Haglin's Satchel should now grant the correct number of orbs and upgrades.
Haglin Scenario should no longer hide the Upgrade option when declining an upgrade.
Fixed issues where returning to menu during battle could result in the game going unresponsive.
Brick Pegs that have been previously cleared now have a slightly different colour to show which ones will be cleared during navigation.
Mirror Removal scenario now states the correct amount of damage for choosing an orb to remove.
v0.7.27 General Content Update
Hi everyone!
This update took us a little longer than we would've liked but we've been burning the midnight oil and we're happy to finally have it in everyone's hands! It was meant to be a small & simple content update, but we liked some of the new mechanics quite a bit and let ourselves get carried away starting to lay the framework for new synergies and builds. So without further ado, here's what you'll find added and changed in v0.7.27:
New Features
Speedup Mode! This has been requested a lot and we've heard you loud and clear! In the options menu you can choose between a 1.5x, 2x, or 3x toggle or hold, and in-game you can speed up map movement, peboard action, and enemy turns!
New Content
New Encounters
There's a new-old enemy that's been hinted at in our art for quite a while, and 3 new Forest encounters featuring it!
New Orbs
The meat and potatoes of this new update, there are 7 new orbs to use against your foes:
Sworb: A simple but effective damage dealer.
Sphear: A simple attack with increasing pierce each level.
Critiball: A low-damage (usually..) orb that can fill the board with crit pegs to enhance your next few shots.
Morbidorb: (Yep we caved, it's finally morbin' time..) An orb that Activates previously popped pegs that it passes through.
Necorbmancer: Only collides with popped pegs, and refreshes them back into unpopped pegs. Tricky to use but it can be a good way to set up your next shot, and it has pretty high damage to boot!
Concentrication: Pierces through all regular pegs and only bounces off of Refresh, Crits, and Bombs. Perfect for hitting a hard-to-hit refresh, or for showing off your style shots.
Ohmygorb: The Omegorb's angry cousin. Attacks all enemies with high damage, but destroys any peg it hits...
New Relics
(Common) Spiral Slayer: Start each combat with 1 Muscircle (+1/+0 for all attacks)
(Common) Shrewd Scales: Gain 1 Ballance on each reload (+1/+1 for all attacks)
(Common) Pocket Sand: When you take melee damage, apply Blind 10 to the attacker.
(Rare) Smoke Mod: Bombs apply Blind 1 to enemies when dealing damage.
(Rare) Intentional Oboe: Whenever you would lose HP, reduce that amount by 1
(Rare) Betsy's Hedge: Attacks get +1/+0 for each Crit peg on the board.
(Rare) Short Stack: -1/+1 for each Crit peg on the board.
(Boss) Consuming Chalice: All attacks get +0/+4 but -1 Refresh peg on the board.
(Boss) Unpretentious Pendant: All attacks get +2/+0 but -1 Crit peg on the board.
(Boss) Haglin's Satchel: Add 2 random orbs to your deck and then randomly upgrade orbs 4 times.
Content Changes
Pegboard improvements for Mines Moving Diamonds and Minotaur miniboss. Minotaur health and movement updated to compensate.
Damage slightly lowered in Duplication & Removal mirror scenarios
New keywords (Hit, Activate, and Pop) to make certain content more understandable.
Overflow and Echo have been given their own keywords.
As part of the above, Orbsium now applies Glorious SuffeRing boosts multiple times (but not all relic effects have been moved to the new Activate logic yet)
Orboros now deals 4 self-damage on discard.
Blind Status Overhaul: Blind now provides (10+X)% miss chance, and the effect no longer diminishes over time. Blind granting items have had their Blind Intensity increased to help compensate.
Bats & Shadow Bats are now immune to blind.
Infernal Ingot now has a scenario interaction.
Sped up the Mines initial map camera pan.
Updated art for several orbs and relics.
Bug Fixes
Save System improvements: you should now have a much more recent save when your game closes due to a crash.
Dumb Bell relic changed to grant 2 Muscircle on reload.
Fixed issue where players would be unable to fire their orb when entering a battle
Refillibuster now correctly counts hit long pegs when dealing its refresh damage.
Allorbnothing Lvl3 bonus has been fixed (again, the stubborn jerk)
The info popup appearing for upcoming orbs has been made more reliable.
Reduced the odds of triggering a pegboard slot and being thrown out of it (affecting things such as Weighted Chip and navigation)
Haglin and Scary Haglin navigation treasure bonus unlock SFX now properly respects your set SFX volume (wow that one was a mouthful. How about: "bonus chest celebration chime no longer loud as heck")
Turned Knight Miniboss death animation no longer loops
Map View 'X' button now reliably responds to mouse in Castle and Mines
"It was not your time" achievement now correctly triggers only when caused by attack damage (not with chip damage, like the Mental Mantle)
v0.7.24 - Tiny Hotfix
Nothing too exciting in this update, just fixes to two small issues that we didn't want to leave broken until our next content update:
Allorbnothing Lvl 3 ability fixed for all cases
Suffer the Sling damage bonus returned to +1/+2 (as stated) instead of +2/+1 (bugged state)
v0.7.23 - Small Content Update + Bugfixes!
New Content & Changes:
New forest backgrounds! The forest will now start lighter and will become dark as you progress deeper into the woods.
Modified Enemy Health UI to make text easier to read, especially on lower resolutions or smaller screens.
The Allorbnothing at level 3 now gains an ability that causes any buffs to regular damage to instead apply to crit. (So the basic blade applies (+0/+1) instead, and the Power Glove instead applies (+0/+2)!
New Orb: Extra-Orbinary - We liked the new effect of the Allorbnothing so much that we had to make its counterpart. The Extra-Orbinary has high regular damage and at level 3 gains "Effects that would apply (+X/+Y) instead apply (+(X+Y)/+0)
These two orbs have some experimental new art as we consider upgrading all of our orb art to 16x16 (currently many of them are 9x9, but that doesn't give us enough detail to support the number of orbs we're aiming for), definitely let us know how you feel about the new art!
New Relic - Puppet: Prevent the first time you would take damage each battle.
Decoy Orb art upgrade - With the puppet we introduced a new system where some orbs would go grayscale when no longer usable, but the decoy orb was already so gray that you couldn't tell! So we updated its art to be a bit more of a decoy :)
New Relic - Complex Claw: Attacks get (+0/+1), the counterpart of the Basic Blade
Parchment added to Cruciball level description to help make it easier to read.
Easy Shield Encounter map tweaked to help avoid multiballs getting stuck while we work on a more robust fix
Bugfixes:
Safeguard in place for black screen issue when beating the final boss. Some save files were becoming corrupted, often due to changing Steam branches (but not always), so we've made some improvements there, and removed the joke-relics branch (but those relics can be modded in if you'd like to keep playing with them!
Self-damage from orbs correctly triggers Ring of Indignation again.
The Cake relic no longer disappears visually when saving & reloading
Turned man movement returned to 2 slots
Destroying a shield no longer triggers effects on enemy destroyed (like the Refreshiv)
Orbsium now correctly triggers crits multiple times after Gift That Keeps Giving has been obtained
Refreshiv + Refillibuster no longer wastes the damage from the triggered refresh
Defeating an enemy with non-attack damage should no longer result in there being no enemies on the board with an extra shot required to end the battle.
Fixed Nosforbatu description issue that was causing it to report 0x damage to all in several languages.
Allorbnothing multiballs should now correctly light up if a crit peg has already been hit
Attempted fix for keming issues, since our fonts decided to sabotage us in our last update for some reason.
Updated Roadmap to 1.0!
Hello everyone!
Apologies for the lack of updates on what we've been working on behind the scenes, the team has been heads down working on the Cruciball update and a smaller follow-up bugfix and content update. Please don't hesitate to keep submitting bugs and feedback (we have best practices pinned in a discussion thread) and we'll keep fixing things up as best we can!
Now that the Cruciball update is out, we thought it would be great to clear up some confusion and give you a better idea of what to expect on the way to the v1.0 release. So exciting, right!?
The following are some of the things we have in the pipeline:
Second Mine boss
- There will be a second Mine boss added named the Super Sapper!
Slime Synergy Update
- For people that love the splatorb, we'll have a bunch of new orbs and relics made to synergize to make the slimy loadout you've always dreamed of!
Store & Currency System
- Gold will be earned through peg board clear percentage, and you’ll be able to spend it on new Orbs or Relics, or to remove orbs from your satchel! The store will help reduce some of the randomness that is only going to increase as we add more and more content. And you’ll get to meet Haglin, the cutest shop-owner!
Third Castle miniboss
- Keep your eyes on the appearance of a Third Castle miniboss, Shield Mage~.
Bestiary
- The Bestiary is a guide which you’ll fill out by encountering and defeating enemies. It’ll allow you to see stats and descriptions of the enemies you have fought and will have unlocks paired with particular challenges on enemies.
Classes
- Yes! We can choose a class for our little Peglin friend. There will be three available: Balladin, Roundrel, and Spinventor. The three will give different bonuses and statuses that could be of help during your runs.
Run History and Stats
- In the main menu, we will be adding an option where you can view the stats of your previous runs. For example, you will see what nodes you found along the way, the time it took for you to complete (or lose) a run, what orbs and relics you had, and more!
General Content
- We’ll continue to add new enemies, encounters, scenarios, and minigames regularly on our road to 1.0. Each area will have a total of 3 bosses, 5 minibosses, and roughly twice as many battles as are currently in the game!
Challenge Boss
- After the third area, we will be adding a mini Eldritch horror hole! It'll be shorter than other areas with only 3-5 nodes, but this will be the home of an extremely challenging optional boss.
Those are are some the biggest things to look forward to on our road to 1.0. The team has been working tirelessly behind the scenes to make Peglin better and better, and your feedback and suggestions have been incredibly helpful to us. Thank you for your continued support, we are truly grateful for it!
Until next time, Cassie & the RNG Team
v0.7.20 Patch Notes
The Cruciball is here! Put your Peglin skills to the test or find your ideal difficulty in this unlockable difficulty ladder. The Cruciball will appear on the new character select screen after you've completed a base run in v0.7.20, and the first 7 levels are available (with 8-12 coming as part of the upcoming Haglin update).
New Content/Improvements
The Cruciball!
Main Menu overhaul, including the set up for our upcoming character/class selection!
New music for the mines, and updates to the Forest and Castle boss tracks
The Allorbnothing, the Daggorb's older cousin
Two new Mines Encounters
Two new scenarios added, and the Peglin Chef is now looking for something...
Three new relics added, with a focus on Refreshing the board
SFX pass on a lot of orbs, enemies, and relics (and bomb detonation!)
Bomb throwing has been sped up, and fixes have been put in place to prevent softlocks when throwing an absurd amount of bombs and to prevent players taking damage after the Battle Rewards popup has displayed.
Visual improvements made to UI to increase legibility on Steam Deck and TVs
Navigation Colours added to Scenario and Treasure room navigation
Slenderlin art improvements
Peg Minigame Reward screen wired to just use Accept/Back buttons for keyboard & controller, making it less likely to accidentally skip the reward.
Bugfixes
Controller improvements, it should be much less likely to get stuck when playing solely with controller. If you're still experiencing issues after please try disabling Steam Input and trying again!
Fixed poltorbgeist getting stuck when interacting with Black Holes
Fixed issue where upgraded Nosforbatus could have their self-damage increased by other orbs being fired.
When obtaining the Unicorn Horn(?) relic in a chest, that chest's navigation will now have the upgraded aimer active
Mouse cursor is no longer hidden when controller input is detected
Buckler effect should now remain active long enough to block damage from slow firing enemies, like the Castle Clerics.
Clerics should no longer shoot if they die while walking
Red Health Vignette should now update properly when healing
Fixed issue with saving & loading with Max Health increasing relics
Orb per-peg damage no longer rolls over to a second line when larger than 99
Peglin no longer gets visually eaten when walking over the defeated Slime Boss for navigation (when returning from the Mines)
Auto-select now prioritizes other lightning rods, if one has been defeated in battles where there are multiple.
Mines map now has a proper parchment background, now that the map is not just a black void
Bouldorb should no longer get rocketed to who-knows-where when refreshing on a dense map
Fixed issue with Daggorb's attack collision when aiming at flying enemies with the Grabby Hand relic
Balance Changes
Orbs:
Bramball Lvl 3 gains Overflow, and increased bramble passthrough damage
Lightning Orb has damage lowered but increased chain lightning, including at level 1
Relics:
Magnet time has been increased to 4 seconds of full strength and 8 seconds of diminishing strength. Strength diminishes less severely than before.
Sealed Conviction now reduces num discards by 1 instead of eliminating them entirely
Cursed Mask now only provides its damage boost while Peglin is inflicted with a negative status effect
SuffeRing peg upgrade has been increased to +2
Cheese damage is now scaled to # of reloads, to make cheese strategies a little less tedious
Well-Done Steak no longer heals at start of battle, but has had its healing increased by 50%
Heart Pendant has had its effect reduced to 1%/orb, and has been converted to a common relic
Refreshing Punch and Powder Collector converted to Rare Relics
Dumb Bell now buffs on every reload, but doesn't trigger on the initial shuffle
Poker chip is less likely to have the x0 multiplier appear in the center slot
Encounters:
Additional Plant spawn removed from "wifi" battle
Plant Trio Miniboss brick "bowls" last longer before disappearing
Castle Assassins damage increased
Knight's Shields' Health reduced
Demon Wall edge pegs (ones that are half hidden) can no longer become special pegs
Ballista now fires on turn one and applies increased Confusion
Lightning Rods no longer reflect projectile damage
Mirror Enemy reflection % is now a visible status effect, and it increases every turn.
Slenderlin has had another minion added, and has increased health.
Turned Knight has had its health reduced, and its damage increased slightly
Animated Ruins Boss now buffs all remaining blocks when one is defeated
Going Rogue Event and v0.7.17 Update!
Hi everyone!
Well it's safe to say this has been the craziest week of all of our lives! With our week 1 hotfixes we haven't had much time to take a breather and let it all soak in yet, but we are completely blown away by all of the support. The launch has been orders of magnitude above what we were expecting, so please bear with us while we balance content, fixes, and replying to feedback across all of our various channels!
Going Rogue Event
We don't have too much planned for this event since it's so close to our launch, but it is amazing to see Peglin up there with some of our all-time favourite games!! Steam Going Rogue Event
Pegglelike Roguelikes Bundle
The one thing that we have done for the event (other than frantically patching the biggest reported bugs 😅) is partner up with the other Pachinko Roguelike, Roundguard, and join a bundle with them! If you're looking for more bouncy roguelike action to tide you over while waiting for Peglin updates, it's a great time to pick it up! Pegglelike Roguelikes Bundle
v0.7.17 Patch Notes
Content & Tweaks:
New Regular Castle Encounter
New Mines Miniboss (Slenderlin)
New Rare Relic: Dumb Bell
Screenshake and Low-Health Vignette Intensity Options
Peglin gets Blind 99 added in Invisible Miniboss Fight, to help explain the mechanic
4 Bombs added to Invisible Miniboss fight
Castle Assassins now have a proper death animation
Oreb event removed for now
Bug Fixes:
Firing too many bombs at once could cause a softlock
Brick Pegs that were converted to bombs at the beginning of the battle (with Bomb Baton or Bombulet) no longer have invisible collision during navigation
Mirror Corridor Scenario Navigation should no longer spawn the navigation orb inside pegs
Fixed Exception when applying status effects to invisible enemies
Opening Inventory with "I" no longer auto-selects the first orb
Upcoming Enemies UI no longer blocks firing
Mirrorb copies of Nosforbatu no longer increase the self-damage of the copied Nosforbatu
Stuck Orb Timer was not resetting when orb started moving again, which was problematic in moving stages
We are still ironing out bugs with certain controller configurations, thank you for bearing with us as we know how frustrating that can be!
v0.7.16 - Bugfix & Balance pass
Bugfixes:
Animated Ruins (Mines boss) now properly grants the achievement for defeating every segment on the first turn.
Walking On Pegshells achievement should now always properly grant when achieved
Defeating Avogadro's Tree no longer also grants the achievement for defeating Avogadro
Upgrades are no longer offered after beating the Act 3 boss
Upgrade UI is hidden when self-destructing after beating all enemies
Poltorbgeist should now hit all enemies when furthest enemy is a shield bearer
Reduced the possibility that multiballs could escape from the pegboard when Gift That Keeps Giving is active. Ensured that escapees are destroyed so that they no longer softlock the game.
Overflow should now reduce its damage/avoid passthrough as expected when attacking shields
Rare instances of Enemies softlocking the game when destroying themselves to Ring of Indignation should no longer occur
General detection of controllers should be improved. I don't think this will fully solve the DirectInput issues we've been seeing reported but fingers crossed!
Balance Changes:
Starting relic is now always offered
Animated Ruins have been buffed slightly
Omegorb Lvl 3 Peg Debuff decreased(?) from -3 to -2
Swoletorb base damage increased to 2/4 for all levels
Magnet has been more severely nerfed following feedback from the community
Reorbanizer crit damage reduced by 1 across all levels
Misc Changes:
Abandon Run button removed, save description added to Return to Menu button
Invisible Miniboss enemies speed increased
v0.7.14 Bugfix Patch
Bugfixes: - Relic Minigame Tooltips not hiding after leaving the minigame - Achievement added for defeating the Animated Ruins (current final boss) - Webbed pegs can no longer become durable, to prevent them killing shots with the Gift That Keeps Giving - Bombulet now doubles Rigged Bombs as Regular Bombs - Slime Boss Peg Slime alpha reduced to make spotting Special Pegs easier - Slime Boss navigation fixed when revisiting boss stage
Magnet Changes: - Bombs now have weak attraction instead of strong attraction, to help prevent rigged bomb deaths - Increased attract strength for first 3 seconds (10% higher than it was for regular pegs, 20% higher for special pegs), then starts to slowly lose power over next 17 seconds
These aren't intended to be magnet nerfs (which is why we buffed its strength to start), just intended to keep the game moving along a bit quicker when you have it active, to prevent it from getting stuck until the timeout, and to prevent it from blowing you up!
Day One Update!
Hey all!
Today has been absolutely insane. Truly, 100% bananas. We expected day one of our Early Access release to have our existing playtest expanded out to the rest of our Discord and our demo community, to the folks who already had dozens of hours in the demo and were super eager to test the other areas. We did not expect the absolute craziness that today has brought- it has been a huge whirlwind of emotions and it feels a little like people have come into our house before we've had a chance to clean up!
We've got a ton to live up to, and a whole lot more Peglin to build, so there's not much to do but get back to work! We've put together a small update today to catch some of the most egregious issues that people are running into, and we'll keep hotfixing as we go while we keep working on bigger content features!