Hey all! It's been a little too long since we've done a big balance pass (since we've been pretty heads down working on the big Shop Update), but we definitely understand that the game has been growing increasingly frustrating as we throw more content at the wall without solid ways to mitigate the increased RNG that comes with it (ie not being able to get the pieces needed for a particular build because the content pool has grown so much).
We do have solid plans for how Haglin's Shop and classes will help solve that issue in the future, but we also have to be cognizant of keeping the game fun while we get to that point, and that's something we've been slipping on a little bit lately.
So: this update is purely to sand off some of the difficulty that has been creeping up higher than we've intended (especially outside of the Cruciball). We're a tiny team working our absolute butts off to make the best game we possibly can, so we deeply appreciate you all sticking with us through the growing pains and for all of the feedback and encouragement you provide as we perform the balancing act of building the game for tomorrow vs keeping it entertaining and fresh today (even when we have a few missteps or start to stray a bit from what makes the game a fun experience).
v0.7.56 Patch Notes
New Content
[Rare Relic] Critikris - Whenever a Crit is activated, deal damage to all enemies equal to your orb's current Crit damage.
[New Orb] Restorb - A low damage orb with a small amount of healing when fired that can be used once per battle. At lvl 3 the Restorb also increases your Max HP by a small amount.
Ukrainian support has been re-added to the game! (Thank you to the team at IndieArk for helping us out with a non-CJK language and adding the missing elements to our pixel fonts, and a huge thank you to our localizers!)
Balance Changes
Every map is now guaranteed to have at least 2 minibosses and 2 additional treasure chests
Super Sapper Pegboard has been made denser
Rigged Bomb self-damage has been reduced to 3
Qaballistic Ruins HP reduced in non-Cruciball runs
Bouldorb's Overflow has been converted back to Pierce at all levels
Orboros damage has been increased
Orblation self-damage reduced (and its orb and (absolutely gorgeous) attack art has been added)
Constricting Chains Crit damage boost increased
Salt Shaker and Gardener's Glove relics removed from random relic pool
Two archers removed from Castle Knight Miniboss encounter
Number of brick slimes reduced in both encounters
Plant Trio Miniboss HP reduced for Cruciball 3+
Additional bombs added to Shield/Archer/Cleric Castle battle
Bugfixes
Bullyball now correctly gets boosted by Orboros Discard self-damage.
Refreshorb should now always correctly have its level 3 upgrade available
Sapper Boss Grid cells no longer incorrectly stick around when they should be cleared
Matryorbshka multiballs no longer get stuck on the Main Menu
Our plushie campaign is now LIVE! It's been a long time coming, but the day is here. If you would like this plushie for yourself, check out the page here.
This campaign is only on for 21 days, which means this is your only chance to get this one of a kind item. A steam key for Peglin will be included with every purchase!
If you could also share this with your friends and on your socials, we'd appreciate it very much! Thank you again for all the support!
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Our wonderful composer Crashtoid just released the early access version of the Peglin OST on Bandcamp! Check it our here! Once it's fully completed, it will be uploaded to Steam and re-uploaded to Bandcamp. Take a listen!
Hey Everyone! We're sorry for the delay with updates, between some of the team catching Covid and preparing for and returning to live events, we've been operating a bit more slowly than we would like.
We really appreciate the patience though, and now that we're getting back up to full speed we're excited to finish up our synergy pass (providing better scaling options for a wider range of builds) and then we'll finally be diving into the currency + store update!
As a few general updates before getting into the patch notes:
Peglin Plushie Giveaway
There's just a few more days to enter the Peglin Plushie Giveaway run by Makeship! The full campaign will start on Sept. 16th which will give everyone the chance to pick up their own Peglin plushie.
ECCC & SIX
We had an awesome time showing Peglin off at Emerald City ComicCon and at the Seattle Indies Expo! Thank you so much to anyone who came by to say hi, and welcome to our new Peglin pals that just discovered the game in-person!
v0.7.52 Patch Notes
New Content
[New Orb] BullyBall - Gains damage each time you hurt yourself with self-damage.
[New Orb] Orblation - Damage yourself for a high damage attack
[New Orb] Shock Orbsorber - Gains damage each time a bomb is detonated and at higher levels reduces the amount of self-damage taken from Rigged Bombs that it detonates.
[New Orb] Electorbmagnet - Orb that always has the magnet effect active (duration stacks with the Electropegnet!)
[New Common Relic] Axe Me Anything - Ignore damage resistances when attacking (knight shields, lightning rods, etc)
[New Boss Relic] Constricting Chains - +2/+3, but can only aim in 4 directions.
Content/Balance Changes
Custom Loadout contents must now be unlocked by taking them in a natural run
Mines Map has been expanded to make navigation more meaningful
Stump + Plants layout drastically improved
Tooltips have been added to status icons
Critiball no longer triggers crit pegs, but it is always guaranteed a crit when fired
Bouldorb levels 1 & 2 changed to Overflow
Shadow Bat movement increased
Auto-target should no longer target unnecessary enemies (like fallen logs)
Mines Boss music has been added
Victory win jingle has been added after battle
Peg pitch shifting has been made more noticeable
Nosforbatu art updated
You can now view your deck after beating the final boss
Relic Tooltip appearance has been improved, especially at lower resolutions
Placeholder art added for Gamblin (but they're t-posin' for now)
Bugfixes
Projectile Orbs should now be able to hit Sapper Boss flying minions
Decoy Orb should no longer prevent enemy spawning
Prediction fixed for Concentrication + maps that start with extra Refresh/Crit pegs
Refresher Course (and all other relics) now display multiple keywords (ie Muscircle & Spinesse)
Mines Parchment Map close button should no longer appear offscreen on certain resolutions
Slenderlin attack animation should be improved in most circumstances
Keep your eyes peeled on our socials (and here) for the next week or so, as we have some cool announcements coming up regarding Peglin. It has to do with this photo!
August has been extremely busy for the team, with Tiny Teams 2022 being earlier this month and Emerald City Comic Con happening this weekend. Our composer, Crashtroid, will be there for on Friday and Saturday to show off and chat about the game! Make sure to keep an eye out for Peglin in the Indie Game Showcase! Additionally, please give a big shoutout to our developer friend, Jaspel, for releasing Backpack Hero into Early Access! It’s another Roguelike game that we think Peglin players will quite enjoy, so we've bundled up and if you own Peglin you can get Backpack Hero for an extra 5% off their launch discount! We've also created the new Hero's Backpack relic to commemorate their release!
And without further ado, the patch notes for v0.7.48:
New Content
- [Relic] Hero’s Backpack: Orbs receive +1/+2 for every following connected orb of the same type. - [Orb] Worbhammer: A new dense weapon orb that has Overflow by default and gains shield smashing abilities as you level it up.
Bugfixes & Improvements
- Infernorb has a new functionality that burns shield pegs in one hit. - Small art fixes for the Electropegnet and Forest background - Changed the Japanese font so that the few broken characters are fixed - The duplication mirror scenario no longer appears when you have no orbs. This should fix the softlocking that was caused. - Custom Loadout UI has been updated again - Shield Mage Miniboss damage reduced to 4.
It's super emotional for us to be back in Tiny Teams this year (especially at the Champion level!!) since Tiny Teams 2021 was one of the biggest tipping points that gave me the confidence to quit my day job and focus on Peglin full-time! It's really hard to believe that it's nearly been a year of full-time development already, and while we've still got a long ways to go it's extremely gratifying to look back and see how far Peglin has come in that time.
We are so thankful to all of you for allowing us to put our full attention on the game, and for all of the YouTubers and Streamers that have chosen to play early versions of Peglin while we continue to work away on the game!
We've been hard at work on the upcoming content, and we're excited to be rolling out our next big update during this year's Tiny Teams Festival :)
This content has just landed in our 'experimental' branch, and we're hoping to bring it into the main 'default' branch in the next day or so if there aren't any showstopping bugs. If you're really eager to check out the new content (and be first in line for new updates), the experimental branch can be accessed via the Properties -> Betas menu:
I hope everyone has a great Tiny Teams Festival this year, and I'm really looking forward to checking out some of the other games and demos once this latest Peglin update is solid. I was blown away by the variety and innovation in the games in last year's festival and I had a crazy amount of fun trying out random demos and picking up some new games.
Without further ado, here are some of the changes included in this 'experimental' update:
New Features & Content
New Boss: The Super Sapper! - This boss brings some unique pegboard mechanics and both a strong offense and defense to provide a nefarious challenge. You could be one of the first people to ever earn the achievement for taking down the Super Sapper!
New Miniboss: The Shield Mage - This miniboss is an expert in the arts of shielding both itself and pegs. Every attack it throws at you will cause more pegs to be shielded, and this enemy will gain more Ballwark each turn depending on how many shielded pegs there are! Take this foe down quickly or you'll find yourself completely walled out and at its mercy.
Shield Peg Mechanics: In addition to the Shield Mage's shield peg utilization, the Shield Knights have found out how to use their shields to block pegs on the pegboard! In some maps these shields will apply their shields to random pegs (shield shield shield), but in others they have their attention focused on protecting new bombs that have appeared in the castle. However, destroying one of the shields (without just sniping its knight) will cause several of these peg shields to break immediately!
Custom loadouts! - A long-requested feature makes its way into Peglin. If you've ever wanted to try out a particular combination of orbs and/or relics you no longer have to rely on mods to do so. This feature is still under development and will see many more improvements as we work our way to v1.0, but it will be an extremely useful tool in the meantime!
New Orb: Etherwheel - This orb knows the true meaning of "leave no trace". When it leaves the pegboard, it will refresh the board behind it and ensure the next shot is set up for success!
New Relic: Refresher Course - This new relic provides another benefit to keeping your board topped up: every 5 reloads will grant you 1 Muscircle or 1 Spinesse!
Balance Changes & Feature Improvements
Demon Wall Castle Boss HP reduced slightly
Castle Levels have had more bombs added to be more reasonable for non-AOE damage.
Mines Enemy, Miniboss, and Boss have had their Cruciball bonus HP reduced across the board
Slight Qaballistic Ruins damage & healing buffs
Bomb added to Turned Knight Mines Miniboss pegboard
Weighted Chip no longer has a x0 slot. Instead has 2 x0.5 slots that deal navigation damage when triggered.
Perfected Reactant dmg reduced from 20 -> 15
Critiball peg conversion nerfed to 9/7
Jack-Orb-Lantern damage reduced, increased looping proved to be a sufficient upgrade
Blind no longer provides +10% flat miss chance
Bugfixes
Enemies should no longer get stuck at 0 HP (Or leave their health bar behind when defeated)
External refresh effects (Refreshiv, Refreshield) are less likely to remove a refresh peg from the board.
Scrolling the parchment map with speedup active should now behave more reasonably
Pausing the game should now visually reflect the fact that it stops the x1.5/x2.0 speedups and should more easily allow players to re-enable the speedup.
Steam Deck should now properly highlight the Play button when navigated to. Other simulated mouse weirdness still under investigation (but can currently be fixed by tapping anywhere on the edge of the screen to move the fake mouse)
We're happy to announce that Peglin will participate in the [F5] GAMES SHOW 2022, it's a annual game event held by 24 Entertainment to showcase indie titles.
During the later live event at 04:30 AM, July 29th (PDT time), we’ll announce the new content for the next update. You can try out the sneak-peak update content, with a special orb, relic and pegboard designed for F5, in a special event branch on Steam at the same time, and we’ll push the main update to the default branch in early August after more balancing and polishing!
In case you don’t know how to access the special event branch: simply right-click Peglin in the Steam Library, find Properties - BETAS - f5-newstory!-F5 Exhibition's Content, and you are already in for the update content!
Peglin will also be on sale next week, alongside with the later Tiny Teams Festival, don’t miss the chance to grab the game.
Hi all! We're still working away on a bigger content update that will come out in late July/early August, but in the meantime we wanted to roll out another small bugfix update to address some of the most reported or most severe issues on our radar.
v0.7.36 Bugfixes:
Refresh limit added so that Refreshorb + Gift That Keeps Giving + Moving Pegs should no longer cause softlocks
Boss minions should no longer take an extra turn after the boss has been defeated.
Safety check added for enemies that have had their health reduced to 0 but haven't died yet (we are still working to identify the exact cause of this but it is framerate dependent and quite difficult to reproduce unfortunately)
Crit Brick Pegs were not being reset to non-crit after the shot had completed.
v0.7.35 Changes (last week's update):
Jack-Orb-Lantern Orb and Attack art updated
Safety Net art update (begone programmer art!)
Fixes for Brick Pegs trapping certain orbs and causing softlocks.
Map View Scrollwheel improvements (still not perfect, but should be better for now at least!)
Refresh SFX was sometimes not playing when the board was refreshed via a Crit Peg