Peglin cover
Peglin screenshot
Genre: Role-playing (RPG), Strategy, Indie, Arcade

Peglin

v0.7.13 Day One Hotfixes


  • Fix for freezes caused when trying to unlock achievements and unable to connect to Steam servers.
  • Bob-Orb no longer clobbers refresh pegs when converting them (the refresh will now trigger, and the bomb will be created)
  • Peglin Echo scenario no longer causes visual issues when closing Upgrade view screen. (And accidentally closing it will re-offer you the choice)
  • Poker Chip no longer visually activates when navigating after battle.
  • Cookie slightly re-buffed (de-nerfed?) to Heal 2 on board Refresh.

Peglin Early Access Release!!

Hi everyone!

We've been light on written updates lately while getting everything ready for the big Early Access release but I really can't tell you how thrilled we are to finally open up the Castle and Mines to everyone!

I'm writing this post to share the current state of Early Access so you'll know what to expect when the big day comes, and how we're planning our development going forward.

For the content of the game itself we've provided pre-release copies to Streamers and YouTubers so that you can get a solid preview of exactly what is going to be available on the 25th, but it's also important for us to talk about what's going to come next!

The base game that we'll be launching is definitely still a little rough around the edges, but overall I'm extremely happy with it. We have a core arcade-y experience that takes between 1-1.5 hours for a single run, and it really builds on the replayability that you've come to expect from the Peglin demo. The EA release on the 25th will launch with the same Level 5 Cruciball trial that is available in the demo currently (which is much harder than it's supposed to be!), but we will be following it up with the proper unlockable Cruciball implementation (up to level 8 out of 20) very shortly after release (within 2 weeks). After that we will be turning our attention to the Haglin update (obtainable currency & a store (with more reliable orb removal!) and up to Cruciball level 12), and then our next goal is to introduce classes to allow for more run customization (we're also going to keep the jack-of-all-trades Peglin class that we've all been working with that will combine most of the content from all the other classes). In between major updates we're planning to roll out bugfixes and smaller content updates on a very regular basis - and once our current EA-patching frenzy subsides we will be putting together a more detailed roadmap to share our future plans!

One thing that I'm (weirdly?) excited about is getting back to sharing proper patch notes. When we were rapidly developing Castle & Mines content while maintaining and updating the public Forest demo we didn't have the extra time to put a framework in place to log the necessary info for real patch notes. Now that we're fully turning our attention to the Early Access release and updates of Peglin, we will be posting the full changelog for every update! (You're welcome vizthex!)

I can not stress enough that the current demo of Peglin has only become as entertaining and balanced as it is thanks to the sheer amount of feedback that we've received from so many different people trying it out and sharing their thoughts! The areas past the forest might be a little rough around the edges to start but I'm confident that together we can really hone this game into something amazing.

Thank you so much for joining us on this journey, and we can't wait to tackle the next stage together!

Sincerely,
Dylan & The RNG team

Peglin Gif Contest!

Welcome to the first Peglin gif contest!

For this contest we'll be looking to see the craziest single shot that you can muster. It's up to you if you go for massive damage, a seemingly endless Matryoshka shot, or some ridiculous relic combinations!

The rules:




  • Your gif/video must include just the one shot and its aftermath. Just enough to show off your aiming, firing, and the resulting damage! - Gifs must be captured using the vanilla Peglin demo.
  • Four winners will be selected by the Peglin team (one for each method of entering), but we will look at the amount of Reddit upvotes, Twitter likes , or Discord :bob emojis (you'll know it when you see it) on the post to take community votes into consideration.
  • Winners will receive the key to the Castle (a steam key that grants a copy of the game and closed beta access!)


How to Enter?




  • By submitting your gif to the r/Peglin subreddit!
  • By Tweeting your gif with the hashtag "#PeglinGifContest".
  • By posting your gif to #gif-contest-submissions in The Red Nexus Discord
  • Or, by posting your gif featuring mods to the #gif-contest-modded-submissions Discord Channel (in this channel all bets are off, and your gif should use the mods found in #peglin-modding to show off the most ridiculous shot you can!)


You can submit the same gif, or a different one, to each of the different platforms! Contest closes in one week, on Jan. 21 at 5pm PT

Demo Update: Forest Bosses!

Wahoo! Some of the EA forest content has landed and that means it's time for a new demo update!

v0.5.56 Patch Notes - Forest Bosses!



First thing's first: There were some changes that can potentially break saved runs from the previous version. If you're experiencing crashes or black screen issues when trying to start a game, please delete your suspended run. We will handle these kinds of changes more gracefully in the future!

Now for the main attraction, the who's who and what's what of what's changed in this version.

Main Features:



  • Mole Boss - That's right, a whole new boss to tackle! Make sure you bring your piercing and targeting orbs to this fight, this Mole is one sneaky creature and it's bringing friends with it!
  • Slime Boss Overhaul - The Slime Boss has figured out how to use its slimy powers to interfere with Peglin's pachinko powers and now has updated mechanics and a new and nefarious pegboard. It did foolishly let down its guard a little though, and is no longer immune to Brambles!



Features



  • New Orb: Omegorb - This orb packs a hefty punch, but it will downgrade any peg it hits! Best saved for finishing blows...
  • New Orb: Darkness Eterball - Applies Blind 1/2/3 to enemies
  • New Relic: Overwhammer - Projectile (regular) attacks have Overflow (extra damage will pierce through to the next enemy)
  • New Relic: Gardener's Gloves - Attacks deal +10 damage to plants
  • New Relic: Suffer the Sling - Stones get +2 damage per peg
  • New Relic: Sand Arrows - Attacks apply Blind 1 to enemies. Blind Enemies have a 30% chance for their attacks to miss!
  • New Scenario: Haglin - Hag... Haglin?
  • New Pegboards - 3 new regular pegboards and the 2 new boss pegboards.
  • Show orb level in the Upcoming Orb Display
  • Tooltip improvements: Tooltips will now display additional information on keywords (Blind, Bramble, Confuse, etc) and should no longer appear out of screen.
  • Font changes for Simplified Chinese, Traditional Chinese, Korean, and Japanese.
  • New art for the Daggorb.
  • New art for the Light Shaft Potion and Heavy Shaft Potion - We've tried to make it clearer at a glance which potion is which.
  • New art for the bottom bouncers.
  • Targeting UI polish + increase size to draw attention to targeting.


Balance Changes:



  • Minotaur melee damage reduced to 22
  • Bat movement increased to 2 spaces, damage reduced to 3
  • Memorb additional damage increased to .34x/.5x/.67x (levels 1/2/3) for every peg hit so far in that battle.
  • Spurious Necklace split into two relics: Spurious Necklace (wall bounces contribute to damage) and Specious Ring (Bottom Bouncer bounces contribute to damage)
  • Treasure bonus chest can only be obtained once per area (Forest, Castle, Mines).
  • Gunpowder Relic bomb explosion radius reduced slightly to compensate for the movement to denser pegboards


Bugfixes:



  • Orb Duplication event has been removed for now. There was nothing mechanically broken with it, but it is missing a certain je ne sais quois that we'll have to find before we bring it back.
  • Pachinko orb spawn is now deterministic. Previously it would spawn in very slightly randomly to the left or right to avoid controller/keyboard shots bouncing straight up and down on every peg vertically. This was fairly imperceptible, but it did interfere with some players trying to optimally solve some boards and it was the only random element to our pachinko gameplay, so it has been removed.
  • Viewing Map or Deck while selecting a Miniboss relic, and then pressing back on controller/keyboard no longer also skips the relic selection.
  • Pegs no longer block clicking when attempting to fire the pachinko ball
  • Ghost orb properly hits slime boss while being eaten.
  • Buckler now properly blocks damage when last orb is discarded.
  • Minotaur death animation no longer looping.
  • Can no longer fire with keyboard when dying during a reload.
  • Menu opening is disabled during fades to reduce visual issues.
  • Icicle is now correctly named icircle, much to everyone's chagrin.

LIVE: Tabletop Fest Livestream #2!



Starting at 4pm PST our designer Dylan (hey that's me) will take to the stage stream to show off some of the upcoming content and discuss what's in the cards for Peglin leading up to our Early Access release!

Feel free to bring any questions you might have because we are always happy to answer them!