Hey all! We're back again with another Peglin update, hot off the presses. In this update we've spent a lot of time trying to bring some older content back to be C20 meta-viable, so you'll see a ton of buffs to orbs and relics alongside a few new appearances. There's also a fresh Forest foe to face, who we hope you'll all have fun fighting!
Thanks for continuing to join us on this peg-popping journey, Peglin continues to be a really fun game for us to work on and you as a community are amazing. We've got a few more content updates in the pipes and we're continuing to work towards releasing Act 4 earlyish in 2025!
Until next time, Dylan and the RNG Team
v1.0.6 Patch Notes
New Content
[New Forest Miniboss] Stompy Stomps - These two massive walking stumps are quite hearty, and still pack a punch when knocked down!
[New Rare Peglin Orb] Jupitorb - Shoots out lasers that activate pegs, and attacks all enemies!
[New Boss Relic] Safety Pegulations - All projectile attacks pierce 2 additional enemies, but bombs deal 75% less damage and 75% less self damage.
[New Rare Relic] Parallel Boomiverse - Whenever bombs are created in a battle, create an additional regular bomb.
Orbs firing at enemies are now predicted with raycasts to ensure they never skip over or hit an additional enemy. All orb shot hitboxes are also now the same size, and orbs fired at flying enemies can no longer be blocked by grounded enemies.
Rigged bomb damage increased from 150/100 to 200/150.
You can now inspect status effect icons on enemies and the player on controller as a third mode after inspecting your relics and upcoming orbs.
Scrolling up and down on the brown preview map is now faster and more responsive with all input methods.
Castle Mirrors have gotten an art update to make them match their mines counterparts. Both mirrors now also have a new animation that plays when they reflect damage.
Regular stumps have had their art updated to match the new miniboss.
Shots will now be forcefully ended after 3 minutes to avoid softlocks.
Balance Changes
The Demon Wall no longer spawns dull pegs on C20.
Avogadro’s attack damage has been reduced from 11 to 8, but now gains 1 Muscircle (2 at C20) whenever the tree is hit by an attack that does more than 25 damage. Prior to this change Avogadro was still the easiest of all the forest bosses, so this is our next step to try to balance all 3.
The difficulty of extra enemies that spawn in easy battles from C19 has been limited. For example now a Red Slimedrop can no longer spawn in your first few battles before you have the means to deal with it. Additionally, C19 spawning in all battles is weighted by the difficulty of enemies, so you will no longer have a small chance to get multiple hard enemies spawn in one fight.
Mirrors can no longer spawn as a C19 extra enemy.
Horriballs no longer have negative stats, and are now 0/0. We wanted to do this to make it play better with buffs and Spinventoriginality.
Spinfection on the player now only ticks down after you have fired an orb.
The available gold in the easy forest spider battle has been increased by 10.
Shops can no longer spawn in ‘?’ nodes.
Constricting Chains changed to fire a scatter shot of 3 orbs rather than one forward and backwards. We wanted to change this relic again since shooting backwards meant it only really gave you 2 options to pick from each shot. However the scattershot proved to be really powerful, so we had to make it halve orb damage as well to keep it balanced.
Heavy Hand now also makes all orbs Dense.
The length of the aimer when you have both Heavy Hand and Unicorn Horn has been reduced.
Consuming Chalice has been removed from Balladin’s relic pool, as neither of its effects fits with Balladin’s synergies.
Haglin's Satchel grants 2 fewer upgrades and grants 50 gold instead. This allows you to upgrade the orbs you want instead of random ones, or to add/remove orbs instead
Hero's Backpack reworked to now grant +1/+2 to all non-Pebball duplicate orbs you own.
Recombombulator now respawns rigged bombs as regular bombs.
Orbert’s Story has been changed to grant a chest every 4th ‘?’ node you enter, and to increase rare relic chances by 50% instead of adding a flat 7%.
Perfected Reactant bomb damage buff increased from 15 to 20.
Perfect Forger self-damage increased from 4 to 6.
Molten gold buffed from 5 to 10 extra gold.
Double Damage slime now refreshes along with its peg just like Healing and Lightning slime do.
Damage Reduction slime now stays on the board until you take damage.
Level 3 Shock Orbsorbers buffed to also always reduce damage from rigged bombs by 1 while you own it. This makes it takeable in any build as a utility orb to help protect yourself. As such, it has been converted from uncommon to rare, and is now available on all classes.
Bob-Orb has been buffed to convert the first peg hit to a bomb at level 1, create 1 bomb when drawn and reduce pegs needed to hit per bomb from 8 to 7 at level 2, and create 2 bombs when drawn at level 3.
Collatorball Damage now also deals flat damage per rigged bomb on the board. It also converts the first peg it hits to a rigged bomb at level 1, and the pegs needed to hit per rigged bomb has been reduced from 9 to 8 at level 2.
OffeRing now attacks all enemies, instead of just grounded ones.
Orbelisks now also give increased damage to all Pebballs, Bouldorbs, and Orbelisks in your deck. Orbelisk damage has been reduced slightly to help account for this.
Added Orbelisk to Balladin’s orb pool.
Allorbnothing and Extra-Orbinary are now buffed by opposite damage types at all levels, not just level 3. Allorbnothing is now only available on Balladin, and Extra-Orbinary is now only available to Roundrel (both are still available to Peglin).
Bullyball changed to work any time you’ve taken self-damage this battle with no health loss necessary so it can be blocked with Ballwark.
Activatorb buffed to work on discard at level 2, and its stats have been increased slightly.
Orborous crit damage increased from 2 to 3.
Kobanorb and Swashbucklorb have been removed from Balladin’s orb pool.
The Resistance Knight fight now starts on the opposite board peg board.
4 more bombs have been added to the difficult mines Sporeshroom fight.
The midas event has been tweaked so that the damage you take is lower, and the gold it can grant is higher.
The damage required to make a rainbow slime drop a coin when hit has been reduced from 60 to 30.
Tweaked the lifetime of the long peg cups in the forest plant miniboss pegboard to help make orbs fall down the middle of the cups easier.
Bugfixes and Small Changes
Fixed a bunch of bugs related to the aimer not predicting correctly.
Fixed sapper enemies skipping over each other when one blows up next to you.
Fixed refreshes getting broken rarely in the Thesaurosus fight.
Fixed Spinventoriginality sometimes affecting orbs you're looking to buy even when you’re in a new run not on Spinventor.
Bombs should no longer be able to be visually covered in slime.
Fixed sound effects being still slightly audible when the slider is at 0%.
Sash of Focus now protects from Nosforbatu’s self-damage and damage taken in events.
Fixed the softlock when you skip the “secret miniboss” on mobile.
Fixed the Resistance Knight increasing its reflect status effect before calculating its damage instead of after.
Fixed Spinfection on the player, sometimes ticking down twice in one turn.
Fixed enemies buffing themselves or debuffing you counting towards the 'Stacks Applied' statistics in the run summary.
The copy seed button now has more feedback than just a sound effect when it's been pressed.
Fixed camera jump when loading a game where you’re going into the castle boss.
Fixed being able to navigate to the remove orb button in shops after it’s been used.
Fixed the preview map looking zoomed in when viewing it in some scenes.
Fixed Navigationflation blinking whenever you detonate a bomb during a battle.
Fixed Effective Criticism bug that rarely caused the game to freeze.
Fixed upcoming orb inspection crosshairs scaling along with the size of the orb.
Fixed Consolation Prizes not displaying correctly in the run summary screen.
Bugged relics are no longer shown as options for the “...Would you like a boost?” at the start of a run if you’re doing a custom run with all common relics.
v1.0.5 Bugfix Release
Fixed misnavigation into fire pits in black hole maps causing random navigation
Fixed bombs disappearing in Thesaourosus layout shuffles
Fixed possible race condition with critical effects activated on targeted enemies
Fixed the Summoning Circle not making every shot a crit when shooting the Critiball
1.0.4 Update
First of all, we’re extremely happy to announce a bundle with the newly-released puzzle platformer Fowl Damage, and another bundle with the extremely popular deckbuilding masterpiece Slay the Spire! This means you get a discount on either game if you already own Peglin and vice-versa. This stacks with sale prices!
v1.0.4 Patch Notes
New Content
[New Boss Relic] Heavy Hand - Makes orbs hit pegs an additional time (like Orbsium), but drastically reduces the length of your aimer.
[New Rare Roundrel Relic] Effective Criticism - Whenever a crit is triggered, apply a random debuff to the targeted enemy (matching Roundrel class relic intensity).
[New Common Roundrel Relic] Sprouting Spinvestment - Increase your held gold by 4% when entering a ‘?’ node.
Sealed Conviction Rework - Now adds 3 Ballance at the start of each battle, and on each reload instead of adding flat damage.
Multiple activations on crit pegs (e.g. from Orbsium, Spinpoint, or the new Heavy Hand relic) now triggers multiple crits instead of just adding damage.
The navigation orb falling into a black hole now makes you navigate to the left or right, depending on where the black hole is. If the black hole is in the middle of the board, then the navigation direction is random. This is to discourage the optimal, yet tedious, task of hitting one gold peg then bouncing into a black hole over and over during navigation.
Black holes now increase in strength if an orb is orbiting inside them for over 5 seconds. This is to stop a softlock where an Infernorb can orbit around a black hole indefinitely, and shouldn’t affect normal gameplay.
Refactored the aiming prediction system to remove the performance hitches happening while reloading.
Malevolent Portraits now visually fill with color as they draw energy out of the board.
Balance Changes
Pigment of Imagination’s pegboard has been changed to reduced orbs becoming stuck, boss’ health has been reduced on all Cruciball levels.
Ballanx’s splash is now buffed by Alien's Rock.
Spinpoint orb at level 3 buffed to have more crit damage, and activate crit pegs an additional time.
Several enemies added to invisible miniboss battle.
Ball Lightning num zaps increased by 1 at all levels and made uncommon on Spinventor.
Change Potion Ballt to only fireable once per battle.
Beleaguered Boots Ballusion cap increased from 300 to 999.
Memorb base damage increased at levels 1 and 2, memory effect increased at level 3.
Highway Orbbery’s base stats increased by 1/1 at all levels.
Branch of Ember blind intensity increased from 2 to 8.
Haglin's Hat now heals 15% of your max health rather than a flat 10 health.
Bugfixes and Small Changes
2x speed is now the default speedup option for new players. This is to reduce the amount of people asking how they get to 2x speed.
3x speed was causing many physics issues -- we’ve attempted a few fixes but are still seeing errors being reported. Because of this, we now display a warning when selecting 3x speed on the options menu.
Added better failsafes to prevent crit and refresh pegs from disappearing.
Fixed the long pauses in the Slime Hive fight.
Fixed crits and refreshes disappearing in the Slime Hive fight.
Fixed Orbelisk and Ball Lightning not being able to hit the slime hive and slime under it at the same time.
Fix bob-orb still making inverted bombs on the brick slime peg layout.
Fixed not getting Ballusion from Debuff Distractor for the Exploitaball that Stacked Orbacus applies to starter enemies.
Fixed being able to press main menu buttons during the transition out of the encirclepedia.
Make dull pegs that are revived when killing a painting correctly have the crit peg sprite when a crit is active.
Fixed orbs not getting destroyed when getting stuck hitting a dull peg repeatedly. Also reduced the number of single orb bounces before timing out from 100 to 50.
Improved the performance of shuffling many crits and refreshes at once.
Fixed Slime after Slime achievement counter not resetting between navigation shots.
Fixed a bug where many Ballwark status effect icon breaking animations could play at the same time.
Reduced the height at which pegs can spawn in the Mirrorb event navigation layout so that your navigation orb can never spawn inside of a peg.
Peglin 1.0 and Switch release 💚
Hey friends!
1.0 !!!!!!!!!!!!!!!!
As mentioned in our last update, for some time now we have been approaching what we originally imagined the full game of Peglin would look like. With this batch of additions and changes, we at Red Nexus Games are ready to call Peglin a full fledged game and share it more widely with the world.
This release also coincides with sharing the game more widely in a big way: with our surprise launch on Nintendo Switch!!!
As development has progressed we've been asked more and more why Peglin is still in Early Access given that it feels like quite a full game, and now that the game is coming to a Nintendo console (something that's always been a dream of the team), we decided it was time to make that distinction. We know there have been a lot of people waiting for the game to be labelled 1.0 before they took the plunge and checked it out and even though we still have a fair number of updates and new content planned we feel ready to invite those players off the sidelines.
Our 2019 game jam baby has lived up to SO much more than we had imagined. It's truly a pleasure to get to work on our favorite game and continue to create more horriball puns. Becoming full-time indie developers was our dream for a looooong time, and while we never expected this little passion project to make that happen, we are so so glad it did. Thank you so much for joining us on this journey, playing the game, providing feedback, sharing Peglin with your friends, and just generally being a really amazing community - none of this would have been possible without people taking the gamble on a little Early Access game back in 2022.
This is far from the end for our little pro-peg-onist and we still have a lot up our sleeves that will continue to be released as free updates - calling the game 1.0 is just a way for us to welcome a new host of Peglin players with a version of the game that is everything we originally set out to build (and more).
May your gifts keep giving and the RNG be ever in your favour, The Red Nexus Games Team: Dylan, Sienna, Lucas, Adam, May, Matthew, & Ahren
v1.0 Patch Notes
New Content
[The Final Cruciball Levels] Cruciballs 17-20! - These are the final Cruciball levels of the game! Good luck!
Cruciball 17 - Minibosses deal increased damage.
Cruciball 18 - Haglin's shop has higher prices. (Orb prices were reduced at all Cruciball levels lower than 18, and brought back up to normal with this Cruciball level, along with other price increases.)
Cruciball 19 - Regular battles have a chance to contain additional enemies.
Cruciball 20 - Bosses each become uniquely more difficult.
[New Forest Miniboss] Slime Hive These blobs of goop summon hordes of Slimedrops to defend themselves.
[New Rare Roundrel Relic] Crystal Catalyst - Spinfection damage is increased by 5 per area, per stack.
Thesaurosus’s peg board now reshuffles every time he hits you with his melee attack. This way you’ll never get stuck with a bad random layout for a whole fight.
Now when an orb hits a dull peg, it can’t hit that same peg again until it collides with something else first.
Highway Orberrys now shows their level on the run summary screen.
Removed Shield Basher and Debuff Distractor from Peglin’s class relic pool.
Removed Short Stack and Weaponized Envy from Balladin’s class relic pool.
Removed Weaponized Envy from Roundrel’s class relic pool.
There’s now a button in the options to delete your save data if you wish.
New animation for when you lose all your Ballwark.
New Shield Mage miniboss projectile art.
On defeat, the Run Summary screen uses a red banner instead of a green one.
Balance Changes
Leshy boss has been reworked slightly. The fight was too complex and too many vines were spawning. Now, Bramble no longer scales every time a bush is killed, she just gives a flat 2 Bramble every turn, bush minions spawn slower and there’s less of them in total, the stump enemy has been replaced with a plant, and finally, the boss’ attack damage has increased by 1. These changes should hopefully make the vines feel more fun and less oppressive, while speeding up the fight and making it less complicated to understand.
Slime boss ranged attack damage reduced from 3 to 2.
Qaballistic Ruins now transfer a portion of their debuffs to the next clockwise ruin on death.
Roundabout now adds 1 Exploitaball at all levels, and pierces 1 enemy at level 3.
Darkness Eterball’s crit damage has been increased.
Grabby Hands now also makes projectile attacks deal 1.5x damage to flying enemies.
Knight Cap now raises your max HP by 2 instead of healing for 4.
Skulltimate Greed now adds 2.5x the gold instead of 2x.
Prime Rod of Frost changed to only work on prime numbered shots.
Defresh Potion now reduces the number of refresh pegs by half (rounded down) rather than by 1.
Ring of Indignation renamed to Ring of Pain and its damage return has been buffed from 2x to 7x.
Ripostal Service counter damage increased from 1x remaining Ballwark to 5x remaining Ballwark.
Shrewd Scales Ballance Gain increased from 1 to 2.
Amount of pegs between Skulltimate Power self-damage increased from 25 to 30.
Amount of pegs between Popping Corn heals increased from 12 to 15.
Endless DevouRing now downgrades peg -3 instead of -4.
Enemies missing an attack via the blind status effect now count as a dodge for relics like Redoublet.
Shops should now be unable to appear in the first 3 nodes of each act.
Refreshes and crits can no longer appear below the bouncers in the Thesaurosus fight.
Spinfection on the player now bypasses Ballwark.
Bestiary Research Rate Changes
Added a small, flat increase to Loot and Card drop rates for each level of Cruciball. This shouldn’t change the gameplan much for those who choose to grind out the Encirclepedia, but is hopefully a nice little boost for those playing at high Cruciball and having lower win rates.
Additionally, the following enemies’ Research rates have been improved:
Euphorbia (Minion)
Enchanted Mirror
Light Knight
Domesticated Battrap
Batteye
Crevice Webber
Mines Lightning Rod
Giant Radiaworm
Bugfixes and Small Changes
Improved the targeting of Grabby Hands. Should not miss enemies sometimes anymore.
Fixed a bug where going in and out of the custom start menu using a controller caused certain buttons to not work.
Fixed many issues with controllers on the Encirclepedia and Custom Game UI.
Fixed a bunch of other controller navigation soft locking issues.
Fixed the Run Summary History not showing total damage dealt in the run (this was unfortunately an error when saving the data so it won't fix older runs).
Leshy Vine pegs will no longer sometimes disappear for navigation.
Spinfection and Bramble on the player now properly grants buffs with Cursed Mask.
Fixed a bug where duplicated crits with the Duplication Potion were missing their outline.
Fixed the aiming prediction line passing through bottom bouncers in the castle and mines peg minigame scenarios.
The custom cursor now resets properly when you misnavigate.
Fixed Spinfection damage on the player sounding like it chips Ballwark instead of damaging the player directly.
Fixed not being able to open the map or your deck when choosing to add an orb you got from a peg minigame.
Fixed the bestiary page arrows jumping extra pages.
Reorbanizer can no longer shuffle a refresh peg onto a dying brick peg, which was resulting in a refresh disappearing.
Fixed Thesaurosus' Flame attack being skipped if you reload on that turn.
Removed melee attack damage numbers in the bestiary from enemies that only attack at range.
Fixed Sporeshrooms taking 2 hits from pierce orbs sometimes.
Fixed Shield Mage death animation looping.
Fixed Pigment of Imagination’s achievement image outline.
Fixed enemy buffs getting added to player's applied stats.
Changes to the run statistics will no longer be counted when backing out to the main menu and continuing the run on the same session.
Fixed enemy buffs getting added to player's applied stats in run summaries.
Updated Steam Rich Presence to include text specific to the mines.
Thanks again for playing and changing the lives of this little Canadian crew 🍁💚 - The Peglin Team
v0.9.62 Hotfix
v0.9.62 Hotfix
Fixed an issue with the Reorbanizer and the Tactical Treat
Fixed a cosmetic issue in the Encirclepedia showing extraneous text
v0.9.60 Update
v0.9.60 Bugfix Release
Added the ability to flip through enemies quickly in the bestiary
Fixed the achievement popup on obtaining a card reward for the first time not happening (and happening on the second instance of obtaining a card)
Fixed special pegs disappearing sometimes
Fixed the dragon boss getting their melee attack skipped sometimes
Fixed bestiary stats not being recorded for the battle if the battle ended in a defeat
Fixed the Shield Mage’s death animation not playing properly
Peglin Plush is BACK 🎉
As part of Makeship's Time Warp event, we've brought back the Peglin plush!!!!!!! Makeship doesn't often bring back past campaigns, and we are SO excited our green baby was chosen! This will really be the last chance to get an original Peglin plush - grab one before the campaign ends!
Hello to all of our long-time Peglin players and those just joining us from this Steam Summer Sale! We’re here with a pretty big update, one that takes us very close to what we envisioned our 1.0 would look like. We’ve got our final “core game” boss and the first version of the Encirclepedia, where you can learn much more about the enemies you battle and the world of Radia!
We’re not quite at 1.0 yet: we’ve still got a bunch of minibosses, regular encounters, scenarios, orbs + relics, and the remaining Cruciball levels to add (not to mention a loooot of balance) but the game is getting there! We will also still be adding an optional, shorter Act 4 that will truly test even the strongest builds, though we’re still unsure whether this will be released in 1.0 or as a post-1.0 update.
We’d love to hear your thoughts on the new features and the new lore - we haven’t been able to keep up with the Steam Community Forums as much as we’d like but we are better equipped to handle feedback in our Discord so please come join us over there!
New Content/Features
The Encirclepedia is here! In addition to displaying your achievements it now allows you to view statistics and results from your recent runs, and to complete your own Bestiary to learn more about the creatures that inhabit Radia. Defeat enemies and collect loot to acquire research points, which will unlock enemy hints and information (including commentary on the game’s development from the team!).
[New Castle Boss!] Pigment of Imagination - The last of the castle boss trio, this painter can draw evil paintings that turn pegs into dull pegs and add Spinfection to the player.
[New Miniboss] ??? - Can spawn in ? nodes in all acts on Cruciball 2+.
[New Rare Relic] Counterfeit Crits - Hitting a non-bonus crit adds 2 bonus crits to the board.
[New Relic] Torn Sash - ???
[New Secret Relic] Call of the Void - ???
Added a copy button to seed displays when they’re hovered over by the mouse.
New art for the all black knights in the mines.
The Infernorb now also pierces through the Leshy’s vines.
Added the ability to inspect your current relics and upcoming orbs on controller and keyboard.
Added button prompts to move your target on enemies left or right.
Added vibration to controllers, with a slider in the settings to adjust its intensity percentage.
Added a death jingle when you lose a run.
Music now crossfades. No more popping!
Orbs trapped in the Leshy’s vines now have large and small variants for large and small orbs.
Added a sparkle animation whenever you add a coin to a peg.
Added the options gear button back to chests and scenarios.
Split out relics unavailable to a class from the secret relics page into their own page in the custom start menu.
Balance Changes
Resistance Knight starting reflect reduced to 2%.
Haglin's Satchel now gives only rare orbs and one extra upgrade.
Rainbow slimes now drop an extra coin for every 10% of their health lost by a single attack in addition to the original amount that they drop when defeated. They also drop a few more coins when defeated now. (With a pretty animation too!)
Prime Slime hits needed per activation increased from 13 to 17.
The Weighted Chip 0.5x + fire slot has been converted to 1x + fire.
Alchemist's cookbook conversion percent reduced from 6% to 5%.
Healing Qaballistic Ruin Heal Buff modifier increased to 10x per Muscircle.
Modest Mallet no longer damages the player on discard.
Navigationflation now works during scenario navigation (i.e. the Midas event)
Bats now absorb HP back when damaging the player.
To avoid softlocks, orbs will now be destroyed if they hit a single peg over 100 times in one shot. This shouldn’t affect regular gameplay, but will let you not have to restart a fight if your orb gets stuck bouncing.
Super Sapper & Sapper Enemy Rework
Peglin Sapper enemies reworked. They now deal damage to neighbouring enemies when they are defeated. Their movement speed has been reduced to 1 tile a turn but their HP has been increased from 300/450 to 500/750 and their damage from 35 to 40.
Super Sapper HP reduced to 5000/7500. Now spawns a ground minion every turn, and buffs all enemies when a rigged bomb is detonated. One more row added to the Super Sapper pegboard, and fewer empty spaces should appear on the board.
Flying Sapper C10+ HP increased from 375 to 400.
One new Sapper added to the Sapper + Lightning Rod fight and one sapper has been moved onto default spawns from upcoming spawns.
One sapper has been moved onto the starting board for the Mines Sapper-Only Fight.
Bugfixes
Roundrel Unlock string now correctly says 40+ Spinfection.
Fixed refreshes and crits disappearing from the Resistance Knight’s pegboard.
Fix refreshes and crits getting duplicated,sometimes by flickering pegs.
The Leshy can now be encountered in the Forest tear event.
Targeted attacks will now no longer miss entirely if there is only a dead stump on the board.
Pasting seeds now works with Command + V on OSX instead of Control + V.
Quitting and continuing a run after entering a secret tunnel now loads you in at the correct node.
Fixed Summoning Circles firing an orb that deals no damage looking like they would do damage.
Fixed the summoning circle rotating effect sticking around if you defeat the last enemy while it's still summoning orbs.
Fixed Kinetic Meteorite, Ancient Meteorite, and slime/shield applying orbs activating when a brick peg is Activated via Morbid.
Fixed demon squirrels fired by summoning circles getting buffed by spinventorigionality.
Fixed boss relic grants breaking when you already have all the boss relics.
Fix a tunnel going forward one node in the mines.
Fixed gold peg multiballs being too big when caught in Leshy vines.
Fixed the game having different randomization when playing seeds on PC vs android.
Fixed the “+x” on the upcoming enemy display appearing under enemy images.
Fixed text scenarios having different randomization between runs on the same seed.
Fix secret seed save and load error.
Fix Redoublet adding crits to the board during navigation.
Fixed the Crystal Alter event never showing up.
Cursor size should no longer be massive on OSX.
Fixed the targeting indicator in the Resistance Knight fight jumping to the wrong spot when targeting a rainbow slime.
Fixed not being able to get an extra relic from destroying all the bombs in a haglin scenario navigation.
Enemies now can spawn during a reload phase
Fixed the Slime after slime achievement bounce count not resetting in-between battle and navigation.
Fixed not being able to obtain a bonus relic from the Haglin scenario navigation
Consolation prizes now don't show the new ! indicator.
Coins are no longer visible over slime only pegs that have been turned into bombs.
Fixed Critiball activating an extra crit when drawn after firing the orb before it
Thank you all for playing! Peglin continues to be a very fun game for us to work on and we hope this update provides a breath of fresh air for those that have been with us since the very beginning. This lore of the world and its inhabitants has been bouncing around our heads for a long, long time so we’re very excited to get that into the game.
For our friends in the Northern Hemisphere we hope you have an amazing summer, and for those in the South it’s an excellent season to play games :D
Keep on bouncing, The Red Nexus Games Team
v0.9.56 Hotfix
A small hotfix has been deployed to address an issue with the game not updating the achievement data from steam properly if local saves were missing it.
v0.9.55 Bugfix Patch Notes
We've just put out a small patch to address a few issues from the previous update.
Unicorn Horn works now immediately after being picked up in a Pachinko Minigame
Fixed some instances of players getting a broken map generation tied to the new seeding changes
The secret tunnel connection now properly goes to the same row instead of moving you back one space