Peglin Wiki
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A list of pre-Early Access updates released for Peglin.

Updates will have their own page, and hotfixes will be added to said pages.

You can navigate to the previous and next update using the template on the right, which will be on every update's page.

Below is a list of ports, overview of development stages, and updates made to the demo.



Mobile Port[]

The game released on iOS on April 11, 2023 and Android on April 24, 2023, launching with all content up to v0.9.01.



Early Access[]

The game released into Early Access on April 25, 2022.


Beta[]

The closed beta was available to specific people on the official Discord, and received multiple updates before the game launched into early access.

Players could progress through the Forest and Castle, and encounter most events, enemies, and bosses.

The Mines were added just before the early access launch.



Demo[]

v0.6.19[]

  • Date: March 22, 2022[1]
  • This update reduced the damage of spiders to 1, as well as reducing the difficulty of some encounters
  • No patch notes were published


v0.6.18[]

  • Date: March 21, 2022[2]
  • This update added all previous beta-only content (excluding content from the castle), as well as fixing multiple bugs, and adding a few encounters to the forest
  • No patch notes were published


v0.5.56[]

  • Date: November 9, 2021[Patch Notes 1]
  • This update added several new orbs and fine-tuned the balance of the forest area
  • Another post was made on January 21, 2022 that announced the peglin gif contest, which would reward the winners with a key to the beta of the game[Steam 1]

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: Dark 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:

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.

Alpha Builds[]

v0.5.45[]

  • Date: September 18, 2021[Patch Notes 2]
  • This updated addressed the aiming line not working correctly
  • After the update was posted, another one was posted on October 1, 2021 announcing another livestream that would reveal the castle area of the game, which ran for 1 hour and 30 minutes[Livestream 1]
  • A second livestream was announced on October 5, 2021 that lasted for 2 hours, which covered the forest before the demo launched [Livestream 2]
  • A third livestream was posted on October 21, 2021 that discussed the music of the game (as well as covering the composition process) which lasted for 1 hour and 30 minutes[Livestream 3]
  • The game designer hosted another livestream on October 24, 2021, which lasted for 2 hours[Livestream 4]


Aimer Improvements!

We are really really excited to share this one with everyone. We know that aiming has been a steady source of frustration for you all so we've improved it in a few key ways:

  • Aimer now accurately simulates collision with pegs. You no longer need to worry about the aimer telling you you're all clear just to graze a peg and have it completely sabotage your shot! You can now see the exact collision point that your orbs will have against the first peg you would hit. This even works to show the pierce effect of the ice orb!
  • New common relic (Unicorn Horn?) that doubles the aimer and makes it simulate a bounce! (pictured below) It's just... it's just so beautiful :')
  • Fine-tune aiming controls: Mouse-wheel or Controller d-pad will now let you make tiny adjustments to really line up those shots how you want them!
  • Click outside of the pegboard - this should probably be higher up considering how much it was requested but it's now possible to click outside of the pegboard to make it easier to counteract gravity in your shot. Enemy targeting still works how you'd expect, so if they're getting in your way then you're just gonna have to take them out first (or use the keyboard, or fall-back to aiming left or right within the pegboard. Options!)
Aimer

The screenshot attached to the patch notes, which also teases the castle

As with all new features there may be edge cases that we haven't found, or just some rough edges that we need to work out - if you notice anything please share it with us in the Steam Forums or in our Discord! We genuinely love this game and want to make it the best we can!

The other big(ish) ticket items:

  • Upcoming Orb Levels! This one was definitely a little overdue, but now it's true - you'll notice the level in the upcoming list without having to hover over each of them. Time for strategy!
  • Icons in relic and orb descriptions! (These are kind of live already but now it's officially official!) This should hopefully make it easier for us to describe certain topics. Or if not then at least it saves us all some readin'!
  • Save bugs - down with save bugs!! We've taken out another chunk that should be some of the bigger hindrances. We will make your saves safe before too long I promise - they're just so tasty that the bugs can't help but snack on them. If you still see your save jump you to the win screen after reloading please let us know!
  • Map and Deck icons instead of MAP and DECK text - they even animate when you open them! Game changing!
  • An Apple a Day and Wall Chicken both buffed by 5 HP (15HP and 25 HP respectively now (and remember that these also boost how much you heal after battle!))
  • Keyboard hotkeys visible when using mouse - Hey did you know on PC you can use a mouse and a keyboard at the same time? Crazy...
  • Minotaur Art tweaks - We didn't change it too drastically but some people might've noticed that the minotaur came from the moon the internet and it didn't match our art-style 100% but now our artist has arted and the minotaur is "One of us! One of us!" (are we not chanting? why aren't we chanting?)

Miscellany and small bugs:

  • Super Boots downgraded to common relic, now affected by Spurious Necklace as a slight buff.
  • Decoy Orb bugfix - Decoy Orb now works as it should when you discard your last orb before reloading (there is still a similar bug with the buckler that will be fixed in the next update).
  • Pocketwatch now deals full damage every 2 seconds. (It breaks my heart to take this off of a clock-like cadence but it's just easier to explain than having it contribute 1/2 damage every second)
  • Spurious Necklace returned to 100% damage per bounce - After putting this relic through its paces we've determined that it is definitely strong and good, but not insane, so it's been re-buffed (or de-nerfed?)
  • Save System + Apple/Wall Chicken/Power Glove would repeatedly boost health/damage when reloading. I'm not sure if anyone was exploiting this too hard but it was there and now it is no longer there. RIP boosty bugs
  • New font for simplified chinese - these patch notes aren't localized so this bullet point probably doesn't mean much but hey feel free to play a run in simplified chinese and ooh and ahh at the new font maybe?!


v0.5.41[]

  • Date: August 30, 2021[Patch Notes 3]
  • Another update was released that added the enemy view and addressed some bugs with the demo

Big new features:

  • Upcoming enemy view! No more guessing what's coming up next or if it's safe to start blasting bombs.
  • Controller Pass v2 - We still don't have everything caught up to full controller usage but we're getting closer! This fixes the issues with being unable to open the map and deck view, makes it so you can target enemies with the shoulder buttons (L1/R1 LB/RB etc), and prevents the exciting new orb from being discarded when closing the tutorial window.
  • 2x relic choice whaaaat yeah Elite battles will now award you a choice of 2 relics so you can better steer your build towards victory.

The big bugs:

  • A myriad of save issues have been addressed. This feature is still experimental and there are still bugs we haven't ironed out yet, so please keep us posted as issues come up and we'll take care of them :)
  • Fire button in Treasure & Text Scenarios is no longer broken.
  • Matryorbshka softlock - This is an issue where the multiballs could spawn outside of the arena and it would lock up the game. I've taken a three-pronged approach to fixing this so I'm hoping it's well and truly gone but it is a difficult one to test so please by all means let me know if you see it again after v0.5.40! (Especially if you can provide video :) )

New Content:

v0.5.37[]

  • Date: July 27, 2021[Patch Notes 4]
  • This update fixed many bugs present in the demo, as well as add a few new relics
  • The devs announced they were part of the DreamHack Beyond Indie Playground that week
  • After the update was posted, another post was made on August 7, 2021 thanking everyone who played the demo and announcing that the game would be in the Yogscast Tiny Teams Festival, as well as having the artist put together profile icons for each team member[Steam 2]
  • The roadmap was also announced in the above post
  • Another post was made on August 23, 2021 announcing that the game would be at Gamescon 2021, as well as linking another roguelike games made by some friends of theirs[Steam 3], and one announcing a livestream hosted at Gamescon that lasted for two hours[Livestream 5]
  • Another post was made on August 27, 2021 that held another Gamescon livestream[Livestream 6]

New Relics:

  • Lucky Penny - 3x crit pegs instead of 1!
  • Monster's Pact - Deal 2x damage when below 25% health. Renamed to "Monster Training" in v0.5.41[3]
  • Super Boots - The previous effect for Super Boots was very underwhelming, so they've been overhauled. Now, for each peg you hit during navigation you will heal 1 on successful navigation. But if you hit pegs and then misnavigate you will take that as additional damage...

Features/Improvements:

  • Visible orb levels at a glance! It's now much easier to select orbs based on their levels, and to share your deck loadout with us if your game gets attacked by the v0.5.36 gremlins
Orb levels

The screenshot attached to the patch notes

  • Mid-run saving! This is still very much in beta so if you run into weird issues please send them our way so that we can fix it up! We've seen a few oddities that we haven't been able to reproduce consistently yet, but we promise we're keeping our eyes peeled.
  • The Bramble orb has been buffed up a bit: enemies that pass through a brambled enemy will now take some damage!
  • Altar Scenario was only ever pulling your first 2 available orbs. Now it is more random.

v0.5.20[]

  • Date: March 19, 2021[Patch Notes 5]
  • A "decently-sized" update was made to the game's demo that added a few quality-of-life features, some minibosses, and a couple of new orbs
  • An announcement was made after this update (on July 6, 2021) that Peglin would be at PAX East 2021[Steam 4]

Major Changes:

  • Placeholder Localization: The first pass on localization is in but the translations themselves are still very rough (mostly Google Translate, some things left untranslated if I didn't think machine translation would get anywhere close). We are always looking for more help with these so if you'd like to contribute please drop into our Discord!
  • Orb stats and description are visible at a glance now. This one is hard to miss :) in-battle we now show the details for the attack you're about to use, without having to hover over it.
  • Map and Deck are visible in battle now! This one is soooo big and I'm glad people kept requesting it. I use it all the time when I'm testing and didn't realize how much I was missing without it :p
  • Resizable game window (we don't have resolution settings in yet but they're on the list!)
  • Navigation is now done with a special Peglin orb, which isn't just more thematic - it clears up a lot of bugs as well.
  • Forest Map got a big visual overhaul! It's much cleaner now, and we've fixed up some of the weirdness with the coloured lines (which are just supposed to change colour depending on what type of event you're heading for but they were not quite doing that).
  • New Soundtrack! Our previous music great, but they were royalty-free and a lot of you noticed that they'd appeared in other games. This new soundtrack is 100% composed for Peglin by the talented Crashtroid and we hope you'll love it like we do!

Minor Changes:

  • New Orb: Swoltorb - Adds a stackable buff to each peg it hits that makes those pegs grant additional damage for the rest of the battle.
  • New Orb: Memorb - This is easily one of my new favourites. It does bonus damage depending on the number of pegs you've cleared in the entire battle. Have you cleared 100 pegs across all of your shots so far? This orb is going to start at a cool 50 damage.
  • Matryorbska Improvements: New art and some bug fixes! There's still a known bug when hitting long pegs that is super high on our list, but they're more or less usable now. Please let us know if you have any issues with them!
  • Lots lots lots of little menu polish. Still not perfect but it's getting better!
  • Screenshake improvements, so it's less likely that your camera gets knocked away from where it's supposed to be, lol..
  • Reverse Peg Cleanup - We've caught most of these pesky devils now... send us a screenshot if you see any backwards reset pegs so that we can get them all!
  • Peg pitch shift per hit is back! We broke this before the last demo, womp womp. We have unbroken it.


Early Access Announcement[]

  • Date: November 9, 2020
  • A post was made that announced the early access release would be pushed back to 2021 due to concerns over game balancing and the developers not wanting to release an unpolished product into Early Access


Further Info Released[]

  • Date: October 7, 2020
  • A post was made that gave a basic "pitch" of the game, as well as showcasing a few of the basic mechanics
  • A developer livestream was held that ran for 1 hour and 30 minutes[Livestream 7]
  • A discord Q & A was held that answered a few questions people had about the game, running for 2 hours[Steam 5]
  • Another developer Q & A livestream was held that ran for 2 hours[Livestream 8]



Initial Announcement[]


Demo Release[]

  • The public demo was released on May 20, 2020

References[]

Patch Notes:

Steam:

Livestreams:

Miscellaneous:





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