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Peglin News

v0.7.28 Haglin Hotfix Patch

  • Haglin's Satchel should now grant the correct number of orbs and upgrades.
  • Haglin Scenario should no longer hide the Upgrade option when declining an upgrade.
  • Fixed issues where returning to menu during battle could result in the game going unresponsive.
  • Brick Pegs that have been previously cleared now have a slightly different colour to show which ones will be cleared during navigation.
  • Mirror Removal scenario now states the correct amount of damage for choosing an orb to remove.

v0.7.27 General Content Update

Hi everyone!

This update took us a little longer than we would've liked but we've been burning the midnight oil and we're happy to finally have it in everyone's hands! It was meant to be a small & simple content update, but we liked some of the new mechanics quite a bit and let ourselves get carried away starting to lay the framework for new synergies and builds. So without further ado, here's what you'll find added and changed in v0.7.27:

[h2]New Features[/h2]
Speedup Mode!
This has been requested a lot and we've heard you loud and clear! In the options menu you can choose between a 1.5x, 2x, or 3x toggle or hold, and in-game you can speed up map movement, peboard action, and enemy turns!

[h2]New Content[/h2]

[h3]New Encounters[/h3]
There's a new-old enemy that's been hinted at in our art for quite a while, and 3 new Forest encounters featuring it!

[h3]New Orbs[/h3]
The meat and potatoes of this new update, there are 7 new orbs to use against your foes:
  • Sworb: A simple but effective damage dealer.
  • Sphear: A simple attack with increasing pierce each level.
  • Critiball: A low-damage (usually..) orb that can fill the board with crit pegs to enhance your next few shots.
  • Morbidorb: (Yep we caved, it's finally morbin' time..) An orb that Activates previously popped pegs that it passes through.
  • Necorbmancer: Only collides with popped pegs, and refreshes them back into unpopped pegs. Tricky to use but it can be a good way to set up your next shot, and it has pretty high damage to boot!
  • Concentrication: Pierces through all regular pegs and only bounces off of Refresh, Crits, and Bombs. Perfect for hitting a hard-to-hit refresh, or for showing off your style shots.
  • Ohmygorb: The Omegorb's angry cousin. Attacks all enemies with high damage, but destroys any peg it hits...


[h3]New Relics[/h3]
  • (Common) Spiral Slayer: Start each combat with 1 Muscircle (+1/+0 for all attacks)
  • (Common) Shrewd Scales: Gain 1 Ballance on each reload (+1/+1 for all attacks)
  • (Common) Pocket Sand: When you take melee damage, apply Blind 10 to the attacker.
  • (Rare) Smoke Mod: Bombs apply Blind 1 to enemies when dealing damage.
  • (Rare) Intentional Oboe: Whenever you would lose HP, reduce that amount by 1
  • (Rare) Betsy's Hedge: Attacks get +1/+0 for each Crit peg on the board.
  • (Rare) Short Stack: -1/+1 for each Crit peg on the board.
  • (Boss) Consuming Chalice: All attacks get +0/+4 but -1 Refresh peg on the board.
  • (Boss) Unpretentious Pendant: All attacks get +2/+0 but -1 Crit peg on the board.
  • (Boss) Haglin's Satchel: Add 2 random orbs to your deck and then randomly upgrade orbs 4 times.


[h2]Content Changes[/h2]
  • Pegboard improvements for Mines Moving Diamonds and Minotaur miniboss. Minotaur health and movement updated to compensate.
  • Damage slightly lowered in Duplication & Removal mirror scenarios
  • New keywords (Hit, Activate, and Pop) to make certain content more understandable.
  • Overflow and Echo have been given their own keywords.
  • As part of the above, Orbsium now applies Glorious SuffeRing boosts multiple times (but not all relic effects have been moved to the new Activate logic yet)
  • Orboros now deals 4 self-damage on discard.
  • Blind Status Overhaul: Blind now provides (10+X)% miss chance, and the effect no longer diminishes over time. Blind granting items have had their Blind Intensity increased to help compensate.
  • Bats & Shadow Bats are now immune to blind.
  • Infernal Ingot now has a scenario interaction.
  • Sped up the Mines initial map camera pan.
  • Updated art for several orbs and relics.


[h2]Bug Fixes[/h2]
  • Save System improvements: you should now have a much more recent save when your game closes due to a crash.
  • Dumb Bell relic changed to grant 2 Muscircle on reload.
  • Fixed issue where players would be unable to fire their orb when entering a battle
  • Refillibuster now correctly counts hit long pegs when dealing its refresh damage.
  • Allorbnothing Lvl3 bonus has been fixed (again, the stubborn jerk)
  • The info popup appearing for upcoming orbs has been made more reliable.
  • Reduced the odds of triggering a pegboard slot and being thrown out of it (affecting things such as Weighted Chip and navigation)
  • Haglin and Scary Haglin navigation treasure bonus unlock SFX now properly respects your set SFX volume (wow that one was a mouthful. How about: "bonus chest celebration chime no longer loud as heck")
  • Turned Knight Miniboss death animation no longer loops
  • Map View 'X' button now reliably responds to mouse in Castle and Mines
  • "It was not your time" achievement now correctly triggers only when caused by attack damage (not with chip damage, like the Mental Mantle)

v0.7.24 - Tiny Hotfix

Nothing too exciting in this update, just fixes to two small issues that we didn't want to leave broken until our next content update:
  • Allorbnothing Lvl 3 ability fixed for all cases
  • Suffer the Sling damage bonus returned to +1/+2 (as stated) instead of +2/+1 (bugged state)

v0.7.23 - Small Content Update + Bugfixes!

[h3]New Content & Changes:[/h3]
  • New forest backgrounds! The forest will now start lighter and will become dark as you progress deeper into the woods.
  • Modified Enemy Health UI to make text easier to read, especially on lower resolutions or smaller screens.
  • The Allorbnothing at level 3 now gains an ability that causes any buffs to regular damage to instead apply to crit. (So the basic blade applies (+0/+1) instead, and the Power Glove instead applies (+0/+2)!
  • New Orb: Extra-Orbinary - We liked the new effect of the Allorbnothing so much that we had to make its counterpart. The Extra-Orbinary has high regular damage and at level 3 gains "Effects that would apply (+X/+Y) instead apply (+(X+Y)/+0)
  • These two orbs have some experimental new art as we consider upgrading all of our orb art to 16x16 (currently many of them are 9x9, but that doesn't give us enough detail to support the number of orbs we're aiming for), definitely let us know how you feel about the new art!
  • New Relic - Puppet: Prevent the first time you would take damage each battle.
  • Decoy Orb art upgrade - With the puppet we introduced a new system where some orbs would go grayscale when no longer usable, but the decoy orb was already so gray that you couldn't tell! So we updated its art to be a bit more of a decoy :)
  • New Relic - Complex Claw: Attacks get (+0/+1), the counterpart of the Basic Blade
  • Parchment added to Cruciball level description to help make it easier to read.
  • Easy Shield Encounter map tweaked to help avoid multiballs getting stuck while we work on a more robust fix



[h3]Bugfixes:[/h3]
  • Safeguard in place for black screen issue when beating the final boss. Some save files were becoming corrupted, often due to changing Steam branches (but not always), so we've made some improvements there, and removed the joke-relics branch (but those relics can be modded in if you'd like to keep playing with them!
  • Self-damage from orbs correctly triggers Ring of Indignation again.
  • The Cake relic no longer disappears visually when saving & reloading
  • Turned man movement returned to 2 slots
  • Destroying a shield no longer triggers effects on enemy destroyed (like the Refreshiv)
  • Orbsium now correctly triggers crits multiple times after Gift That Keeps Giving has been obtained
  • Refreshiv + Refillibuster no longer wastes the damage from the triggered refresh
  • Defeating an enemy with non-attack damage should no longer result in there being no enemies on the board with an extra shot required to end the battle.
  • Fixed Nosforbatu description issue that was causing it to report 0x damage to all in several languages.
  • Allorbnothing multiballs should now correctly light up if a crit peg has already been hit
  • Attempted fix for keming issues, since our fonts decided to sabotage us in our last update for some reason.


Updated Roadmap to 1.0!

Hello everyone!

Apologies for the lack of updates on what we've been working on behind the scenes, the team has been heads down working on the Cruciball update and a smaller follow-up bugfix and content update. Please don't hesitate to keep submitting bugs and feedback (we have best practices pinned in a discussion thread) and we'll keep fixing things up as best we can!

Now that the Cruciball update is out, we thought it would be great to clear up some confusion and give you a better idea of what to expect on the way to the v1.0 release. So exciting, right!?

The following are some of the things we have in the pipeline:


[h3]Second Mine boss[/h3] - There will be a second Mine boss added named the Super Sapper!



[h3]Slime Synergy Update[/h3] - For people that love the splatorb, we'll have a bunch of new orbs and relics made to synergize to make the slimy loadout you've always dreamed of!


[h3]Store & Currency System[/h3] - Gold will be earned through peg board clear percentage, and you’ll be able to spend it on new Orbs or Relics, or to remove orbs from your satchel! The store will help reduce some of the randomness that is only going to increase as we add more and more content. And you’ll get to meet Haglin, the cutest shop-owner!



[h3]Third Castle miniboss[/h3] - Keep your eyes on the appearance of a Third Castle miniboss, Shield Mage~.



[h3]Bestiary[/h3] - The Bestiary is a guide which you’ll fill out by encountering and defeating enemies. It’ll allow you to see stats and descriptions of the enemies you have fought and will have unlocks paired with particular challenges on enemies.



[h3]Classes[/h3] - Yes! We can choose a class for our little Peglin friend. There will be three available: Balladin, Roundrel, and Spinventor. The three will give different bonuses and statuses that could be of help during your runs.



[h3]Run History and Stats[/h3] - In the main menu, we will be adding an option where you can view the stats of your previous runs. For example, you will see what nodes you found along the way, the time it took for you to complete (or lose) a run, what orbs and relics you had, and more!


[h3]General Content [/h3] - We’ll continue to add new enemies, encounters, scenarios, and minigames regularly on our road to 1.0. Each area will have a total of 3 bosses, 5 minibosses, and roughly twice as many battles as are currently in the game!



[h3]Challenge Boss[/h3] - After the third area, we will be adding a mini Eldritch horror hole! It'll be shorter than other areas with only 3-5 nodes, but this will be the home of an extremely challenging optional boss.


Those are are some the biggest things to look forward to on our road to 1.0. The team has been working tirelessly behind the scenes to make Peglin better and better, and your feedback and suggestions have been incredibly helpful to us. Thank you for your continued support, we are truly grateful for it!

Until next time,
Cassie & the RNG Team