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Peglin News

v0.7.45 Bugfix Release

[h2]Bugfixes[/h2]
  • Super Boots now provide protection from the Weighted Chip's Navigation Damage
  • Enhanced Gunpowder and Refreshing Punch have been fixed
  • Flying Sappers now attack and detonate correctly
  • Stumps are now properly counted as plants
  • Refresher Course now displays its Spinesse tooltip
  • Blind description has been fixed to match updated mechanics

V0.7.42 and Tiny Teams 2022!!!

It's super emotional for us to be back in Tiny Teams this year (especially at the Champion level!!) since Tiny Teams 2021 was one of the biggest tipping points that gave me the confidence to quit my day job and focus on Peglin full-time! It's really hard to believe that it's nearly been a year of full-time development already, and while we've still got a long ways to go it's extremely gratifying to look back and see how far Peglin has come in that time.

We are so thankful to all of you for allowing us to put our full attention on the game, and for all of the YouTubers and Streamers that have chosen to play early versions of Peglin while we continue to work away on the game!

We've been hard at work on the upcoming content, and we're excited to be rolling out our next big update during this year's Tiny Teams Festival :)

This content has just landed in our 'experimental' branch, and we're hoping to bring it into the main 'default' branch in the next day or so if there aren't any showstopping bugs. If you're really eager to check out the new content (and be first in line for new updates), the experimental branch can be accessed via the Properties -> Betas menu:



I hope everyone has a great Tiny Teams Festival this year, and I'm really looking forward to checking out some of the other games and demos once this latest Peglin update is solid. I was blown away by the variety and innovation in the games in last year's festival and I had a crazy amount of fun trying out random demos and picking up some new games.


Without further ado, here are some of the changes included in this 'experimental' update:



[h2]New Features & Content[/h2]
  • New Boss: The Super Sapper! - This boss brings some unique pegboard mechanics and both a strong offense and defense to provide a nefarious challenge. You could be one of the first people to ever earn the achievement for taking down the Super Sapper!
  • New Miniboss: The Shield Mage - This miniboss is an expert in the arts of shielding both itself and pegs. Every attack it throws at you will cause more pegs to be shielded, and this enemy will gain more Ballwark each turn depending on how many shielded pegs there are! Take this foe down quickly or you'll find yourself completely walled out and at its mercy.
  • Shield Peg Mechanics: In addition to the Shield Mage's shield peg utilization, the Shield Knights have found out how to use their shields to block pegs on the pegboard! In some maps these shields will apply their shields to random pegs (shield shield shield), but in others they have their attention focused on protecting new bombs that have appeared in the castle. However, destroying one of the shields (without just sniping its knight) will cause several of these peg shields to break immediately!
  • Custom loadouts! - A long-requested feature makes its way into Peglin. If you've ever wanted to try out a particular combination of orbs and/or relics you no longer have to rely on mods to do so. This feature is still under development and will see many more improvements as we work our way to v1.0, but it will be an extremely useful tool in the meantime!
  • New Orb: Etherwheel - This orb knows the true meaning of "leave no trace". When it leaves the pegboard, it will refresh the board behind it and ensure the next shot is set up for success!
  • New Relic: Refresher Course - This new relic provides another benefit to keeping your board topped up: every 5 reloads will grant you 1 Muscircle or 1 Spinesse!




[h3]Balance Changes & Feature Improvements[/h3]
  • Demon Wall Castle Boss HP reduced slightly
  • Castle Levels have had more bombs added to be more reasonable for non-AOE damage.
  • Mines Enemy, Miniboss, and Boss have had their Cruciball bonus HP reduced across the board
  • Slight Qaballistic Ruins damage & healing buffs
  • Bomb added to Turned Knight Mines Miniboss pegboard
  • Weighted Chip no longer has a x0 slot. Instead has 2 x0.5 slots that deal navigation damage when triggered.
  • Perfected Reactant dmg reduced from 20 -> 15
  • Critiball peg conversion nerfed to 9/7
  • Jack-Orb-Lantern damage reduced, increased looping proved to be a sufficient upgrade
  • Blind no longer provides +10% flat miss chance


[h3]Bugfixes[/h3]
  • Enemies should no longer get stuck at 0 HP (Or leave their health bar behind when defeated)
  • External refresh effects (Refreshiv, Refreshield) are less likely to remove a refresh peg from the board.
  • Scrolling the parchment map with speedup active should now behave more reasonably
  • Pausing the game should now visually reflect the fact that it stops the x1.5/x2.0 speedups and should more easily allow players to re-enable the speedup.
  • Steam Deck should now properly highlight the Play button when navigated to. Other simulated mouse weirdness still under investigation (but can currently be fixed by tapping anywhere on the edge of the screen to move the fake mouse)




We're live at [F5] GAMES SHOW 2022!

Hi everyone,

We're happy to announce that Peglin will participate in the [F5] GAMES SHOW 2022, it's a annual game event held by 24 Entertainment to showcase indie titles.



During the later live event at 04:30 AM, July 29th (PDT time), we’ll announce the new content for the next update. You can try out the sneak-peak update content, with a special orb, relic and pegboard designed for F5, in a special event branch on Steam at the same time, and we’ll push the main update to the default branch in early August after more balancing and polishing!

In case you don’t know how to access the special event branch: simply right-click Peglin in the Steam Library, find Properties - BETAS - f5-newstory!-F5 Exhibition's Content, and you are already in for the update content!



Peglin will also be on sale next week, alongside with the later Tiny Teams Festival, don’t miss the chance to grab the game.

Hope you enjoy the SHOW!

v0.7.36 Small Bugfix Patch Notes

Hi all! We're still working away on a bigger content update that will come out in late July/early August, but in the meantime we wanted to roll out another small bugfix update to address some of the most reported or most severe issues on our radar.

[h2]v0.7.36 Bugfixes:[/h2]
  • Refresh limit added so that Refreshorb + Gift That Keeps Giving + Moving Pegs should no longer cause softlocks
  • Boss minions should no longer take an extra turn after the boss has been defeated.
  • Safety check added for enemies that have had their health reduced to 0 but haven't died yet (we are still working to identify the exact cause of this but it is framerate dependent and quite difficult to reproduce unfortunately)
  • Crit Brick Pegs were not being reset to non-crit after the shot had completed.


[h2]v0.7.35 Changes (last week's update):[/h2]
  • Jack-Orb-Lantern Orb and Attack art updated
  • Safety Net art update (begone programmer art!)
  • Fixes for Brick Pegs trapping certain orbs and causing softlocks.
  • Map View Scrollwheel improvements (still not perfect, but should be better for now at least!)
  • Refresh SFX was sometimes not playing when the board was refreshed via a Crit Peg

v0.7.34 Patch Notes!

[h2]New Content[/h2]
  • [Orb] Jack-Orb-Lantern: Instead of triggering a slot and disappearing, it returns to the top of the board (1/2/3) times.
  • [Relic] Pumpkin π: One slot will become a portal that will teleport your orb back to the top of the pegboard (up to 3x per shot).
  • [Relic] Safety Net: Orbs start with 5 peg's worth of damage.


[h2]Balance & General Changes[/h2]
  • Bats now have an attack animation
  • Crit Fleece has been changed to stack the crit damage instead of multiplying it exponentially. It will now pack more punch at fewer crit counts and should no longer have the potential to overflow damage.
  • Short Stack crit bonus no longer decreases as crit pegs are hit.
  • Critiball regular damage decreased, crit damage increased dramatically
  • Stump enemy health reduced, one Stump pegboard updated.
  • Allorbnothing has received updated art.
  • Newer attacks have had their SFX updated to be more fitting.
  • Certain UI elements have been updated to be more legible, particularly at smaller resolutions (Steam Deck
  • Selected Enemy's health bar should now always appear on top of other healthbars
  • Activated, Hit, Popped, and Durable keywords have all had their colour changed to be more legible, further improvements are planned.


[h2]Bugfixes[/h2]
  • Castle Assassin softlock bug should be fixed.
  • Refreshed bombs now continue moving as expected on the Mines Moving Diamonds pegboard.
  • Critiball + other sources of Durable should now behave as expected. As a bonus, Crit pegs + Durable now allows for multiple hits.
  • Mines Pachinko Minigame should no longer have additional bouncers appear during navigation.
  • Concentrication should no longer collide with previously popped Refresh/Crit pegs.
  • Concentrication display icon has been set to the correct size.
  • Buckler no longer prevents Orboros self-damage (as intended), the Orboros does not like being discarded... (the Orboros self-damage was added last update because the Cheese combo was a little too easy to achieve. It is still very possible, it will just require an additional step/combo piece out of several options available)
  • Visually reversed pegs in one Stump layout have been fixed.