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Peglin News

Peglin v0.5.37 Patch Notes

It's been a little while since we've taken the time to share some notes, so some of these new features will have been out for a little while but others are brand new.

We did put out an update yesterday with a bunch of the new changes but it caused a few core bugs, so apologies if you played v0.5.36, the version which will forever haunt me.

[h2]New Relics:[/h2]
  • Lucky Penny - 3x crit pegs instead of 1!
  • Monster's Pact - Deal 2x damage when below 25% health.
  • Super Boots - The previous effect for Super Boots was very underwhelming, so they've been overhauled. Now, for each peg you hit during navigation you will heal 1 on successful navigation. But if you hit pegs and then misnavigate you will take that as additional damage...


[h2]Features/Improvements:[/h2]
  • Visible orb levels at a glance! It's now much easier to select orbs based on their levels, and to share your deck loadout with us if your game gets attacked by the v0.5.36 gremlins
  • Mid-run saving! This is still very much in beta so if you run into weird issues please send them our way so that we can fix it up! We've seen a few oddities that we haven't been able to reproduce consistently yet, but we promise we're keeping our eyes peeled.
  • The Bramble orb has been buffed up a bit: enemies that pass through a brambled enemy will now take some damage!
  • Altar Scenario was only ever pulling your first 2 available orbs. Now it is more random.



In other news we're part of the DreamHack Beyond Indie Playground this week. It's a great opportunity to find some other interesting Indie Games!


PAX Online Indie Showcase Stream!



We'll be streaming an experimental build of Peglin as part of the PAX Indie Showcase! Come check out the game in action and see some of the newest content and improvements! If you've got any questions about the game or the team this is a perfect opportunity to ask them.

We'll be streaming from 1pm PDT until 3pm PDT, hope to see you there!

Peglin is in the PAX Indie Showcase!



If you'll be attending the PAX Online festivities, make sure to bounce by the Indie Showcase to check out Peglin and 19 other excellent indie games!

https://online.paxsite.com/en-us/features/indie-showcase.html

In the meantime development is progressing smoothly and for the PAX Online demo we're going to release another large batch of improvements like more-visible orb levels and the ability to save your run and resume it later!

Thanks so much for continuing to play Peglin and for reporting bugs to us! We're trying to make the best game we can and that wouldn't be possible without all of you :D

Hope to see you at PAX Online (or other events in the summer and fall!)

Peglin Alpha Update: v0.5.20

Hey all :)

We've just pushed a decently-sized update to the Peglin Demo that includes some really neat new orbs, relics, and a fiendishly difficult new miniboss. It also includes a ton of quality of life features that you've been requesting, including the ability to view your map and deck in-battle! Full patch notes will be listed below.

We've been super happy to see people streaming Peglin or sharing your videos on YouTube, and we've been blown away by the gorgeous thumbnails that you've put together without proper assets from us. So we've put a few together in a rough presskit that should help out with that! They are available here: Google Drive

Examples:




Full Patch Notes:
Major:
  • Placeholder Localization: The first pass on localization is in but the translations themselves are still very rough (mostly Google Translate, some things left untranslated if I didn't think machine translation would get anywhere close). We are always looking for more help with these so if you'd like to contribute please drop into our Discord!
  • Orb stats and description are visible at a glance now. This one is hard to miss :) in-battle we now show the details for the attack you're about to use, without having to hover over it.
  • Map and Deck are visible in battle now! This one is soooo big and I'm glad people kept requesting it. I use it all the time when I'm testing and didn't realize how much I was missing without it :p
  • Resizable game window (we don't have resolution settings in yet but they're on the list!)
  • Navigation is now done with a special Peglin orb, which isn't just more thematic - it clears up a lot of bugs as well.
  • Forest Map got a big visual overhaul! It's much cleaner now, and we've fixed up some of the weirdness with the coloured lines (which are just supposed to change colour depending on what type of event you're heading for but they were not quite doing that).
  • New Soundtrack! Our previous music great, but they were royalty-free and a lot of you noticed that they'd appeared in other games. This new soundtrack is 100% composed for Peglin by the talented Crashtroid and we hope you'll love it like we do!


Minor:
New Orb: Swoltorb - Adds a stackable buff to each peg it hits that makes those pegs grant additional damage for the rest of the battle.
New Orb: Memorb - This is easily one of my new favourites. It does bonus damage depending on the number of pegs you've cleared in the entire battle. Have you cleared 100 pegs across all of your shots so far? This orb is going to start at a cool 50 damage.
Matryorbska Improvements: New art and some bug fixes! There's still a known bug when hitting long pegs that is super high on our list, but they're more or less usable now. Please let us know if you have any issues with them!
Lots lots lots of little menu polish. Still not perfect but it's getting better!
Screenshake improvements, so it's less likely that your camera gets knocked away from where it's supposed to be, lol..
Reverse Peg Cleanup - We've caught most of these pesky devils now... send us a screenshot if you see any backwards reset pegs so that we can get them all!
Peg pitch shift per hit is back! We broke this before the last demo, womp womp. We have unbroken it.

That's about all for now, we are back to working away on the next areas for the Early Access release which will be coming later this year, but if there are any features you'd love to see we are always happy to hear feedback for the full game, and we're happy to bring more general improvements into the existing demo as well! I will also note that we've dialed the difficulty up a bit more, so please let us know if you think the game has gotten too difficult! We're very easy to reach via our Discord or in the Steam Community forums.

Peglin Early Access in 2021

Hey everyone!

I wish this was an easier post to write, but it's never fun when things don't go as planned. In this case, we've made the difficult decision to push back the Early Access release until 2021. Though thankfully the team is still in good health and good spirits, the current beta of Peglin just isn't yet at a point where we feel comfortable charging for it, even under the banner of Early Access. We are adding content pretty constantly, but because of that the balance is constantly swinging between "sit down and beat everything in 30 minutes" and "I cannot win unless I make a sacrifice to RNG" (that's Red Nexus Games in this case).

Additionally, the main reason we were okay (though still a little uneasy) about entering Early Access on the very-early side of early access was that we wanted to involve the community in design and balancing as soon as possible. Well, as of a few days ago, Valve released a new Steam Playtest feature that will make doing rounds of playtesting much easier, both for us as devs and you as players! We're planning on really putting this feature through its paces, and continuing to work with streamers throughout development (watching them play the game has been a fantastic replacement for testing at in-person events).

So, if you're interested in keeping up with playtest news, please wishlist the game or join our Discord and if you have a favourite streamer that you think would love Peglin, please send us a link to their channel!

As for exactly when we will be going into Early Access, we don't have a month (or even a quarter) of 2021 picked out yet. Our top priority at this point is making sure we're happy with the content that we have available before we put anything else on the books.

We really appreciate your patience, and we're looking forward to working with you as we get the game ready for Early Access!

All the best,
Dylan, Lucas, and Sienna.