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Peglin News

v0.7.20 Patch Notes

The Cruciball is here! Put your Peglin skills to the test or find your ideal difficulty in this unlockable difficulty ladder. The Cruciball will appear on the new character select screen after you've completed a base run in v0.7.20, and the first 7 levels are available (with 8-12 coming as part of the upcoming Haglin update).

[h3]New Content/Improvements[/h3]
  • The Cruciball!
  • Main Menu overhaul, including the set up for our upcoming character/class selection!
  • New music for the mines, and updates to the Forest and Castle boss tracks
  • The Allorbnothing, the Daggorb's older cousin
  • Two new Mines Encounters
  • Two new scenarios added, and the Peglin Chef is now looking for something...
  • Three new relics added, with a focus on Refreshing the board
  • SFX pass on a lot of orbs, enemies, and relics (and bomb detonation!)
  • Bomb throwing has been sped up, and fixes have been put in place to prevent softlocks when throwing an absurd amount of bombs and to prevent players taking damage after the Battle Rewards popup has displayed.
  • Visual improvements made to UI to increase legibility on Steam Deck and TVs
  • Navigation Colours added to Scenario and Treasure room navigation
  • Slenderlin art improvements
  • Peg Minigame Reward screen wired to just use Accept/Back buttons for keyboard & controller, making it less likely to accidentally skip the reward.


[h3]Bugfixes[/h3]
  • Controller improvements, it should be much less likely to get stuck when playing solely with controller. If you're still experiencing issues after please try disabling Steam Input and trying again!
  • Fixed poltorbgeist getting stuck when interacting with Black Holes
  • Fixed issue where upgraded Nosforbatus could have their self-damage increased by other orbs being fired.
  • When obtaining the Unicorn Horn(?) relic in a chest, that chest's navigation will now have the upgraded aimer active
  • Mouse cursor is no longer hidden when controller input is detected
  • Buckler effect should now remain active long enough to block damage from slow firing enemies, like the Castle Clerics.
  • Clerics should no longer shoot if they die while walking
  • Red Health Vignette should now update properly when healing
  • Fixed issue with saving & loading with Max Health increasing relics
  • Orb per-peg damage no longer rolls over to a second line when larger than 99
  • Peglin no longer gets visually eaten when walking over the defeated Slime Boss for navigation (when returning from the Mines)
  • Slimed Pegs no longer reset their hit count when toggling on and off, preventing this unfortunate loop
  • Auto-select now prioritizes other lightning rods, if one has been defeated in battles where there are multiple.
  • Mines map now has a proper parchment background, now that the map is not just a black void
  • Bouldorb should no longer get rocketed to who-knows-where when refreshing on a dense map
  • Fixed issue with Daggorb's attack collision when aiming at flying enemies with the Grabby Hand relic


[h3]Balance Changes[/h3]
    Orbs:
  • Bramball Lvl 3 gains Overflow, and increased bramble passthrough damage
  • Lightning Orb has damage lowered but increased chain lightning, including at level 1

    Relics:
  • Magnet time has been increased to 4 seconds of full strength and 8 seconds of diminishing strength. Strength diminishes less severely than before.
  • Sealed Conviction now reduces num discards by 1 instead of eliminating them entirely
  • Cursed Mask now only provides its damage boost while Peglin is inflicted with a negative status effect
  • SuffeRing peg upgrade has been increased to +2
  • Cheese damage is now scaled to # of reloads, to make cheese strategies a little less tedious
  • Well-Done Steak no longer heals at start of battle, but has had its healing increased by 50%
  • Heart Pendant has had its effect reduced to 1%/orb, and has been converted to a common relic
  • Refreshing Punch and Powder Collector converted to Rare Relics
  • Dumb Bell now buffs on every reload, but doesn't trigger on the initial shuffle
  • Poker chip is less likely to have the x0 multiplier appear in the center slot

    Encounters:
  • Additional Plant spawn removed from "wifi" battle
  • Plant Trio Miniboss brick "bowls" last longer before disappearing
  • Castle Assassins damage increased
  • Knight's Shields' Health reduced
  • Demon Wall edge pegs (ones that are half hidden) can no longer become special pegs
  • Ballista now fires on turn one and applies increased Confusion
  • Lightning Rods no longer reflect projectile damage
  • Mirror Enemy reflection % is now a visible status effect, and it increases every turn.
  • Slenderlin has had another minion added, and has increased health.
  • Turned Knight has had its health reduced, and its damage increased slightly
  • Animated Ruins Boss now buffs all remaining blocks when one is defeated

Going Rogue Event and v0.7.17 Update!

[h2]Hi everyone![/h2]

Well it's safe to say this has been the craziest week of all of our lives! With our week 1 hotfixes we haven't had much time to take a breather and let it all soak in yet, but we are completely blown away by all of the support. The launch has been orders of magnitude above what we were expecting, so please bear with us while we balance content, fixes, and replying to feedback across all of our various channels!


[h2]Going Rogue Event[/h2]
We don't have too much planned for this event since it's so close to our launch, but it is amazing to see Peglin up there with some of our all-time favourite games!!
Steam Going Rogue Event

[h2]Pegglelike Roguelikes Bundle[/h2]


The one thing that we have done for the event (other than frantically patching the biggest reported bugs 😅) is partner up with the other Pachinko Roguelike, Roundguard, and join a bundle with them! If you're looking for more bouncy roguelike action to tide you over while waiting for Peglin updates, it's a great time to pick it up!
Pegglelike Roguelikes Bundle

[h2]v0.7.17 Patch Notes[/h2]
[h3]Content & Tweaks:[/h3]
  • New Regular Castle Encounter
  • New Mines Miniboss (Slenderlin)
  • New Rare Relic: Dumb Bell
  • Screenshake and Low-Health Vignette Intensity Options
  • Peglin gets Blind 99 added in Invisible Miniboss Fight, to help explain the mechanic
  • 4 Bombs added to Invisible Miniboss fight
  • Castle Assassins now have a proper death animation
  • Oreb event removed for now


[h3]Bug Fixes:[/h3]
  • Firing too many bombs at once could cause a softlock
  • Brick Pegs that were converted to bombs at the beginning of the battle (with Bomb Baton or Bombulet) no longer have invisible collision during navigation
  • Mirror Corridor Scenario Navigation should no longer spawn the navigation orb inside pegs
  • Fixed Exception when applying status effects to invisible enemies
  • Opening Inventory with "I" no longer auto-selects the first orb
  • Upcoming Enemies UI no longer blocks firing
  • Mirrorb copies of Nosforbatu no longer increase the self-damage of the copied Nosforbatu
  • Stuck Orb Timer was not resetting when orb started moving again, which was problematic in moving stages


We are still ironing out bugs with certain controller configurations, thank you for bearing with us as we know how frustrating that can be!

v0.7.16 - Bugfix & Balance pass

[h3]Bugfixes:[/h3]
  • Animated Ruins (Mines boss) now properly grants the achievement for defeating every segment on the first turn.
  • Walking On Pegshells achievement should now always properly grant when achieved
  • Defeating Avogadro's Tree no longer also grants the achievement for defeating Avogadro
  • Upgrades are no longer offered after beating the Act 3 boss
  • Upgrade UI is hidden when self-destructing after beating all enemies
  • Poltorbgeist should now hit all enemies when furthest enemy is a shield bearer
  • Reduced the possibility that multiballs could escape from the pegboard when Gift That Keeps Giving is active. Ensured that escapees are destroyed so that they no longer softlock the game.
  • Overflow should now reduce its damage/avoid passthrough as expected when attacking shields
  • Rare instances of Enemies softlocking the game when destroying themselves to Ring of Indignation should no longer occur
  • General detection of controllers should be improved. I don't think this will fully solve the DirectInput issues we've been seeing reported but fingers crossed!


[h3]Balance Changes:[/h3]
  • Starting relic is now always offered
  • Animated Ruins have been buffed slightly
  • Omegorb Lvl 3 Peg Debuff decreased(?) from -3 to -2
  • Swoletorb base damage increased to 2/4 for all levels
  • Magnet has been more severely nerfed following feedback from the community
  • Reorbanizer crit damage reduced by 1 across all levels


[h3]Misc Changes:[/h3]
  • Abandon Run button removed, save description added to Return to Menu button
  • Invisible Miniboss enemies speed increased

Peggle goes roguelike in Peglin

Combine the peg-pinging action of Peggle with the roguelikelike dungeon crawling of Slay The Spire and you get Peglin, a delightful game which launched into early access on Monday. Off your cute wee peglin goes on an adventure, battling baddies and claiming treasures, but damage is dealt by pling-plonging orbs down Peggle/pachinko boards and you have a bag of different orbs instead of cards. I like it, and it has a demo you can try for yourself.


Read more

v0.7.14 Bugfix Patch

Bugfixes:
- Relic Minigame Tooltips not hiding after leaving the minigame
- Achievement added for defeating the Animated Ruins (current final boss)
- Webbed pegs can no longer become durable, to prevent them killing shots with the Gift That Keeps Giving
- Bombulet now doubles Rigged Bombs as Regular Bombs
- Slime Boss Peg Slime alpha reduced to make spotting Special Pegs easier
- Slime Boss navigation fixed when revisiting boss stage

Magnet Changes:
- Bombs now have weak attraction instead of strong attraction, to help prevent rigged bomb deaths
- Increased attract strength for first 3 seconds (10% higher than it was for regular pegs, 20% higher for special pegs), then starts to slowly lose power over next 17 seconds

These aren't intended to be magnet nerfs (which is why we buffed its strength to start), just intended to keep the game moving along a bit quicker when you have it active, to prevent it from getting stuck until the timeout, and to prevent it from blowing you up!