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Back in May of 2022, Peglin was incredibly popular and I just had to write a review on it, although I did at the time criticize a few things that by now (since the game is in Early Access still) have been fixed. But that’s not all since the game has added more features and a lot more content, so I wanted to talk about things that were added as a bit of an addendum before I write about the things the devs told me when I met up with them at Gamescom!
So, if you haven’t yet, you can read about what Peglin is and how I feel about it in my Peglin review:
Peglin is a pachinko-based Roguelike game where you’re a little goblin that throws balls at pegs to amass damage and defeat enemies to get through three unique areas and rise up in the Crucible! It’s incredibly satisfying, addicting and very cute!
Stuff I would have loved to see in the game back in May 2022 were:
- Being able to speed up the game
- Being able to hover over debuffs and buffs for more information
- That’s it basically.
The game was already incredibly polished and both of these features are in the game. You can speed the game up to double or even triple speed and there have been a fair few quality-of-life changes.

One of the biggest changes, in my opinion, is the fact that there are new classes that play in a unique matter. One of them is also getting a bit of a rework that makes their starting relic stand out even more (no spoilers by the way).
Also, you can now fire off the orb with space instead of having to click which did cause issues in the past but I attributed that to a skill issue on my part rather than faulty game design. Now that that’s fixed though, my personal skill issues won’t get in the way of victories anymore!

Perhaps the most drastic change that the game has seen in the past year is that you now have to collect coins by hitting specific pegs that you then can use to buy, upgrade and remove orbs. In shops, you also have the option to add relics to your build, adding some resource management and more opportunities to your runs while also nerfing removal builds.
This changed the game a lot, in my opinion, and for the better, might I add, given how prevalent resource management systems are in roguelikes, especially the more traditional kinds.
When I saw the Peglin booth at Gamescom, I just had to talk to the Red Nexus Games Inc. developers!
When I asked her about whether or not they plan on adding more classes, one of the developers responded that they’re satisfied with the current roster but she still ended up adding a bit of space to the character select screen just in case there are any ideas that pop up later down the line.

I also asked about any new plans for future updates and apparently, they plan to keep updating the game past Early Access, although EA is also gonna feature a third boss variant for the first and second area of the game, as well as perhaps an Endless Mode, and adjustments and changes to the enemies in the first area.
What’s more, is that there are some fun combos that they have ideas for.
One of the developers complained that there is no way to go infinite in Peglin yet, so back then they added Orboboros, as well as the shield relic that makes you immune while reloading and the cheese relic that does 20 damage to all enemies times the amount of reloads you did whenever you reload. This paired with a deck that has no balls at all is incredibly strong.
You’re literally cheesing the game – which is the intention of this combination.

I asked them if they plan on nerfing that specific playstyle and the developers responded that they don’t plan to do so since it’s already hard to pull that off as you may never see enough removal events or even the Orboros event, on top of the two relics you need to pull off.
It’s a fun combo and essentially what an infinite is. Games like this need to have a way to go infinite, according to one dev on the team.
Overall, I still very much recommend the game to any fans of Monster Train or Slay the Spire. It’s also incredibly cute with runs lasting not all that long compared to other roguelikes. It was also released on Mobile and is a ton of fun, especially with how many cool new effects, orbs, relics and builds there are.
I can’t wait to play more later!
This post was first published on Indiecator by Dan Indiecator aka MagiWasTaken. If you like what you see here and want to see more, you can check me out on Twitch and YouTube as well.
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