the honest problem though: luck variance is high enough that a strong read on the board can get completely torched by a bad card draw or a misfortune chain. Games set to a high Prestige score limit can drag past ninety minutes, and without a save feature that becomes a commitment you did not necessarily sign up for. Solo challenges against the AI are functional - the bots are genuinely aggressive and will prioritize targeting whoever looks like a threat - but single-player is clearly a practice mode, not the point of the game. The UI also has a learning curve that reviewers have consistently flagged: icon literacy takes several sessions, and opponent actions during their turns can be easy to miss without actively reading the action log at the bottom of the screen. Multiplayer is where the game earns its Metacritic 75. A lobbied online game with real players who actually understand Governor timing, who hold criminal cards as bluffs, and who know when to pile on the leader is a completely different animal from the solo experience. The ranked ladder exists, the community is niche but present, and the cosmetic DLC policy is clean - no gameplay content locked behind purchases, all mechanical updates have been free since launch. Cross-platform support and Steam Workshop round out a package that has aged better than its 2016 release date suggests. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- XP
- Memory
- 2 GB RAM
- DirectX
- Version 9.0
- Network
- Broadband Internet connection
- Storage
- 1 GB available space
- Graphics
- Intel Iris 4800
- Processor
- Intel Pentium
- Sound Card
- internal
Recommended
- OS
- 7, 8, 10
- Memory
- 4 GB RAM
- DirectX
- Version 9.0
- Network
- Broadband Internet connection
- Storage
- 1 GB available space
- Graphics
- GeForce 9XX or AMD
- Processor
- Intel Pentium 3+ generation
- Sound Card
- internal
Reviews & Ratings
Game Info
- Developer
- Charlie Oscar Lima Tango Interactive Entertainment
- Publisher
- Small Fish Big Dreams
- Release Date
- Mar 10, 2016