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Pitch Deck 2026 · Goblin Studios
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Hunt a sentient world and escort
the last seed of humanity
Dominate a hostile world with
system, strategy and precision
A roguelite TPS
cooperative survival
Where survival is driven
by a greater mission
We feed on creative freedom and pursue artistic excellence.
That's what keeps us sharp, united, and a truly unstoppable Goblins Clan.
Goblin Studios exists to create intellectual properties capable of transforming entertainment into meaningful experiences. We believe games are one of the most powerful ways to connect people, spark emotions, and provoke reflections that last long after the player turns off the screen.
Build, adapt, fail. Rise again, where survival meets roguelike.
In Everlen the player is thrown into an apocalyptic space opera universe where morality lives in the gray area. Gameplay focuses on intense combat-style encounters with hostile creatures bullet hell, inspired by Returnal, Dune and Helldivers 2.
Opens on YouTube · requires internet
Descend, extract, survive. The cycle of every expedition.
01 · FIND Locate the Blood Hives and other resources spread across a procedurally generated map.
02 · EXTRACT Face hordes of creatures in bullet hell combat to extract the Genetic Ciphers.
03 · SURVIVE Withstand Volghran's atmosphere, complete the extraction and defeat the Guardian to open the next map.
What you bring back decides how you get down next time.
04 · MANUFACTURING Use the saved resources to assemble the build of the next expedition.
05 · DISCOVER Unearth the secrets of the past that led humanity to extinction.
06 · DELIVER Escort the cargo Drakkar to the core of Volghran and complete the Everlen Project.
Features, competitive positioning, world and creatures, journey and phase-by-phase development.
Click on any card to open the detail.
Cooperative combat
Nobody gets out alive alone.Procedural survival
The map is never the same twice.Craft and upgrade
It's your build, it's your fault too.Layered narrative
The story is buried in the map.Combat that responds
Precision before the show.Immersive world
Volghran is a character, not a setting.Replayability
Losing is part of progress.Build customization
Sixty pieces, one squadron.Hunt a sentient world and escort the last seed of humanity
As the last soldier standing, Everlen is given a desperate mission: to pierce the defenses of a hive-mind planet and deliver a very unusual payload to its core. This cloning program, which will become known as Project Everlen, is the last chance to guarantee humanity's survival.
The result of a long-abandoned human cloning project, he exists to complete a single mission: recovering the genetic seed of our extinct humanity.
A moon ravaged by an ancient war between humans and the now-extinct Volghrin. Under Urza's influence, it became an environment that reorganizes itself with every expedition.
A hive-mind entity pulsing beneath Volghran's crust. Once worshiped by the Volghrin, she was the cause of humanity's extinction.
Forged from the fusion of human technology and Volghrian xenotechnobiotics, this charge carries the last spark of hope for human rebirth.
Urza, Everlen, Drakkar, Khasit, Gungnir, the Volghran interface, and the SFX library: full concept, production, and visual and sound reference, kept in the supplementary materials so it doesn't slow down the pitch right now.

THE HIVE MIND UNDER THE CRUST
Worshipped by the Volghrin before devouring them, Urza is what makes Volghran reorganize itself with every expedition. The temple is where worship became infestation.





THE LAST SOLDIER STANDING
A clone of an abandoned human program, assembled for a single mission. He is not a hero: he is the last resort of a species that has already lost.









Modeling, rig and final turntable · Unreal Engine 5
HUMAN + XENOTECNOBIOTIC TECHNOLOGY
The charge the player escorts to the core. She walks, shoots and needs to be defended: half companion, half walking target.









Modeling, rig and final turntable · Unreal Engine 5
FIRST CREATURE IN PRODUCTION
Khasit was the first of the eleven enemies to complete the entire cycle: concept, model, rig, animation, sound, and gameplay implementation. He's the quality benchmark for the other ten.












From skeleton to final movement · Khasit's animation rig and tests
The player's weapon. Modular by design: the same body accepts the ammunition and skills that come from the craft, and this is what makes the build appear on the screen and not just on the sheet.









In-house modeling, texturing and implementation · Unreal Engine 5
Interface designed in-house, from the icon system to the main menu. In a game where ammunition, resources and temperature decide the expedition, the screen needs to tell the player's status without him stopping shooting.
Combat HUD, map, inventory and main menu, all in their own spritesheet.
Menu navigation, in-engine




Concepts of skill and item icons
Samples of the library created for Everlen, from scratch and in-house. Play right here, without leaving the deck.
Original Everlen audio · 48 kHz · plays offline, without internet
TAM, total addressable market: experienced gamers who like challenge, in action shooter, replayability, co-op or survival.
Sales recorded only in 2025, only on the Steam store
LAUNCH PLATFORM
STEAMWORKS · TRAFFIC AND WISHLIST
DATA ACCUMULATED UNTIL AUG 13, 2026
1,132 additions since the page was launched
INVESTED IN PROMOTION SO FAR · 100% ORGANIC
EVERLEN TARGET PRICE
$19.99 ~ 24.99
Atomic Picnic
Deep Rock Galactic
Helldivers 2
Returnal
Risk of Rain 2
Data obtained exclusively from the Steam store · source: Gamalytic








Roguelike tends to trade precision for chaos, and shooters tend to trade variety for consistency. Everlen refuses to change: the combat responds like TPS and the build changes with each descent.








Among comparable titles, death either returns everything or nothing. Here, a lost expedition still comes back with resources, and it's the pressure of Volghran's atmosphere that decides how much.








Co-op tends to give up story, and dense narrative tends to give up squads. Everlen is the space opera you play as a four-player squad.
Project conception and V1 of Everlen's GDD.
First playable demo completed. GDD, Art Bible and Narrative Bible closed.
A complete and polished gameplay excerpt, at the ultimate quality target: various enemy types, UI menus, the first fully dressed map, initial balancing and the first audio tracks.
Content expansion: maps 2 and 3, new enemy units, upgrade systems, inventory and progression. The main and secondary narratives advance along with functional crafting, inventory and saves.
All maps, enemies and player abilities present. Complete gameplay balancing and extensive internal testing.
Focus on performance, optimization and QA. Final adjustments upon return from testing. Lore and supplementary narrative material ready. Visual polish and official teaser.
Build gold finished. Console port and final testing begins. Community engagement and pre-launch campaign fully enabled.
US$ 100 THOUSAND ALREADY INVESTED BY THE STUDIO
MISSING DEVELOPMENT TIME: 18 MONTHS
Where we didn't reach: press, platforms and markets outside Brazil.
Someone who has already launched this type of game, looking at our plan.
Test coverage and the path to console without distracting the team from the game.
Investment requested
to complete development
US$235,000
We thrive on creative freedom and pursue artistic excellence.
It's what keeps us sharp, united and in a Goblin clan that doesn't stop.
10 years of professional experience developing and directing game projects in Unreal Engine.
10 years of experience as an artist and 4 years in art direction.
8 years of experience in audiovisual and film production.
Marketing director, concept artist and graphic designer, with 8 years of experience.
Responsible for Goblin's financial and legal operations over the last 4 years.
Tony Cruz
Game Director · Game Design · Level Design
Chris Silva
Art Director · Main 3D Artist
Guilherme Diniz
Narrative director
Victor Tanaka
Main 3D Rigger & Animator
Matheus Sakaguti
Marketing Manager · Concept Artist
Susana Moura
UI & UX Designer
Victor Aiello
Full Unreal Developer
Thiago Aguileira
Concept Artist
Hugo Pizzo
Full 3D Artist
Rafael Miziara
Full 3D Artist
Rafael Ongaro
Business Administration
André Luiz
Full Unreal Developer
Cavi Montenegro
Sound directorEverlen is not the first project to come out of here. The studio has been supporting itself for four years by serving indie, AA and AAA projects.
And it is this operation that sustains own IP










Foundation of Goblin Head, a 17-person think tank exploring game development.
Chris and Tony turn the initiative into Goblin School, physical school dedicated to training developers.
Start of services outsourcing, serving indie, AA and AAA projects.
Strategic turn: the school is paused to focus on outsourcing and the development of its own IP: The Hero's Call and Everlen.
Selected for incubation in Harena, the innovation center of the largest cancer treatment hospital in Latin America, the beginning of our scientific research.
Conclusion of playable demo from Everlen.
Raising investment for Everlen and total dedication of the studio to a single project.
INITIATIVES AND REACH
Behind the scenes of Everlen's development journey, published openly.
Our gamification initiative applied to real impact, within the hospital.
Continuous updates on development, systems and creative decisions on our YouTube.
Project documentary · opens on YouTube

// End of transmission
If you want to know more about what we are building, just call. It would be a pleasure to show you the rest.
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