Goblin Stone Review (PremPrem)
Sadly can't recommend as a big fan of the turn-based roguelike genre. Bugs and performance issues aside, which will be hotfixed eventually.
Gameplay loop & combat is similar to darkest dungeon alternating between adventure -> basebuilding/recruiting -> adventure etc... forming it into one bigger campaign with an actual story rather than being a fast paced in and out kind of game, if thats what you are looking for.
Combat & Map
While combat itself can be very unforgiving, you don't feel any pain in loosing a companion, as the game is designed for you to constantly replace your goblins, and with deaths shortly buffing the remaining members it will be very common to loose a few goblins in a run, while making it almost impossible to not finish the job with the remaining few.
When out adventuring the only ressources you take back home are for basebuilding, upgrades from loot and through random event markers, !which usually are THE gamechangers in roguelike!, will only affect the current adventure and will not carry over (*a single exception). Thus permanent upgrades solely stem from the basebuilding, discouraging you to ever choose the event options on the crossroads and always opt for the ressource markers.
The combat mechanics are kept simple but fine. You can exchange between a small selection of skills for each class before venturing out, but each goblin of the same class will share those skills, which gives less room for costumizing your playstyle (can't run both a dps and supporter shaman at once f.e.)
The variety of enemies and equippable weapons is rather small. A new area only introduces upgraded versions of the same weapon types, with up to 2 straightforward enchantments. Do not expect any common-legendary type of loot.
While the bossfights have a unique design so far, common enemies in a new area only seem to be stronger reskins and even the "tough battle"map markers are just adding quantity instead of introducing elite monsters.
Base & Goblins
The upgrades for each facility seem to provide a reasonable boost. If you want to upgrade everything you need to repeat farm old stages, which do display fixed clear rewards giving farming good consistency. Sadly the monotone mobs and dissmissable map events make farming no fun. Now to the 2 biggest problems in the base; Camp/Merchant + Breeding Grounds; which both result from the same fundamental problem: Everything is capped through Story progression :
A new class in camp will only appear after you beat a story boss, all other recruitable goblins will have a statcap and genepool based on story progression. The merchant completely replaces the weapon stock after certain story points. You cannot discover new Gene Mutations through breeding, breeding can not randomly overstep the parent's statcap. The genepool expands through freeing captive goblin on adventures, yes. But mutations that these captives can have are based on your story progression too. Hitting the story-statcap of 6/6/6, 7/7/7, 8/8/8 + 2 optimal mutations is always the best you can get. If 2 perfect parents breed a new child, but you did not continue the story, the child will most likely be weaker or equal to the parents at best, destroying the whole gimmick which could make the game unique. You don't get a choice to play the game at your pace. You are either too weak and need to grind or you are exactly reaching the current limit set by the game.
Conclusion
Even though the devs choose "mass instead of class" befitting the goblin's nature, it makes grinding painfully bleak knowing there is no room for improvement for individual goblins. You cannot get attached to any of your current goblins as they will be outscaled no matter how many battles they survive, neither can you look forward to your new creations as they can not exceed your expectations through stat breakthroughs or new gene discoveries. The map generation and loot pool is very poor and can't surprise you nor give you a significant change in your permanent powerlevel. In the bigger picture there is no actual RNG involved, you won't ever get the feeling of "damn i'm having a lucky run right now" or the thrill of finding a 1/100 item or perk. While this kind of consistency can be appreciated for certain types of players; for me personally from both an RPG and roguelike viewpoint, it completely misses the mark. If i could decide on the tags, it would be "Turn-Based Combat, Story-Driven, Adventure" if anything.