Goblins is a Forged In The Dark with a Styx/Of Orcs And Men/Spire feel to it. It's a dark fantasy about being partisans fighting against a government that feeds on your people, and it's got a very consistent tone and atmosphere.
However, the first thing that jumped out to me about it is how good it is at explaining things clearly.
There's an economy of language at play here, where somehow the book never uses more or less words than it needs to, and it never uses the wrong ones. I have no idea how the writer did that, but I'm impressed.
Setting-wise, Goblins takes place in an elven/human city built on colonized goblin/orc land. Elves eat wealth and also drink goblin blood out of a weird racist-logic belief that because goblins multiply fast and have short lifespans, they are also chock full of life energies. It's a solid frame to position them as the antagonists, and it's an interesting bit of nuance that the elves don't actually know if goblin blood is extending their lifespans. That said, it also aligns a bit with a modern conspiracy theory, and I had to keep mentally separating the two.
Mechanically, Goblins simplifies a number of elements from Blades, but they're mostly small things. Coin and Rep are collapsed into Fervor, which is shared communally. Absorbing consequences is non-random---you take stress based on your position. The Heat system locks down areas of the game map, rather than linking to a separate prison minigame. Etc.
Overall, these changes all help the engine match the style and tone of Goblins, and there weren't any that felt clunky to me. Despite being stripped down, Goblins is lean and effective.
I think I'd recommend this to anyone that likes Blades, or that hasn't played Blades yet but would like to. It's both effective as an introduction to the engine and as a boiling down of it.
The current document is 20 pages and feels quite complete, but it's also still in early access, and could potentially add more lore, culture, and other setting elements to flesh it out further.