

Goblin Auto Club Manager
Seaside Baboon · 2024 · Simulation, Management, Strategy, Racing, Retro
PC
Very Positive91% · 64
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About Goblin Auto Club Manager
Imagine building fantastic cars out of junk and letting idiots drive them. Goblin Auto Club Manager is like an auto battler, but with racing instead of battling. So it's an auto racer? Buy parts from the junkyard, build cars with them, and choose your racing strategy. Let's hope that your goblins will win the race despite their terrible driving skills. Want to improve your workshop? Get some money.
You want to buy better parts from the junkyard? Get some money.
You need money? Win races.
You want to win races? Improve your strategy. Your drivers drive for you, but you decide the strategy.
When is the right time for a pit stop? When is the best time to fire up the turbo? How aggressively should your Goblins drive? You decide.
But beware: turbo damages your engine, too risky Goblins cause accidents.
So it's tricky... Every car has 10 characteristics, such as acceleration, grip or drag.
But a lot does not always help a lot: the properties influence each other.
For example, good braking power is only necessary if the car can achieve high maximum speeds, a powerful engine also makes the car heavier, etc.
A different setup makes sense for different racetracks - and then there's the driving style of your driver... There are 12 race tracks and 6 leagues with increasingly stronger opponents. If you win, you can qualify for a championship. If you win championships, you will be promoted to the next league. How good are your goblins?
You want to buy better parts from the junkyard? Get some money.
You need money? Win races.
You want to win races? Improve your strategy. Your drivers drive for you, but you decide the strategy.
When is the right time for a pit stop? When is the best time to fire up the turbo? How aggressively should your Goblins drive? You decide.
But beware: turbo damages your engine, too risky Goblins cause accidents.
So it's tricky... Every car has 10 characteristics, such as acceleration, grip or drag.
But a lot does not always help a lot: the properties influence each other.
For example, good braking power is only necessary if the car can achieve high maximum speeds, a powerful engine also makes the car heavier, etc.
A different setup makes sense for different racetracks - and then there's the driving style of your driver... There are 12 race tracks and 6 leagues with increasingly stronger opponents. If you win, you can qualify for a championship. If you win championships, you will be promoted to the next league. How good are your goblins?
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
I like the idea. We need more management type games, but weirdly, I don't really consider this to be a management game. Turbo has far too much impact on the race (when to use it, how much to use it as it ruins your engine faster) and pit stop timings are too critical to consider this a game something you could just watch and cheer on from the sideline. I actually really like those aspects of the game as it adds a lot to the risk vs reward aspect, so I wouldn't mind a manager mode where this is automatic, and coach mode where you "yell" instructions. The pacing is bad though, progress is too slow and it doesn't make much sense that you only "unlock" brakes at $2000 (when every win is 180 and you need to buy things to not die of boredom). I also still don't quite get the upgrade system, and why I need to waste a lot of money on useless things in the hopes it eventually turns to good stuff. I'd like more content and events too. I don't really want to rain on the parade and I hope for a sequel that fixes the design issues. Currently seems expensive for what it is, if it's on a sale you could try it.7 found this helpful
This is such an AWESOME GAME! its a unique one of a kind concept, and it reminds me of the floppy disk days! and great price and addictive! 10/102 found this helpful
Solid game with much deeper systems behind it than are readily apparent - some I only learned about reading developer comments in the discussion pages. Dev has taken feedback from players and improved some of the rough spots the game launched with. Might require more experimentation than some folks want to put into it at high levels, but I can appreciate that it's not really feasible to build an uubercar that rolls ever race; cars need to be tailored to the map.2 found this helpful
Strangely fun game. Maybe I don't play enough idle games to find this one repulsive, but I felt a slight addiction here. I think it helps a lot the game gave me a sticky flypaper slap at the start of the game with a custom play portrait. Couldn't help myself and spent an hour making a portrait. (But should be noted that I'm one of those crappy pixel artists who loves self insertion so...) : https://steamcommunity.com/sharedfiles/filedetails/?id=3751975137 My biggest critique of this game is the lack of strategy and management pre-race. It's rough to really grasp what the actual routes of maps/races are so you kind of have to feel it out a bit. Anyway, the game advertises itself as partial control. I've played a lot of games with partial control and I'd say this is the right balance. The time between races fits nicely unlike some games where you spend tons and tons of hours on something where you just don't have enough control. But enough about inferior games like (Kingdoms never last), lets talk about this one. Hah, it's kind of fun. I like collecting and I like the idea of not being the actual person doing the work. I like management. I'm the kind of person who is a lieutenant…1 found this helpful
Goblin...1 found this helpful
Goblin Auto Club Manager is a delightfully eccentric management sim developed by Seaside Baboon and published by unthought games, built around the idea that racing success doesn’t come from driving skill but from clever preparation and controlled chaos. Instead of sitting behind the wheel, you act as the mastermind of a goblin-run auto club, assembling bizarre scrap-built vehicles and sending unpredictable drivers onto the track. The result is a game that feels less like a traditional racing simulator and more like a strategic sandbox where experimentation, risk management, and a tolerance for goblin incompetence are the keys to victory. At its core, the gameplay loop revolves around scavenging and assembling parts from a junkyard to construct race cars with distinct statistical profiles. Each component influences multiple attributes such as speed, durability, acceleration, drag, and handling, and combining them can produce unexpected synergies or disastrous weaknesses. The design encourages tinkering. Rather than following a strict upgrade tree, you are free to mix and match parts in ways that reflect your strategy for upcoming races. Some tracks may reward high acceleration and …1 found this helpful
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