It has been quite the week (Peglin week!) for the team and our community. It’s been a wild ride but it’s also been a ton of fun. We’re still a little ways away from v1.0, but we’re happy to have rounded the corner to v.0.9 (up to v0.9.03) this past week and to be able to get back to more regular content updates now that the framework for classes is in-game! We can’t go into as much detail for patch notes as we usually do since we added so much content in one release, but here are the important bits:
v0.9 Patch Notes
We really appreciate everyone’s patience as we rolled out the update and frantically patched out bugs as they were reported. It wasn’t the smoothest release we’ve done (we really wanted to share what we’ve been working on and have something out for the 1 year anniversary of the Early Access release and we kept cramming content in instead of testing and polishing as much as we should've, so that is our bad. Future releases will be more stable!). After a few hotfixes things are looking a lot better though, so let’s look at some of the things that were added!
Two new classes!
Roundrel – survives through cunning, treachery, and luck; dispatching foes with orbs and relics that rely on well-placed crits and strategic status effects.
Balladin – dominates enemies with orbs and relics that focus on unbreakable defense and powerful attacks.
3 new achievements, 2 of which might have unlocks associated with them…
A ton of new orbs and relics to introduce some brand new synergies and provide support to existing ones
New status effect for enemies (Ballution – enemies take ten damage per Ballution per turn)
New status effect for players (Ballwark – block one damage per Ballwark on Peglin, Ballwark is then removed equal to damage taken)
New Mines Boss - Thesaurosus the Avaricious Dragon
New Mines Regular encounter
Castle Map Graphic Overhaul
Collection of UI/UX improvements
Fixes Critiball + Brick Peg softlock
Branch of Ember and Pocketwatch appear properly in the store now
And more!
Bug Fixes (between v0.9.0 and v0.9.03):
Intermittent Main Menu Softlock
Infinite bouncing orbs softlock (caused by shield pegs)
Custom Run Softlock when editing relics on a non-Peglin class
Roundrel Custom Games Softlock when choosing a relic
(...and more)
Other News
Makeship x Red Nexus Games
Our Peglin plush keychain campaign is now live! It’s only available for a limited amount of time, and then it’s gone. We need to sell a minimum of 500 to make it happen and we’re a little over halfway there!! If you’re interested in getting one for yourself, head over to Makeship’s website: Peglin Plush Keychain | Makeship
Mobile Release
The highly requested Early Access mobile releases came out on Android and iOS on April 25th (Peglin Day!). Unfortunately there are no plans to implement cross-saves but if you're looking for a Peglin fix on the go then the option is available! (The Steam Link app also works well if you're mostly looking at playing at home but away from the PC!)
Bundles and Discounts
Some of you might have noticed our bundle with Roundguard on the front page earlier this week which was really exciting! If you're looking for another Pachinko Roguelike then Roundguard is an excellent option and Peglin owners can pick it up through our bundle at an additional discount (on top of their 75% off!) for the next couple of days: https://store.steampowered.com/bundle/25794/Pegglelike_Roguelikes/
Peglin itself is still 25% off until May 1st, our biggest sale yet and likely our biggest discount until 1.0. If you’ve been on the fence or have a friend you'd like to get a friend into Peglin, now is a good time!
Peglin OST
The OST released on Steam yesterday! The game wouldn’t be what it is without the tracks created by our wonderful composer, Crashtroid. If you would like to support the team, and especially our composer, you can pick up a copy here! https://store.steampowered.com/app/2407280/Peglin_Original_Soundtrack/
And finally…
Newsletter Release
We released our very first newsletter! If email is your preferred form of game and game studio updates then we've got just the ticket! Sign up to get a monthly-quarterly update on what is going on with Peglin, the RNG team, and the community! RNG Newsletter Signup
Wow, coming up on one year in Early Access already huh? This has been such a crazy year and the team and I are so thankful to have the opportunity to work on Peglin full-time for so long. We still have a good amount of work to go to get it to 1.0, but we're excited to be turning the corner and releasing v0.9.0 this week :)
v0.9.0 Release Details
That said, I do want to provide a small update on what to expect in the next release, as we haven't been able to cram as much content in as we would've liked to. All of the content that we teased in The MIX trailer will be coming sooner rather than later, but it hasn't all been ironed out and we're still working frantically to get the other big pieces ready to go. On Tuesday we'll be launching:
The new Mines boss and one new Mines encounter (was going to be a miniboss but we wanted to balance it to be more fun instead of particularly challenging).
2 new classes (Balladin and Roundrel) which add a ton of new orbs and a few spicy new relics into the game.
We'll be launching the update into experimental around 20:00 GMT on the 25th. Ideally we would've been able to sneak more in there but we had a few unexpected delays and a week where the entire team (except one person, damn you Cassie) was sick and almost bedridden. We should've made an announcement earlier but we thought that if we burned some midnight oil we'd be able to get back on track but we didn't quite fully make it there unfortunately.
After this update goes out to experimental we'll be turning our focus solely onto the Spinventor and then we'll be adding in the enemies and battles that were teased in the MIX trailer. Depending on how stable the Balladin/Roundrel content is or how much love it needs we may push it to default after a few days, or we might stay in experimental until we can get all of the classes ready to go out together. Not the happiest news update unfortunately but I can promise that we're busting our butts over here trying to get out as much content ready to go for this update and very shortly after, and we're looking forward to getting back onto a more regular update cadence to push out more orbs, relics, and encounters as we create them.
Other News
Mini Plushie!
We've partnered up with Makeship again to release another plushie, this time a little keychain Peglin! It is actually one of the cutest things I've ever seen and I'm really looking forward to getting my hands on a few too many of them. They'll go on sale on the 25th (Peglin day!) or you can enter Makeship's giveaway until 2pm EST tomorrow over on Twitter!
Mobile Releases
We were originally going to release these after 1.0 and consoles had been released, but they were requested so often by existing players that we bumped them up and decided to bring mobile into the Early Access fold. If you're interested, you can pre-register to download the game (free to download, one-time purchase to unlock the full game) on Google Play and the Apple App Store.
Strategy Bundle
We usually avoid joining larger bundles since they're a little less convenient, but some of our indie friends were putting together a bundle of strategy games and we're big fans of the ones we've tried so we decided to join in! It's definitely a bit hefty but it is complete-the-bundle so if you already own Peglin (and/or any of the other games) then you can get the rest at an additional discount! https://store.steampowered.com/bundle/31972/_/
Peglin OST
We're also going to be releasing the OST on Steam this week if you're interested in purchasing it to support the team and especially our composer, we'll have a separate announcement when that goes live, likely sometime in the next day or so :) If you'd just like to get your hands on the tracks themselves you can also find them on Crashtroid's Bandcamp.
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 😅
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.
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!
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
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.