Play Coktel Vision's Goblins trilogy natively on macOS, Windows, LG webOS TVs and in the browser, with optional HD remasters.
gobnative is a from-scratch reimplementation of the Gob engine that ran
Gobliiins (1991), Gobliins 2: The Prince Buffoon (1992) and
Goblins Quest 3 (1993). It's not an emulator and doesn't contain
ScummVM or DOSBox: the original game scripts run on a new C++20 engine,
written using ScummVM's gob engine as the
reference for how the games behave. ScummVM already plays these games very
well; gobnative is a separate project that adds things on top.
Bring your own game. No game data is included or distributed. You need the games, for example the CD versions from GOG; gobnative installs them straight from the GOG installer.
Gobliins 2's first room, as the game draws it and with an HD pack made by the remaster scripts below:
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| Original pixels (sharp bilinear filter) | HD pack (room backgrounds; the goblins stay original) |
- HD packs. Replace any picture with a high-resolution version: rooms, title screens, sprites. They're drawn pixel-aligned with the original, can be switched live, and work for backgrounds only or sprites too, with filters for whatever stays original.
- A remaster pipeline to make your own HD packs (see below). The packs themselves are not shared, since they're made from the games' art.
- Sharp HD text, display filters (smooth, sharp bilinear, Scale2x/3x, xBR-like, CRT) and 4:3 aspect correction.
- Enhanced sound effects and replacement music.
- An in-game overlay (backquote key) for all settings:
- level select, including Gobliiins' passwords and Goblins Quest 3's rooms in the state you reached them;
- quick save/load in all three games (Gobliiins originally has none);
- 1.2–2× speed and turbo;
- skippable intros and in-between scenes.
- Hints for Gobliiins, off unless you ask for them: press H (the yellow key on a TV, the Hint button on a touchscreen) for a nudge, again for who does what where (the spot glows), again for the solution. The hints follow the state of the level, so they keep up however you play, and they warn you when the original game has trapped you in a level you can no longer win. A "show clickable spots" glow works in all three games.
- A game library with one tile per game. Click a missing game, pick its GOG installer, and it's unpacked and installed (no external tools; files are checked against GOG's checksums).
- Tools for modders:
- a disassembler;
- a headless runner that plays click scripts;
- picture, frame and room-guide export;
- HD pack checks.
| macOS | Windows | Web (WebAssembly) | LG TV (webOS) | |
|---|---|---|---|---|
| Gobliiins | ✅ played through by hand | ✅ built and tested in CI | ✅ | ✅ on an LG C1 |
| Gobliins 2 | ✅ played through by hand | ✅ built and tested in CI | ✅ | ✅ on an LG C1 |
| Goblins Quest 3 (speech, video) | ✅ | ✅ built and tested in CI | ✅ | ✅ on an LG C1 |
How it's tested:
- All three games are played from the intro to the ending by automated click-script walkthroughs on every change.
- Gobliiins and Gobliins 2 have also been played through by a human (both on macOS, Gobliiins with the hints). Goblins Quest 3 hasn't been yet, so bug reports are very welcome.
- The Windows build is compiled and unit-tested on Windows in CI, but hasn't had much hands-on desktop testing yet.
- The web build has been tested in Chromium.
- The LG TV build is built in CI and was tested by hand on an LG OLED C1 (webOS 6.5.3, rooted, with the Homebrew Channel). Each game was started and played with the Magic Remote, and the unit tests and headless runs pass on the TV.
- Get the offline installers from your GOG library (the
setup_….exefiles). They're only read, never run. - Start gobnative (see below). The library opens; click a game and choose
its installer, or drop the
.exeonto the window. - Press ` in the game for the overlay.
macOS (build from source; needs CMake and SDL2, e.g. brew install cmake sdl2):
cmake -S . -B build && cmake --build build -jopen build/Gobnative.app(build/Gobnative.app is the app with its icon; drag it to Applications if you like. build/gobnative is the same program for the command line.)
Windows 10/11: download the gobnative-windows-x64 zip from the latest
CI run (Actions → Build → Artifacts), unpack it and run gobnative.exe.
Or build it with Visual Studio or MinGW-w64; see the user guide.
Web: play it at games.encrypted-cat.com/other-projects/gobnative, with your own installers (they stay in your browser). Or build it with the Emscripten SDK and serve the folder locally:
scripts/build-web.sh --serve 8080Then open http://localhost:8080/. The installers are unpacked inside the page and kept in the browser's storage; nothing is uploaded.
LG webOS TV (a rooted TV with the Homebrew Channel; Developer Mode should work the same way, but hasn't been tried):
- Download
io.github.initcore0.gobnative_….ipkfrom the latest release (or thegobnative-webosartifact of the latest CI run) and install it, for example with the webOS CLI'sares-install. The user guide shows other ways. - Copy the GOG installers onto a USB stick (any folder) and plug it into
the TV, or send them over the network with
scripts/send-to-tv.sh root@<TV address> setup_….exe. Start gobnative: each game shows Install. - Play with the Magic Remote's pointer:
- Back is the right click;
- the colour keys skip (red), open the menu (green), show or hide their tips (yellow) and switch fast forward (blue);
- holding Back asks whether to leave.
See "LG webOS TV" in the user guide for the details and building.
The repository has the whole pipeline. The art it produces is yours to use with your own copy of the games, but please don't distribute it.
- Export the game's pictures, or per-object animation frames, with
gobexport. - Repaint them with an image model:
scripts/openai-remaster.py: the OpenAI Image API, rooms or sprite sheets, with pixel-exact sizes and touch-ups of single areas;scripts/openai-character.pyandscripts/openai-overlay.py: items, and characters painted in place on the remastered room;scripts/remaster-remote.sh/remaster-frames.sh: FLUX.2 or Qwen-Image in ComfyUI on your own GPU;scripts/chatgpt-rooms.py/chatgpt-frames.sh: copy and paste through the ChatGPT app;scripts/hdpack-remote.sh: classic AI upscalers (ESRGAN family) on a CUDA machine.
- Load the result as an HD pack and pick it in the overlay. A room guide
shows whether walkable areas still line up, and
scripts/hdpack-revert.pyundoes parts you don't like.
Image-model results vary: rooms usually come out well, while faces and small, thin details often need touch-ups or are best left original. See docs/user-guide.md for the details and costs.
- User guide: building on every platform, all features, tools and remaster scripts.
- Installing from GOG: the installer format and what is installed.
- HD packs: the pack format and the compositor.
- Engine notes: opcodes, graphics, animation, goblins and Gobliiins' goblins, IMD video, levels, Goblins Quest 3 levels.
- Port plan and history.
- ScummVM: the reference for the engine's behaviour, formats and many
workarounds. Thank you to the ScummVM team; their
gobengine made this possible. gobnative is not affiliated with or endorsed by ScummVM. - Gobliiins, Gobliins 2 and Goblins Quest 3 are © Coktel Vision, now
owned by Microïds. This project contains none of their game data and is not
affiliated with them. The screenshots in
docs/images(and the banner) show the games running in gobnative, to illustrate it; the HD room in them is from a pack made with the remaster scripts, which isn't distributed. - Third-party code and fonts:
- SDL2 (zlib licence, linked);
third_party/dr_mp3(David Reid, public domain / MIT-0);third_party/imgui(Dear ImGui by Omar Cornut, MIT);third_party/fonts/nunito: the Nunito font (The Nunito Project Authors, SIL Open Font License 1.1), used by the game library and the overlay and compiled into the app.
- Format references: the GOG installer format follows innoextract (used as a reference only, no code taken), and the LZMA decoder follows the LZMA SDK specification.
- Built with AI. This code was written with Claude Code (Anthropic) under human direction and testing; the commits carry co-author lines.
- Licence: GPL v3 or later (see
LICENSE), since engine knowledge comes from ScummVM's GPL code.






