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PengPong News

🏒Demo 2 Patch 2 (2026. 02. 24)

[p]Hello everyone,
and thank you sincerely for sharing your opinions and feedback through various channels.[/p][p]In this update, we’ve improved the overall gameplay experience to make it smoother, and fixed a variety of bugs reported by players.[/p][p][/p][h3]Level Design Changes:[/h3]
  • [p]Clarified the maximum cap for Dodge Chance.
    The actual cap had been functioning at 60%, but this was not previously stated in the description.[/p]
  • [p]Reduced the Level 1 boss monster’s HP by approximately 20%.[/p]
  • [p]Slightly eased the boss monster Meteor’s charge pattern.[/p]
  • [p]Changed Infinite Mode so that healing items drop less frequently over time.[/p]
  • [p]Adjusted the cap for Chip Bullets to 100% of Attack Power.[/p]
[p][/p][h3]Fixes in This Patch:[/h3]
  • [p]Fixed an issue where monster projectiles remained active and could still hit the player even after moving into areas such as the shop.[/p]
  • [p]Fixed an issue where some monsters would stop moving.[/p]
  • [p]Fixed an issue where the game would not function properly when reviving with only 1 maximum HP remaining.[/p]
  • [p]Fixed an issue where the reward shown in quests differed from the reward actually granted.[/p]
  • [p]Fixed the initial launch behavior so the game now prioritizes the operating system’s language setting.[/p]
  • [p]Fixed an issue where language settings were not retained after restarting the game when a language other than English was selected.[/p]
  • [p]Fixed an issue where some language localizations were not applied correctly.[/p]
  • [p]Resolved various other minor issues.[/p]
[p][/p][p]We will continue to release patches and updates based on your feedback.
Thank you for your continued support and interest.[/p][p][dynamiclink][/dynamiclink][/p][p]Thank you!
Jongchang, Project Director of Pengpong[/p]

🏒Demo 2 Patch 1 (2026. 02. 21)

[p]Hello everyone, and thank you for the incredible interest since the release of Demo 2.[/p][p]Following Demo 2, we are releasing a hotfix update to address several issues that resulted in gameplay experiences different from our intended core experience.[/p][p]
The Pengpong development team will continue to listen carefully to your feedback and opinions, and work hard to make the game even better.[/p][p][/p][h3]Fixes in this patch:[/h3]
  • [p]Fixed an issue where Coins, the currency used for out-of-game upgrades, were not being properly awarded when entering Infinite Mode.[/p]
  • [p]Fixed an issue where Level 2 did not unlock properly after clearing Chapter 1 - Level 1.[/p]
  • [p]Fixed an issue where the sound effects for obtaining Chips and EXP could not be adjusted.[/p]
  • [p]Fixed an issue where Chips and EXP could not be collected immediately by the player in certain situations.[/p]
[p][/p][p]We will continue to release patches and updates based on your feedback.
Thank you for your continued support and feedback.[/p][p]Thank you!
Jongchang, Project Director of Pengpong[/p]

🐧PENGPONG DEMO VERSION 2 OUT NOW!🐧

[p]Hello. This is Team PengPong. Today, the PengPong DEMO 2 version has been released.[/p][p]Team PengPong has reviewed the many opinions and feedback you have given us through various channels. We spent a lot of time thinking about how our game could reach more players and bring them joy. Above all, we were able to update to a new demo version that we are satisfied with internally.[/p][p][/p][p]It would be clearest to introduce the changes through gameplay, but we thought there might be some who are curious about what has changed while downloading the game, so we are leaving this update note.[/p][p][/p][p]Please enjoy reading it.[/p][p][/p][p][/p][h3]1. New Weapon 'BLOW QUISH' Added[/h3][p]This is a new weapon being introduced for the first time. Please enjoy playing with it![/p]
  • [p]The new weapon 'BLOW QUISH', which uses the \[Pickled!] status effect as its base, is added and will be unlocked when you clear Level 1 of Stage 1.[/p]
  • [p]BLOW QUISH grows larger each time it bounces, reaching its maximum size after 8 bounces. At this time, when it touches a monster, it fires thorns in all directions that inflict the \[Pickled!] status effect.[/p]
[p][/p][p][/p][h3]2. Clarification of HP Recovery Methods[/h3][p]In the previous demo version, HP was automatically recovered differently for each level. However, this artificial method of recovering HP made it difficult for players to judge whether they were actually doing well, and it was a major hindrance to understanding the gameplay, such as players not realising why the game wasn't ending even when they were getting hit by monsters.[/p]
  • [p]The automatic recovery of HP (♥) for each level has been abolished.[/p]
  • [p]Instead, players can recover HP by picking up HP (♥) and Glass Hearts (♡) dropped by monsters, or by destroying heart glass bottle structures that intermittently appear during the Wave to recover HP.[/p]
[p][/p][p][/p][h3]3. Clarification of Monster Spawn Methods and Patterns[/h3][p]In the previous demo version, as the waves progressed, more monsters appeared with messy patterns, making it difficult for players to grasp the direction of the gameplay. Also, it was hard to notice the continuous increase in monster HP, which made it very difficult for players to feel their growth even when they acquired various Items and Hyper Capacities.[/p]
  • [p]We have modified the overall level design of the game so that the waves of each level appear with a clearer monster concept.[/p]
  • [p]The monster spawning method has been changed and improved to suit the game, such as monsters appearing at specific intervals.[/p]
  • [p]Monster HP is now fixed. Instead, as waves progress and levels increase, more powerful monsters of the same concept will appear, allowing players to clearly feel their growth.[/p]
[p][/p][p][/p][h3]4. Changes to the Item System[/h3][p]In the previous demo version, there were many items with negative (minus) effects. Because of this, players didn't feel excited even when they picked up items, and we think this factor greatly hindered immersion in the game.[/p]
  • [p]We have improved it by adding tiers to items so that their impact can be intuitively understood.[/p]
  • [p]The effects of almost all items have been changed to the point where it's hard to explain them all. The most important thing is that we have greatly reduced the range of 'negative (minus) effects' among item effects so that acquiring an item is full of joy.[/p]
  • [p]Also, if you are a user who plays various games on Steam, there are items prepared that you will be glad to see.[/p]
[p][/p][p][/p][h3]5. Endless Mode (Beta) Provided[/h3][p]We are releasing Endless Mode, a new feature that wasn't in the previous demo, in this demo version. Many of you expressed your disappointment at not being able to play more when you wanted to. It is provided as a Beta so that you can experience extreme fun within the current volume of the game. We plan to observe players' usage patterns and conduct a few additional experiments during the demo period.[/p]
  • [p]Endless Mode begins after the 16th wave of each level ends. Experience it to the limit and compete with players all over the world through the more meaningful leaderboard.[/p]
  • [p]During Endless Mode, the HP and attack power of monsters, the spawn interval, and the number of monsters appearing will continuously increase.[/p]
[p][/p][p][/p][h3]6. Auto-Pickup Feature for EXP Provided as Default[/h3][p]PengPong is a more hectic and control-heavy game than you might think. To clarify the gameplay and organise the actions required for players to play immersively, we decided to enhance the convenience of the 'act of going around to pick up EXP and Chips'. We plan to collect feedback on this during the Demo period and decide how to provide it at the official release.[/p]
  • [p]EXP and Chips dropped by monsters are automatically acquired by the player. (However, HP must be acquired manually.)[/p]
  • [p]Additionally, the 'Pickup Range' increase option no longer appears in the level-up choices.[/p]
[p][/p][p][/p][h3]7. Things We Want to Brag About Lastly[/h3][p]We want to brag about several things that have been changed inconspicuously and wrap up.[/p]
  • [p]The in-game HUD has been changed. We adjusted it by considering the importance of each piece of information and the organic connection between them a little more.[/p]
  • [p]Terms within items have been unified, and the visibility of information for each stat has been improved through highlighted icons.[/p]
  • [p]Some objects and UI that were not hand-drawn have been redrawn and applied to fit the game's tone and manner.[/p]
  • [p]Smooth animations have been partially applied.[/p]
  • [p]Modifications were made to enable cleaner gameplay with the Xbox Controller.[/p]

PengPong February 2026 Event Roadmap is Here!

[p][/p][p]Hey everyone![/p][p]Are you ready for a jam-packed February? We’ve prepared a special calendar so you won't miss a single beat of PengPong. From featured events to the big reveal, here’s what’s coming:[/p]
  • [p]Jan 31 – Feb 14: Tiny Roguelikes Event (Steam Featured)[/p]
  • [p]Feb 7 – 20: Flash Game Vibes Event (Steam Featured)[/p]
  • [p]Feb 12 – 24: Steam Lunar New Year 2026 Event[/p]
  • [p]Feb 22: 🚀 PROLOGUE DEMO OPEN!![/p][p][dynamiclink][/dynamiclink][/p]
  • [p]Feb 23 – Mar 3: Steam Next Fest[/p]
[p]The highlight of the month is definitely February 22nd-our Prologue Demo officially opens! Mark your calendars and get ready to dive in.[/p][p]Don’t forget to add PengPong to your Wishlist! It helps us immensely and ensures you get notified the moment the demo drops.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]