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Plinbo News

Plinbo v1.2.0 - Physics Mode / New Content Update

Hey everyone!

This update introduces a brand new way to experience Plinbo along with new cards, system improvements, and several balance adjustments: Physics Mode! We have also improved how the game handles extremely large numbers in long runs.

[h3]πŸ§ͺ New Game Mode – Physics Mode[/h3]

A brand new gameplay mode has been added.

Physics Mode introduces full physical interactions to the board. Balls now collide with pins, scene objects, and even with each other, creating chaotic and satisfying chain reactions. Builds behave differently, and positioning matters more than ever.


[h3]πŸƒ 5 New Buff Cards Added[/h3]

Five new buff cards have joined the deck pool, introducing new scaling strategies and economy options.

β€’ Each round morphs into a random card. Resets at shop
β€’ On Slot Hit: 1.1x money (+0.15x per card in deck)
β€’ On Slot Hit: 1.2x money. Grows +0.05x each round
β€’ On Slot Hit: +$200 bonus (+$30 per active pin buff)
β€’ +7% Rare card chance, +3% Legendary card chance, +3 balls

[h3]πŸ”’ Large Number System Rework[/h3]

The previous number formatting system struggled with extremely large values during long runs.

We have now reworked the system and introduced scientific notation for large numbers. Starting from the millions, numbers will automatically convert to this format, allowing the game to support far larger values without breaking UI readability.

[h3]β™Ύ Endless Mode Stability Improvements[/h3]

In very deep Endless runs (especially after round 150+), some values could previously appear as infinity.

Additional safeguards have been implemented and the internal data format has been upgraded to support significantly larger numbers.

[h3]βš™ Performance & Optimization[/h3]

Several core systems have been optimized.

β€’ General system optimizations
β€’ Memory usage improvements
β€’ Stability improvements during long runs

[h3]βš– Balance Adjustments[/h3]

Some cards have received balance tweaks, particularly to ensure fair gameplay in the new Physics Mode.

β€’ The Tower and The Crown are now limited to 1 per deck in Physics Mode
β€’ The Nest money reward reduced: 25 β†’ 20
β€’ The Rope cost reduced: 6 β†’ 5
β€’ The Crown ball spawn chance reduced: 3% β†’ 2.9%

[h3]🌍 Localization Improvements[/h3]

Various localization fixes and improvements have been made across multiple languages.

Thank you for playing Plinbo and for your continued support. Enjoy experimenting with the new Physics Mode and the new card strategies! See you in the next patch :)

https://store.steampowered.com/app/3948580/Plinbo/

Plinbo v1.1.0 - New Pin Buffs / Balancing

Hey everyone!

We’ve rolled out a new update focusing on performance, new mechanics, balance adjustments, and plenty of fixes to improve your runs. Here’s everything included in v1.1.0:

πŸ› οΈ New Features & Improvements
  • Friends tab added to Leaderboards.
  • Memory management optimizations.
  • Additional optimizations for pin effects.
  • Extra performance improvements during slot collisions and color changes.
  • Music can now be changed directly in-game.
  • Early run finish option added.


✨ New Pin Buffs & Challenges
  • New pin buff: If multiplier ball is a Golden Ball, multiplier increases from 3x to 5x.
  • New pin buff: If multiplier ball is a Silver Ball, multiplier increases from 1.5x to 3x.
  • New pin buff: Trigger 3 nearby pins on hit.
  • New pin buff: Gain +$ when a Special Ball hits.
  • New pin buff: Normal multiplier balls have a 33% chance to convert into Silver Balls.
  • New Challenge added: increases Special Ball limit by +1.


βš–οΈ Balance Changes
  • The Lantern cost reduced from 6 to 5.
  • The Hourglass Special Ball limit increased from 4 to 5.
  • The Nest rewards and reroll scaling increased.
  • The Oath minimum value increased from 0 to 25.
  • The Lightning reward increased from 8 to 10.
  • The Craver price reduced from 7 to 4.
  • The Oracle chance increased from 0.15 to 0.2.
  • The Moon reward increased from 120 to 150.
  • The Council reward increased from 25 to 30.
  • The Rope chance increased from 0.55 to 0.75.
  • The Crown Rare and Legendary spawn chance reduced.
  • The Bell limited to max 1 per deck.
  • The Witness Rare and Legendary multiplier reduced.
  • The Eyes common multiplier increased from 2.7x to 3x, Rare and Legendary slightly reduced.
  • Veteran Ball 4x effect moved from Round 9 to Round 8.
  • Fortune Ball reward increased from 5 Ball Value to 7.
  • Goldmine Ball chance increased from 40% to 50%.
  • Synergy Ball value increased from 65 to 75.
  • Tower received a small buff.


🐞 Fixes & Localization
  • Fixed incorrect reroll cost display for The Mask.
  • Increased font size to fix missing words in Traditional Chinese.
  • Corrected Italian description for Challenge: Protocol.
  • Fixed Challenge: Split popup showing +2 instead of +1.
  • Fixed The Scale difficulty increasing incorrectly when spending tokens.
  • Fixed target money calculation error on The Scale.
  • Adjusted similar looking buff icons for Silver Chance and Left Push.
  • Removed leftover apostrophes from some challenges.
  • Fixed issue where clicking during market transition could spawn balls.
  • Pin Shop canvas size increased for better visibility.
  • Fixed new Chain Pin buff incorrectly affecting pin-based card buffs.


βš™οΈ Other Improvements
  • Additional UI polish and performance tuning across various systems.


As always, thank you for pushing the game to its limits and Don't forget to leave us a review and share your feedback πŸ’œ

More improvements are on the way.

https://store.steampowered.com/app/3948580/Plinbo/

Plinbo v1.0.7 - Balance & Bug Fix Update

[p]Thanks a lot for playing and breaking the game in the best possible ways ❀️
This update focuses on bug fixes, clarity, UI polish, and some balance tweaks, especially for Endless mode.

πŸ›  Fixes & Improvements[/p]
  • [p]Fixed an issue where the round would not end if you finished using only Special Ball spawns[/p]
  • [p]Slightly increased ball spawn delay[/p]
  • [p]Cloned Legendary cards now always keep their original rarity (no more turning Common or Rare)[/p]
  • [p]Locking a rarity card in the market could previously spawn an unusable variant. This no longer happens[/p]
  • [p]You can now unlock a locked card by pressing the lock again[/p]
  • [p]Tutorial text updated for clarity: added the "10x = 640 money if ball value is 64" explanation[/p]
  • [p]Fixed UI miscount when losing balls during Tides and Edge challenges (buffed balls were not correctly counted)[/p]
  • [p]Money and Ball Count UI effects improved. Cleaner visuals and text no longer disappears[/p]
  • [p]Clone Challenge failure message updated. Now refunds the ticket instead of saying no card to clone[/p]
  • [p]Selling a cloned card no longer causes the same card to appear bugged in the shop. You must sell both the original and clone before it returns[/p]
  • [p]Fixed multiple edge cases in:[/p]
    • [p]Add random card to deck[/p]
    • [p]Replace all cards in deck[/p]
    • [p]Single purchase cards not leaving pools correctly[/p]
  • [p]Tracker related bugs fixed
    [/p]
[p]βš– Endless Mode Changes[/p]
  • [p]Reroll cost now increases by +1 after each reroll[/p]
  • [p]Applies only in Endless. Normal levels remain unchanged
    [/p]
[p]❌ Removed[/p]
  • [p]"Sell all cards for 2x price" challenge removed.
    [/p]
[p]🏷 Card Rules[/p]
  • [p]The Arachnid, The Sun, and The Mask now have a Max 1 per deck limit[/p]
  • [p]Cannot be duplicated through cloning or full deck transforms[/p]
  • [p](Cards like King Raphus or Hourglass can still be cloned after purchase)
    [/p]
[p]πŸƒ Card Balance Changes[/p]
  • [p]The Arachnid Now gives flat +Ball Value instead of %, stacks additively[/p]
  • [p]The Serpent Multiplier increased from 8x β†’ 9x [/p]
  • [p]The Crow Ball value limits increased (+1)[/p]
  • [p]The Pyre Higher starting money and fewer hits required to trigger[/p]
  • [p]The Tower Slightly nerfed but now cheaper[/p]
  • [p]The Crown (Rare versions) Slightly nerfed[/p]
  • [p]Special Ball buffs Slightly strengthened overall (they felt a bit weak)
    [/p]
[p]🎯 Difficulty Adjustments[/p]
  • [p]Ball power increased overall[/p]
  • [p]Level 1–3 difficulty slightly reduced[/p]
  • [p]The Arachnid received a small rework


    In short,
    More stability, cleaner UI, better balance, and a smoother Endless experience.

    As always, thank you for pushing the game to its limits and Don't forget to leave us a review and share your feedback πŸ’œ

    More improvements are on the way.

    [dynamiclink][/dynamiclink][/p]

Plinbo v1.0.4 - Day 1 Update, Optimization & Stability Update

Hey everyone!
We know many of you love building ball spawn-focused builds, but when the screen got flooded with balls, the game could sometimes stutter, lag, or even crash.

To address this, this update focuses heavily on optimization and performance improvements. The game should now run much more smoothly and consistently, especially in ball-heavy scenarios.

In addition, this patch includes several balance changes and fixes:
  • The Arachnid (Rare variants) received a very small nerf.
  • The Sun (Rare variants) had their cost values rebalanced.
  • Fixed an issue where broken or incorrect numbers could appear in the text effects under cards such as The Council, The Eyes, The Witness, and The Lightning.
  • Improved readability of card text effects when triggered repeatedly, which previously caused them to overlap and become nearly invisible.
  • Popups, visual effects, balls, and many frequently visible objects have been optimized.
  • Endless Mode: The percentage based money pin buff has been slightly rebalanced.
  • Fixed an issue where some cards could grant negative money in the late game.
  • Various small bug fixes and general improvements.

As always, thank you for pushing the game to its limits and Don't forget to leave us a review and share your feedback πŸ’œ

More improvements are on the way.

https://store.steampowered.com/app/3948580/Plinbo_Roguelike_Plinko/

Big Numbers, Small Fixes

  • [p]Large numbers are now more readable.
    Ball value and money popups now use compact units like B for millions and T for trillions.
    Similar units will be added to other values (such as target money) in upcoming updates.[/p]
  • [p]Ball value overflow bug fixed.
    An issue where exceeding the ball value capacity could result in negative ball value has been fixed.
    Once the maximum ball value capacity is reached, The Arachnid will no longer grant additional ball value.[/p]
  • [p]Safeguards for extremely large money gains.
    Additional checks and limits were added to prevent negative money values when earning very large amounts of currency.
    We apologize to players whose experience was negatively affected by this issue.[/p]
  • [p]The Sun card trigger reliability improved.
    Additional checks were added to fix an issue where The Sun card could sometimes fail to trigger as expected.[/p]
  • [p]Trinity Challenge adjustments.
    The cost has been reduced.

    Since the %50 chance of +1 ball / %50 chance of -2 balls felt unfair, the challenge has been sent back for rebalancing and has been removed from this patch.[/p]
  • [p]Special ball balance updates.
    Cost values and data for some special balls have been updated.[/p]