Multiplier Goblin

by Ketchup AjiNo Mayonnaise

Censored Windows
Versionv1.0 + DLC
EngineRPGM
Released2026-03-30
Updated2026-04-09
LanguageEnglish, +10

A super-simple loop-based click RPG where button-mashing makes the world inflate! No levels. No EXP. Just HP, Attack, and items—grow until the numbers break.​

(Add changelog here)
AdmiralPhoenix 2026-04-06
i can safely say that this is their worst game. not a fan of the afk autobattle, there are too many characters and they feel like copies of each other. and is not like you need an strategy in how to play or even what you should upgrade in the shop. 2/10
Nemo de Nemo 2026-04-05
For V1.0+Succubus, Evil Eye, Orc, Slime, and Tentacle DLC packs After completing all challenges for every stage, I have decided to make this review to express my thoughts on Multiplier Goblin. This review will be broken down into several parts with their own ratings as I believe anyone playing will most likely be more sensitive to the quality of the individual parts rather than the quality of the entire game. While this review is meant to be read start to finish, feel free to skip around to the parts you are interested in. Each section can be divided into the general summary of what I'm talking about and the rating+conclusion reflective of how I feel for the topic of the section. Spoiler: Gameloop -Gameloop: The main loop of the game is find girl you can defeat, smack them until you can defeat next girl, repeat previous girls until you complete the stage. The way your damage/health is calculated is through multipliers, meaning the optimal way of playing is to get stone that gives proportionally the most (an example would be that having 100 white stones and 10 red would make a 10 red girl more valuable than a 10 white girl). This is the gameplays greatest strength and greatest weakness as you can theoretically brute force any stage with enough time invested, but will struggle to speedrun any stage as your attack is very dependent on you amassing stones every stage clear, from stage 1 to stage 9. I give the gameplay loop a 2/5... ...as I myself enjoy games of an idle nature and thus don't mind the idea of leaving auto battle to smack babes for me. That said, I do recognise that the entire loop is grind which gives very little than 'Number Go Big" and various "artworks". The latter will be expanded upon in its own section rather than here. Spoiler: The Shop -The Shop: One form of permanant progression is through gold that you will continuously accumulate on the conquest to smack babes across the land. The initial pain of not having any gold is (relatively) short lived and requires about 5ish clears of stage 1 before you can buy +1 gold on victory (successful babe smack), which will then open up about half of the shop for you to purchase (rough estimate of how much upgrades I bought before costs ballooned too far) as you play. The important upgrades after this are gold until it begins dropping off, ores which gives +stone type on victory, and regeneration which lowers the need to hit a heal zone before taking on a girl. 4/5 for the shop. While nothing it gives is revolutionary in concept, it gets the job done while remaining one of the cornerstone of your overall power via the ores. I have vary little gripes with it beyond thinking a 1.2 exponant might be a touch too harsh for the amount of gold given in the later stages. Spoiler: The Meta -The Meta: The main way of getiing permanantly stronger in this game is through the shop, gathering hearts, and completing challenges. As I've already discussed the shop I will be moving onto hearts. Hearts are effectively permanent stones that you can never lose as you play though at the beginning of the game, they are really only effective in their relevant stage. This is because in every other stage, they have a .1% multiplier, meaning that 1 thousand hearts of 1 type would be needed to double attack in a different stage. The shop does have upgrades relating to improving these multipliers, but they can only push it to 1% assuming you can power through the inflated costs. A given stage past 1 will have a super enemy guarding a chest with 10 hearts 1 tier below the relevant heart (red heart stage will have a chest with 10 grey hearts and so on), so gathering 100 hearts of a type excluding rainbow hearts isn't too tedious. Going past this, however, will become continuously more tedious as the relative gains of continued clears gets smaller. The game also has challenges for you to complete for percentile rewards split accross several types: Time Trials, Stone Negation, On victory Stone Lost. Meta Check, No Auto Battle, And Square Root challenge. These 6 are divided into 4 lanes in game, but time trials and stone negation are the only ones with 3 challenges while the other lanes are mixed with the rest of them. Each stage has the same challenges and completing every challenge of a stage will boost the relevant color of stone and heart by +3.2%, so that .1% that grey hearts have for stage 2 becomes 3.3%. For the challenges themselves, I believe the hardest type overall are the Stone Negation challenges where some color stones have their multipliers zeroed (debilitating for your attack without building up your meta strength) and the final Time Trial as you have 1 minute to clear the stage including travel time. The most tedious are square root and no auto battle challenges as the former makes you manually fight every battle while the latter makes a stage clear take much longer to complete. The easisest are on victory loss as the ores in shop can either lessen or even negate said loss, and the meta check challenge where you can only harvest a girl once (with a x77 mult to the stones they drop). Makes the challenge super quick as you can't dump any time into grinding stones so the stage a: "you can either do it, or you can't". 2.5/5 The meta progression is servicible while frustrating. Actively stockpiling a specific heart type is tedious as you have to replay the stage with the given chest and as mentioned in the gameloop section; speedrunning a stage is very difficult to do and the gameplay is pure grind. There is only so long you can stare at the same png before you stop focusing on the art and onto the gameplay. The real big increases for meta progress are from challenges (bit unintuitive but that might just be me) which range rather wildely in difficulty. The first 2 time trials, 10 min and 5 min clears, are easy and give +.6% to a color heart. The final trial is the most difficult to do as you need high meta progress to stand a chance for the 1% heart increase. The other half of challenge heart rewards is behind the stone negation challenges, the most difficult type of challenge. The 2 on stone loss on victory challenges feel odd in order as the first one (-30 gray stones) is only difficult at the beginning of the stage due to only having 2 stone types for multiplers instead of 3, and becomes only a slight annoyance once you smack a babe that gives more than 30 gray stones per victory. The other challenge (-1 of every stone) is just a slight annoyance throughout as the early stone types easily over power the loss, and multipliers from later stones can be gained assuming you either have the green or blue ore to negate their loss or smack a babe that gives more than 1 of a given stone. The no auto battle and square root challenge is just an endurance challenge made easier by meta progress. Also doesn't help my feelings on challenges when the stone side of challenge rewards vary in actual meta strength. Collecting every stone reward in stage 1, for example, will give little more than an overall 20% increase to your attack in the final stage, an increase that drops to 10% as you get closer to stage 1 as stone percentages are higher in earlier stages. Basically, later stage stone challenges are worth much more than earlier ones as they actually do more for your attack. My recommendation for anyone playing is to do B-1 challenge immediately after clearing a stage, collecting the 10 stone chest in stages 2-9 whenever a challenge run allows, and do all of the c-1 challenges before moving on to all of the c-2 challenges. B-2 and B-3 are just the tedious challenges and will depend more so on one's patience. To summarise, heart challenges are fine and universally useful in rewards, stone challenges are somewhat frustrating (except for C-3, I enjoyed the meta progress check), and range from not useful to very useful. Spoiler: The Art, plus a side tangent -The Art: Disclaimer before I begin, I am not very against AI art itself as I view it as a tool to be used. That said, I do hold it to far harsher standards than human drawn art as AI art is generally lower effort to make and lower cost. With that out of the way, I have several problems with the art of Multiplier Goblin. My biggest grievance is with how boring half of the monsters are. The Evil Eye, Orc, and Succubus (my main monster btw) are INCREDIBLY one note. For the Succubus, it is "Babe with Dildo" for. Every. Single. Girl. Just the girl and dildo too by the way. You will never see the succubus in the png. I checked. For the Orc, it is girl tied to orc as he does them (though most pngs lack any actual restraints tying the girl and it's more of the babe just hanging on to the orc as he does the deed, but that's more personal preference than an actual slight). The Evil Eye is just the girl themselves masturbating........Do you have any idea how boring it is to have Every babe do the same act, for the entire game? I do! I will say that the succubus and Evil Eye will rarely spice things up with a specific girl though Evil Eye is more a case of girl masturbates with dildo, which encroaches on to the succubus's whole shtick. For the succubus, some girls in stage 3 will have their sword used instead of a dildo and stage 6 has one girl actually tied up...with a dildo, but hey its a difference! The other half of the roster: slime, goblin, and tentacles rather varied in their art work though still one note in the action. Goblin always fucks, but in the different poses with the girls, Tentacles fucks and milks titties in different poses (the orc milks girls breasts too, for every single girl). As for the slime...its actually servicable in terms of variaty, it has various poses like the goblin does, some girls it will restrain, others it will cover the skin of. Still entirely breeding, but just overall varied to the point where I genuinely wish I played as the slime, would have enjoyed the game quite a bit more than I did. Another gripe I have is what feels like lack of care for the art itself. What I mean by this is as I was playing, I noticed some artwork that didn't make sense in terms of the act itself (why does it look like the succubus is using a dildo and pink stick on a girl? What, did she accidently put the dildo in backwards?), which would have been noticed and replaced had the creator/s actually looked it over and cared enough to do so. They are rather few in number but when I see the pngs in question, I'm simply struck with the lack of love and/or quality control for the AI generated content. Bit of a side tangent for stage 8 and less about the AI part of the artwork but for the creative decisions of the creator/s themselves. Why is a zombie getting hot and bothered by a dildo? They're dead. No nerves to hot and bother. Yes, I know this is a fantasy horny game where the protag fucks every girl on the planet, but there are limits to the suspension of disbelief. Dead things don't get horny unless they can be passed off with magic bullshit: Vampires fall under this umbrella, spirits fall under it, a glorified corpse lacking an ego does not. Actually I think that's my main gripe with the zombies. They look like they are actual corpses, not sentient beings that can get horny. A carry on to this tangent are for the tentacles and slime, why are they breeding the zombies? I can head cannon the other 4 characters for why they would tap a walking corpse: gobbo and orc are necrophiliacs, and the succubus and evil eye amusing themselves by puppeteering said corpses. Tentacles and Slime though? They don't have a sentient ego, or at least, none that can be gleaned from the 3 portrait images. Without a sentient ego to have fetishes like necrophilia or seek entertainment for, the monsters in question must then rely on instinct. The instinct that would send the slime/tentacle on a quest to smack babes across the land would be to either feed, or breed. And seeing how the slime isn't decomposing the zombies when it beats them in a fight. Only breeding is left for babe smacking. Corpses can't breed. That and, from the standpoint of darwinism and evolution, the slime/tentacles would instinctively know better than to waste energy trying to breed that which cannot be bred. Yes I know this is a fantasy horny game, no that does not negate the process of evolution, it simply alters how organisms would evolve (for example corpse decomposition for energy, not breeding corpses that cannot reproduce). I mean I guess technically the tentacle could use a corpse as an incubator for eggs, but I don't personally like what that insinuates for the still living babes. And I haven't even touched on the puppets in stage 8. They don't have any part to breed, at all, not even dead ones. Why would the Slime and Tentacles bother trying? There's nothing to breed and the puppets can't even be used for incubation. I guess "Haha fantasy horny game!" is the only reason that can be made . Oh yeah, and the orc can massage milk from puppet tits and corpse boobs. Couldn't have changed it up a little to reflect their inability to produce said milk. A third gripe I have, though relatively minor to the others, is that the sprites for a girl won't always match the png you are given. A red haired, red bikinied knight sprite will instead be a blonde haired, blue bikinied knight girl when you go to smack them as an example. Something I feel a little bit more care would have remedied that just makes multiplier goblin feel like a product to sell rather than an artistic work to sell. 1 to 2 out of 5 for the artwork. The outliers of poor quality, while very few, I feel betray how the creator/s view Multipler Goblin as a product to sell rather than a labor of love put out into the world. While I'm not asking for every game to eat the souls of the creators while they are being made, I do expect a certain level of quality AND care to be felt from the product in question, and the latter just cannot be felt from the artwork. I make this conclusion based both on the few but memorable pngs of poor quality and on how one note half the roster. You'd think with at least 100 girls, the succubus would have at least some variety across the 9 stages. But nope, all she does is put a dildo in every girl and calls it a day. Although she does have some exceptions, they are far too few to be worth noting. Overall, I can only give the artwork portion of the game 1/5 as it isn't really worth the download to look at for anything other than morbid curiosity. The only reason why I'm giving a provisional 2/5 to this section is because of the Slime bringing everything up with actual variety and really enjoying 4 of the succubus's babe smacks (Stage 3 sword pngs mainly). Genuinely wouldn't recomend downloading unless you like the slime or one of the other characters happnes to embody your FAVORITE fetish. And for the latter...I mean the png's aren't encrypted, so might as well skip the game and just go into /(game)/dlc/(character) and look at the pictures there. -Overall 2/5 Multiplier Goblin isn't terrible, all things considered, but it's gamplay ranges from nothing to write home about to tedious. It actively encourages grind while making meta progress an absolute chore to do past 100 hearts of a given type. The challenges feel more like annoying modifiers than actual challenges to play against, the only exception being C-3 which is a progress check. As for what is supposed to make the game worth slogging through, the artwork, is AI generated that ranges from decent to poor quality. It also doesn't help how it feels like every character was given a template for the AI base generation off of, resulting in three of the six characters being extremely one note, 2 feeling like flukes in the amount of variety given, and the Goblin being the only one to feel like it may have been curated. Key word being may . Orc is the most egregious as his template was probably 'orc carries and fucks girl while hand milking them' which describes 100% of what he does to every girl, including the ones that realistically can't produce any. The main reasons why I went with a 2/5 star rating instead of 1 is because of Slime being the absolute trooper of content and that Multiplier Goblin is a new type of project for the developer/s. I can see both the allure and potential of the ideas behind Multiplier Goblin between the grind based progression and AI artwork. The game may have missed the mark in several areas resulting in a poor outing, but the experience I am assuming the creator's gained from making this game will push them away from the bad parts of Multiplier Goblin and toward refining the better parts. This does come with the caveat that if I end up playing Multiplier Goblin 2: Electric Boogaloo, I won't be so kind with my overall rating there. This review is based on the pricepoint of free, yar. I have decided to also include my thoughts on the game from the price they are asking for as well for anyone interested in either purchasing Multiplier Goblin or simply to hear my thoughts on the game in relation to its price. Spoiler: Price Point For $15, I expect far better from a game. The gameplay is neither innovative, engaging, or really any fun. It's simply one long grind that can be shrunken down based on how well one understands how multipliers work with each other and by the order that challenges are completed. I also completed every challenge in roughly 24-26 hours of overall playtime for what that is worth. I'll give a overall worth of 5 dollars as a game, and I feel like I'm being a little generous here. This leaves the AI artwork to be worth $10+$1 for any relevant character dlc and...Hoh boy... I wouldn't take 2 of the 5 dlc for free. It feels like very little care was given to making sure the artwork looked good and instead the glance of the artwork looked good. Zero care was put into making sure the dlc characters didn't become stale and honestly feels like a print it and ship it product with no love put into the quality of what got printed. The only 2 dlc I would get is Slime for being the best over every other character and succubus because my fetishes. Will say tentacle is worth the 1 dollar asking price, just isn't to my preferences. For the titular character himself who is shackled with the 10 dollar burden, I'm going to be generous and put him at a worth of 5, honestly deserves 3 (and I'm still being kind to the gobbo here).... I'm gonna go with 3. Gobbo feels like he is just a template that got fed into an AI machine for girls A and B and so on rather than the developers using an AI machine to produce specific scenarios. Assuming I wanted the game, Slime, and Sucubus, I would need to spend 15+1+1=17 dollars for what is actually worth 8 for the game+goblin, 2 for the slime (would be willing to pay 3 personally, but I'm evaluating worth, not what I would pay), and 1 for the succubus which comes out to 11 dollars of worth. After all of these considerations, I can only conclude that the price outstrips what the game is truly worth by a large margin. Honestly, would consider a rating of the 1/5 "Terrible" option as the game isn't that good to begin with, artwork included, and the price point is 1.5 times what I consider the game to be truly worth is a pretty big ask to pay. This is, again, based on me being rather generous with the game and not really minding the AI nature of the artworks. I would recomend waiting for a sale of at least 33% to puchase as a show of support for the developer/s, but I don't think even their oldest game (on steam at least) has ever gone on sale. Which means the price point will always be 17-18 dollars for what I want. Yay. These are simply my thoughts on the game compared to price point. And if anyone decides supporting the developer/s is worth the extra money beyond what they think the game is worth? More power to them. I'm not their bank teller.
El Presidente 2026-04-05
Ketchup AjiNo Mayonnaise can do one single game, a grindy multiply game where you need to farm over and over doing the same thing. This one is the apotheosis of the worst part of their game: Grinding. It's not "this game have a grinding experience", this game experience is grinding, the all core of the game is grinding. I play 40 minute with autoclicker, the gameplay is only "click to level up" If the enemy is too strong, go back and click on a lower defeated girl over and over until your stats are bigger. After 40 minute of autoclicker you got 100 gold you can spend to get a little bonus so now you need to go back to stage one so you can repeat over and over. It's a waste of time, the art are also all AI generated so there is not even a reason to play the porn and the DLC are just replacing the goblin with other monsters. The only good thing is the sex scene change with the character you chose. That's it. Don't Try, it's just disappointing.
dcr 2026-04-03
An actual shame how far this dev has fallen. While the guy has always produced copy-clones with a minimal story difference, here we have the sloppiest-AI-slop to grace front of DLsite. Basic single AI CGs with no coherent art style to be found, accompanied by a single squish motion 'animation'. The DLC is somehow even worse- the cg gets more generic and less cohesive. The succubus is entirely 'woman with dildo', the eyeball is nothing but 'woman coming from nothing', the orc changes colors with every picture. At least the tentacles and slime make sense to not be the same. And further, the game is the most insane grind I can imagine. You will be going into these same shitty stages with the same shitty cgs, clicking as hard as you can even with a maxed out autoclick (assuming you aren't cheating, which you really should be if you want to 'play' this at all. there is no game.). All to get 0.1% increases, slowly upgrade your gold income so you can spend it on more 0.1% increases. The 'challenge' feature (which rewards you with more 0.1% increases) is even more unhinged. Cripple yourself, or cripple your ability to click, or complete the level in x time, which requires you to have ground your soul into dust playing this crap. The only positive I have to say about the entire experience is that at least the CGs are store unencrypted, so if for some reason the millions of hentai images available online aren't enough, you could scroll through the AI garbage if you wanted. Its an endless slog through dogshit images. Go look through the goblin tag on a booru instead and save hours of your life.
robotoboro 2026-04-03
I wanted to enjoy this game more, the demo was fine, but after trying the full version for about 4h i gave up the moment i reached the content outside of the demo. The 2 big issues i have with the game are poor idle implementation and content that overstays its welcome (which i guess just boils down to bad grind). The game expects you to do those 30min levels to grind for out of run currency repeatedly, but also you can't minimize the game cause RPGM won't run in background (some exceptions apply, but it wasn't consistent for me). The AICG quality varies between okay and Will Smith eating spaghetti, which in this year is imo not okay lol unfortunately you have to linger on the same image for quite some time because of the grind. Oh and i have to mention that all that was using the edited auto battle timer that another user posted in the forum, i wouldn't bother doing it the default way. The first two levels are okay-ish time killer I guess, fuck the rest of it though, can't recommend, check out previous Ketchup games instead
GoblinoidGuard 2026-04-01
The gameplay loop is quite simple, and really what ruins the game for me personally, despite the fact I enjoy Idle Games. You go up to a girl, you attempt to defeat her, and if you do you get stronger. If you are able to deal enough damage to take her down, you get her 'Defeat'/'sex' CG. Every time you click will then simply make you stronger. You repeat this by clicking hundreds of times, before going to the next girl. Each girl when defeated drops different gems, which'll boost you by different amounts, depending on how many you already have. So you'll go faster by going through many of the girls and cycling through the different gems they drop. Once you've beaten a level, you'll get gold you can use on actually permanent upgrades. In principle, it's not bad, but the execution is sadly just terrible. Only one piece of AI-CG per girl, which are frighteningly generic. It will take tens of minutes to get through a level, only for you to need to repeat it because the amount of gold that drops is negligible. Every click makes a moan, so if you click fast or with a mandated autoclicker, they'll spill over constantly. Very very quickly it becomes too repetitive to stomach for any amount longer. I really wouldn't recommend putting any amount of time into this, it's just not worth it in my opinion.
shizukami 2026-03-31
Combat and map design are fine. There is a nice variety of enemies and art and I like to watch numbers go up. That said, I wish there were a few more layers of upgrades or prestige. The grind takes too long for the quality of life upgrades, but once you get going you go through maps pretty quick. It just takes a while to get to that point. Overall its just... very average. As a game more like a 2, but bumped it up to a 3 because of all the art.
Flocci 2026-03-19
I hate the fact that I like this, but I do like this. However, I'm also the type of person who has spent months playing clicker heroes. Be aware that if the gameplay of clicking 2000-5000 times to beat a stage isn't up your alley, you will not enjoy this game. The general flow of the game is that you grind your way through a stage, gain rewards, unlock permanent upgrades, and then get strong enough to beat the stage that originally took over 20 minutes in 12 minutes instead due to your shiny new +40% stat modifier as well as your knowledge of the map (which allows for more optimized routing). Rinse and repeat. There's also long term challenges that require many upgrades to beat. For example, a mid-level challenge may already require you to beat that stage in merely 5 minutes. The H-Content is relatively barebones, it's basically just 1 static picture for each character as you defeat them over and over again. If you have played previous games by the dev, you will know what the expect. The picture changes based on which MC you pick (Goblin, Tentacles, Orc, etc.), so there's some customization in that regard. The only reason I stopped playing is because I finished scouting what the optimal upgrades seem to be, and will now wait for the full release. The grind will likely consume many of my evenings once it does come out. I'm not proud of that.
gtgubhbhjgtff 2026-03-18
Might have potential if a developer with any talent for making a good game picked it up. The concept isn't terrible it kinda reminds me of things like Resolute Hero RPG. That game is actually good though this is just mind numbing slop. Cheated for max auto attack speed and some of the challenges were still taking like 20 minutes of AFK grinding to beat, and that's the only meaningful content. Not anything resembling good as far as Idle/Incremental games go to be sure. The porn is AI slop too that couldn't possibly be more generic. I'd give the dev credit for having a unique image for each character but the extra characters are "DLC" and the art is just slop so it loses that credit for pay walling the only half decent element of it. I was willing to overlook the slop initially but nah this is too stupid don't waste your time
consey 2026-03-16
This game is between okay or pure crap. Game has a very good potential if the dev decides to change some stuff. Im gonna list everything on pros and cons. Pros Good character designs. Expressions change if they won, low hp, and default. Selectable characters. Battling with clicking. Characters have their sex scenes per person. Hearts save (keeps power). Cons Super grinding game. Requires auto clicker. Probably takes hours or days or weeks just to finish the game. AI models. Crap shop system (forcing you to grind gold for upgrades which is SUPER EXPENSIVE). Crap hearts literally small boost. Apparently this is just the demo sooo don't actually grind too much. OVERALL: 4/10 Will I play it again? Probably. Should you suggest it to others? No.
anon19911991605 2026-03-16
It plays similarly to other Ketchup AjiNo Mayonnaise games. A hub where you buy incremental permanent upgrades, instant-loss style scenes, each run starting over and gathering resources to make yourself stronger. It differs in variety and gameplay. Other games by this studio have genuinely good puzzle gameplay which accounts for the lack of variety in scenes and slow progress,. This game slows the gameplay way down to make the game a simple exercise in grinding. You press a button until the number grows high enough to get the next scene. It does, however, have a much higher variety in scenes. If you're interested, play something else by this studio instead.

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