Happy New Year everyone! We've got our first update of the new year out and it's a little smaller than we'd like it to be given the time since our last content update, so I'm going to provide an update on some of the various things going on right now that might continue to slow us down for the next little bit.
The biggest one is that one of our team members has welcomed a baby girl into the world! We're over the moon excited for them and are giving them tons of time and space to spend with their growing family before getting back into the swing of things.
Next up is planning for events that are coming up in 2023. Various team members are going to be attending different events this year to help spread the gospel of Peglin and help us make useful partnerships going forward, but planning these is unfortunately already eating into some of our development time.
Another big one is preparing for console and mobile releases. Mobile will be coming earlier in the year so that has a bit more of a direct impact already, but even though the console releases are further out they require a decent amount of planning ahead of time so we're seeing some impacts there as well. If you're interested in updates on the upcoming mobile releases, please be sure to join
our Discord and subscribe to the relevant roles!
Transitioning to the new year also takes up a surprising amount of time, with all of the paperwork and taxes that need to be done as well as planning for the upcoming year. We're definitely feeling some of the pain of being such a small team so we're figuring out how we can potentially hire some more people or companies to help keep things running smoothly (with less interruption when a teammate gets busy or has to step away for one reason or another), but we'd like to do so in a way that lets us keep the tiny team charm that (in my opinion) has helped Peglin become the entertaining little game that it is.
The last piece is that in advance of the class update we're spending a lot more time planning and balancing before this content actually hits the game. We'll be introducing 15+ new orbs per class, and we're trying to make sure that when they launch the various synergies each class introduces will be feasible and interesting to use (even if they're not all perfectly balanced at first). Long-time Peglin players will know that I usually just throw content at the wall and then deal with it after-the-fact which can lead to things being horribly over or underpowered. That can definitely be fun sometimes but isn't necessarily how we want the first impressions of the classes to go!
So that's a little glimpse at what we've got going on over here and why this update has taken a little bit longer than usual and why we'll probably be a little slower for the next little bit as well. We're tremendously grateful that we get to do what we do because of all of your support and we're all working as hard as we possibly can to get Peglin to its 1.0 release while making it the best game we can. Thanks for sticking with us and I'll stop yammering on and get back to development work now ;)
All the best,
Dylan & the RNG Team
[h2]v0.8.22 Patch Notes[/h2]
[h3]Changes and New Content[/h3]
- Unity Update from 2019 to 2021 LTS - This should (hopefully) be an invisible/unnoticeable update but we were starting to run into some deprecation issues and it was time to get up to a newer version.
- Display changes - It was time to try and fix some of our pixel sins and reduce the amount of awkward pixel scaling that could happen. You'll notice that some scenes have moved around a little bit, and while it'll take a little getting used to they hopefully look a little better now than they did before, especially when played at non-1080p resolutions.
- New game/Continue flow has changed to avoid the popups and speed up the process a little bit.
- Gardener's Gloves and Salt Shaker have finally returned, with completely reworked effects that should be a little more useful than they were before! (Not that that was a high bar to beat...)
- [New Rare Relic] Grinding Monstera - When an enemy is defeated, gain 1 Max HP.
- [New Rare Relic] Sash of Focus - Prevent the next lethal damage you would receive
- [New Rare Relic] Ice Rod - Every projectile attack gains Pierce 1 (stacks with existing pierce)
- New art for Defresh Potion (it's an actual potion now!)
- Bramball's damage has been increased and self-damage has been added to it.
[h3]Bugfixes[/h3]
- Controller/keyboard flow fixed for the Run Summary screen and when adding an orb after battle.
- Round Guard no longer provides damage immunity when navigating if battle was won by reloading.
- Leaving the map open when going back to the map no longer prevents firing until the map is opened & closed again.
- The issue where loading a save could lead to a map with no visible nodes should be fixed.
- When Restorb Lv.3 adds Max HP, it now correctly heals for that amount as well.
- When Max HP increasing relics are gained in-battle, your HP should immediately visually display the increase instead of only updating in your next battle/scenario.
- Brick Peg refreshes have been improved, and should no longer get stuck not-refreshing
- Necorbmancer + Defresh Potion now plays more nicely with Brick Pegs.
- Gift That Keeps Giving + Heavy Shaft Potion + Brick Pegs should no longer be able to trap orbs.
- Concentrication prediction and collision have been fixed
- Fire Button no longer appears when navigating post-battle rewards with controller or keyboard
- Pegs converted to bombs on the Invisible Mines Miniboss should no longer appear upside down