Apologies for the late patch notes, this update went live on Mar. 12 but I've been pretty scattered lately with a lot of exciting things in the works and I pushed it off longer than I should've π
First things first, we'll have an updated Peglin trailer airing in The MIX Online showcase today at 10am PST! Catch a glimpse of some of the new content in action and see the name & release date for our next major update! (The MIX will have a ton of other awesome indie games showcased as well, it's definitely worth checking out!)
There's also an in-person component to the showcase in San Francisco on Monday, come say hi if you're around! (And thanks to everyone that came by to say hi at ECCC earlier this month, it's always great to get a chance to chat with you!)
v0.8.30 Patch Notes
This is another mostly-bugfix release with just a little bit of new content, but I promise we've got our noses to the grindstone and have some really fun stuff in the works :)
New Rare Relic: Branch of Ember - When adding brambles to enemies, also apply 2 blind. When adding blind to an un-brambled enemy, also apply 1 bramble.
Shiny new options menu!
Post-battle healing display changed to only display how much health it will actually heal you for.
When adding an orb post-battle, if the Perfect Forge reduces your health from maximum the heal option should now properly display.
Forge Scenario should no longer error out when you have no more orbs left to upgrade.
Visual improvements made to reduce flickering with the shot prediction line, especially with Unicorn Horn active.
Slime on moving pegs should no longer display above the bottom bouncers when peg moves behind them.
Several misc keyboard/controller UI navigation fixes.
v0.8.29.1 Hotfix release
Fixed a bug that would seemingly cause a crash or a stuck client sometimes when unlocking achievements
v0.8.29 Hotfix Patch Notes
Aimer behaviour should no longer be wonky (and should work well on Mac touchpads unlike pre v0.8.28 builds)
Dungeon Die can now properly buff up to +3 (instead of just +2)
Perfect Forger displays the proper damage amount in its description
Forge event should no longer occur if you've taken the forge in your custom loadout
v0.8.28 Patch Notes
Hey all! I know it's been a while, apologies for that. We've been pretty bad at keeping regular updates going while working bigger updates (and juggling.. everything) but we've got a decent-sized update of fixes that we've been accumulating while working on the big one and we've added a few fun things in as well. We're going to try and keep updates rolling out more regularly as well and we're getting ridiculously excited to show off what we've been cooking, but it needs some more time on the stove since there is a lot to release all at once.
Before we get into the patch notes, if you're in the Seattle area and are thinking of attending Emerald City ComicCon, some of the team will be there with Peglin (and Peglin swag!). Feel free to swing by and say hi, we might have an experimental build running but no guarantees :)
Patch Notes
New Content & Content Changes
Three new events have been added! An advanced Orbelisk scenario, more orb removal through a mysterious atlas, and a portable forge should help (or hinder?) you on your journey(s).
Dungeon Die (New Rare Relic): When your deck is shuffled, each of your orb's Damage and Crit stats are given a randomly rolled modifier between -3 and 3.
Basalt Toadem (New Common Relic): If you have full health at the end of battle, your heal option is replaced with the ability to increase your Max HP.
Perfect Forger (New Scenario Relic): ??????
Sash of Focus has been changed to trigger every battle to make it a little more useful.
The Slime Boss has had its eating damage reduced slightly (but the attack is now unaffected by blind) and Avogadro (the mole)'s plants have had their health increased slightly on C10+ to slightly rebalance the difficulty between the 2 bosses.
New Bomb/Rigged Bomb icon to help make some orb and relic interactions more clear.
Bugfixes
Gardener's Gloves should now correctly protect you from the Bramble Tree again.
Fix for incorrect "Left Bumper" icon appearing on the custom game orb select screen when playing with controller.
Prime Rod of Frost should now correctly stack with overflow, applying pierce effects before any potential overflow.
Poltorbgeist should now be able to correctly hit the Super Sapper again when fired with low damage.
When playing with custom relics added, the events that exist solely to grant those relics should no longer appear.
Display fixes which should help with legibility, especially at smaller resolutions and should also help our pixels look a little nicer.
Worbhammer should now work better with grabby hand, and should no longer miss its targets
Menus behind the map should no longer accept input, which should help prevent things like camera issues when accepting relics.
It should now be easier to aim in the Treasure scenario, as you no longer have to click inside the pegboard to fire
Dying in a text event no longer allows you to continue from the same save (which was causing other issues with save data).
Pegs that are shielded at the start of battle should now display correctly if they have coins (no more z-fighting!)
Font fixes to add missing/broken Ukrainian characters
Fix for some pegs being hidden in one of the plant battles when some of the bombs were destroyed.
Fix for some bombs appearing reversed in the sapper battle (you know the one)
Slight tweak to the Slime Miniboss Pegboard to make it symmetrical
p.s if you're looking for other fun roguelike games to play in-between Peglin updates, these are some of our current favourites!
As you may know, the year of Rabbit is right around the corner!
We'd like to thank all of our players for supporting Peglin and our small team, and we send our best regards and wishes to everyone for the new year ahead!
We'll have plenty of new content coming in the new year, you can find more details and a larger update in our previous post: https://store.steampowered.com/news/app/1296610/view/6761625488920927179
Happy New Year everyone!
Happy Chinese New Year!
Hi all,
As you may know, the year of Rabbit is right around the corner!
We'd like to thank all of our players for supporting Peglin and our small team, and we send our best regards and wishes to everyone for the new year ahead!
We'll have plenty of new content coming in the new year, you can find more details and a larger update in our previous post: https://store.steampowered.com/news/app/1296610/view/6761625488920927179
Happy New Year everyone!
v0.8.22 Patch Notes and 2023 Update
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
v0.8.22 Patch Notes
Changes and New Content
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.
Bugfixes
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
v0.8.17 Bugfix Patch notes
A memory leak has been fixed in the Trajectory Prediction System.
Slime-Only Pegs now grant Swashbucklorb's bonus damage if they contain coins.
PegBuffs have been clamped between -999 and 999 to avoid visual bugs in extreme cases
Tutorial popups no longer break orb firing with Keyboard and Mouse.
Multiballs no longer continue to trigger morbid effects on moving pegs after leaving the peboard
Orboros discard self-damage now respects Puppet and Intentional Oboe damage mitigation
Minecart Scenario navigation has been changed to remain difficult but not (practically always) force you to the right (I can't navigate left, I'm not an ambinavigator!)
Curse of the Peglin King should now alternate its shot power as described.
Shot Prediction has been fixed with the Dodgy Shortcut relic, further improvements to the prediction display are on their way
Peglinero's Pendant has been changed to be a Rare Relic
Dying with the map open no longer results in a broken (and scrollable) camera
The toggle speedup mouse button no longer has to be clicked twice to return to the sped up state in subsequent runs.
Happy holidays!
Update 0.8.16
Fixed some player statuses not working as expected
v0.8.15 Update
We've fixed a few bugs in this release:
Spiral Slayer now properly shows the buff icon on battle load (previously, it was present but not shown)
A new attempt at fixing the Brick Slimes sometimes getting stuck and having animation issues
Slime-only pegs now work with Swashbucklorb
Peg Buffs now limited between -999 and 999 to avoid visual issues
Fixed a potential memory leak issue with the new prediction system and Pierce orbs