Peglin Patch Notes — March 16, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
v2.0.3 Patch Notes
Hey everyone! It's been a long time coming, but here's Peglin 2.0! We've finally added the long-awaited Act 4 and the final boss battle to the game, and we hope to have made it a big spectacle for all of you. We've also included a tonnnnne of balance changes which should mix up the experience and make older orbs and relics useful in a wider range of builds. We’ve also introduced a more straightforward way of unlocking all of the characters and a little bit of first-run streamlining for those that are newer to their Peglin journeys! We'll have more to say when we go out to the main stable branch, but for now, here's the (very long) list of changes: Please note: This update will be incompatible with existing save data, so please finish your current saved run before updating if you don't want to lose it!
New Content
\Act 4 - The Core - Some changes will take place once you’ve beaten the game at least once with each character… and they might just hold the key to unlocking the very depths of Radia! Act 4 features both powerful new enemies and the chance to really make the finishing touches on your awesome Peglin run, so long as you survive the challenges required to get there.
And not to worry if you’ve still got characters left to unlock. Each class now features a second means of being earned! You can work towards these new goals more slowly over time, while the option to immediately unlock a class with their respective achievement still remains. We hope this will finally let new players get to the meat of the game more consistently, especially with the addition of Act 4.
Challenges - Once Act 4 is unlocked, you will begin to encounter a whole new type of item: these mysterious, optional challenges apply only for one act, and while they can be quite troublesome, the most astute peglins out there might just be able to work some of them to their own advantage, and those brave enough to take them on might just find their way to greater depths than ever before.
Simplified the New Player Experience We are now reducing the overwhelm of new players by limiting the number and complexity of the relics you are offered before a run starts. This only applies if you haven’t won a run yet.
New Music for the Core! - Act 4 of course features brand new tunes by our wonderfully talented composer, Crashtroid.
New Achievements! - Four new, final achievements to go along with act 4!
\Spooky Haglin's Scary Hat - For every 2 health lost, add 1 coin to the board.
\Chain of Reaction - The first time each battle that you evade an attack, gain 100 Ballusion.
\Counter Tack - Whenever you dodge an attack, damage the enemy that attacked you.
\Weave of Fate - All Ballusion you gain is doubled, but you lose twice as much Ballusion when Ballusion triggers.
\Duck (And Cover) - Whenever you evade an attack, gain 15 Ballusion.
New Secret Relic] ???
\Rainbow Slime Encounter - A Rainbow Slime has no coins and desperately needs them. Will you pay some gold to remove an orb, or will you fight the defenseless slime?
\Giant Old Brick Slime - A giant Brick Slime has blocked your path! What will you do?
Oreb! is! back!!! We’ve brought back this old orb and its scenario but with some new twists. While your grubby little grabby hands still force you to take the Oreb from the scenario, Orebs are now upgradeable and grant gold when removed!
Load time and framerate of battles have been improved.
New regular Mines battle with a flickering spiral of pegs.
Some status effects have been renamed to include a pun. You might have already seen these since some platforms are able to pick up changes to our localization files live (so we’re able to fix typos without a full update, for example). Blind -> Darcness, Brambled -> Tangled, Confused -> Conefused, Projectile Reflect -> Rebound, New Status Effects? -> ???. We apologize for our naming sins (and our cos' and our tans').
We’ve also added a button to the main menu that allows you to follow us on Steam! Hit that button if you want to be kept in the loop on our future projects!
Balance Changes
Cruciball 4 misnavigation damage reduced slightly to 4 instead of 5 damage.
Orbs granted from Orb Pachinko Minigame are now granted at level 2 in the Castle and level 3 in the Mines.
Shop-only relics have had their cost reduced compared to other relics
The Tend to the Grove event basic heal has been increased from 25 to 40.
The Inferno scenario can now randomly grant level 1 or 2 Infernorbs instead of only level 1, the damage from taking the Infernorbs has been reduced from 10 to 8, and there’s a new option in the scenario to pay health to remove an orb from your deck.
The Lightning scenario will now only appear if you are carrying more than 30 gold, and includes an additional option to lose gold in exchange for upgrading an orb.
The Crow scenario now has a new option to give up a random orb.
\Roundrel Balance Changes\
The Ballusion cap has been increased from 100 to 999 by default.(You’re maybe going to need it…)
The Spinfection cap has been increased from 999 to 99k (99,000).
Douball Douball has received a bit of a rework. It is now a 0/0 at all levels, and doubles the enemy’s Spinfection at level 1. At level two it will additionally double Exploitaball and Darcness (formerly known as Blind). At level three it fully doubles ALL negative status effects on the target.
Glass Half Ball now applies 1/2/3 Transpherency to all enemies when drawn, and its Transpherency on hit has been increased from 1/3/5 to 3/5/7.
Douball Trouball now grants 5/7/9 Ballusion whenever one of its multiballs leaves the battlefield, and its damage stats have increased from 1/4, 1/5, 1/6 to 1/4, 1/6, 1/8.
Spinfectious Sting’s additional Spinfection on crit increased (2/2/2) to (2/3/4).
Beleaguered Boots now enabled you to carry Ballusion between battles in lieu of increasing the Ballusion cap.
\Balladin Balance Changes\
Irresponsiball now has Overflow at all levels.
Bullyball’s damage scaling per instance of self-damage increased from +1/+1, +1/+1, +1/+2 to +1/+1, +1/+2, +2/+2, its damage stats have been increased from 1/2, 2/4, 3/4 to 3/4, 3/4, 3/4, and it now does an extra 4/3/2 self-damage to you each time it’s fired (resetting each battle).
Best Orbfence now pierces all enemies but can only target grounded enemies.
Worbhammer base damage increased from 4/5/6 to 4/6/8.
Angry Tomahawk’s damage has been buffed. Its stats are now equal to 15% / 20% / 25% of your missing health. Also, having max health lower than 100 now no longer makes the orb do less damage, but having higher max health can still increase it.
Arcentuate now gives 1/3/5 Muscircle and deals 1/3/5 self-damage. Its stats have been reduced from 2/4, 3/6, 4/8 to 1/2, 2/4, 3/6.
Circcae’s damage stats increased from 1/2, 2/3, 3/4 to 2/1, 4/1, 6/1. It now also grants 1/2/3 Ballwark whenever one of its multiballs leaves the battlefield.
Orbust’s damage stats increased from 1/1, 2/2, 3/3 to 2/3, 3/4, 4/5.
Protectorb has lost its “Deals no damage” text (it’s still a 0/0 but now you can buff it with things like Muscircle). It also now gives 2/3/4 Ballwark when drawn.
Bucklorb no longer pierces all enemies and can now target any enemy instead of just grounded. Stats have been increased to 1/2, 2/3, 3/4.
Training Tabard’s Muscircle grant reduced from every 10 to every 12 Ballwark.
Daggorb has been removed from Balladin’s orb pool.
Critikris has been removed from Balladin's relic pool.
\Spinventor Balance Changes\
3 relics have been added to Spinventor’s shop only relic pool: Critsomallos Fleece, Perfected Reactant, and Hero's Backpack.
Discarding Rubberizorbs now also makes the next orb fired bouncy at all levels, it also gives increasing bounciness as it levels up, and its damage has been decreased from 1/2, 2/4, 3/6 to 1/2, 2/3, 3/5.
Discarding Activatorbs now buffs the next orb's stats at all levels, and its stats have increased from 0/1, 1/2, 2/4 to 1/2, 2/4, 3/6.
\General Balance Changes\
Snowballs now keep track of the number of pegs hit even if you didn’t hit a buffing threshold, allowing the next snowball fired to start from where the last one left off and vastly increasing the consistency of these orbs.
Snowballs damage stats increased from 1/2 at all levels to 1/2, 2/3, 3/4.
Focused Blast buffed to now give -2 self-damage from rigged bombs, and its damage multiplier is now 4x instead of 3x.
Crystal Catalyst reworked to provide a flat 2x damage increase to Spinfection damage instead of increasing each act.
Well-Done Steak heal increased from 6 to 10.
Parallel Boomiverse is now a shop only relic.
Spinsepsion Spinfection increase now affected by other status effect increasing relics (& enemy attributes).
Critikris’ damage and scaling is now multiplied by 2.
Kobanorb no longer adds a coin to first peg hit at level 3, but now randomly adds (1/3/5) coins when drawn.
Bramball now gains Overflow at level 2 instead of level 3.
C20 Demon Wall no longer eliminates Peglin’s starting status effects such as the effect given by Cursed Mask.
The Super Sapper is now able to attack on the same turn it regenerates the peg grid on Cruciball 20. Additionally the cooldown between each regeneration has been reduced from 7 to 5.
Super Sapper’s health increased from 5000/7500 to 6000/9000.
Thesaurosus now gains 1 Muscircle when an orb enters the inhaling slot on the pegboard (or 3 Muscircle on C20).
Resistance Knight now increases its Rebound (formally known as Reflect) by 2 instead of 1 when hit by projectile attack.
In-Flight Knights now only attack every other turn, and their damage has increased from 4 to 6.
Malevolent Portraits now create Spinfection pegs when defeated, instead of directly debuffing the player. These pegs then apply 1 Spinfection to you when activated (can only be activated once).
Flying Sapper Minion’s damage reduced to 30, speed increased from 2 to 3 slots per turn.
Added some additional enemies to Forest easy spiderweb battle to help prolong the fight and let you collect more gold.
The flickering pegs in the easy Mines 2 Sporeshroom + Crystal Slimeglob fight now stay on for longer than they stay off.
Additional pegs and regular bombs added to the Mines “Lots of Sappers” battle.
More pegs added to Forest moving pegs (“boids”) battle
The Mines invisible miniboss fight now has an additional enemy and the enemies in that fight have a little bit more health.
Night Knights difficulty rating for Cruciball 19 bonus enemy selection has been increased (meaning they will appear less frequently). Additionally, C19 Night Knights will no longer spawn at all in easy fights.
Cruciball 19 can no longer add many hard extra enemies at once.
Bugfixes and Small Changes
Debuff Distractor now counts its Ballusion gain after doubling effects have been applied such as Status Symbol.
Fixed Perfect forger dealing double damage when you’re not in a battle.
Fixed Puppet blocking the first instance of damage taken in a scenario.
SFX Added for when Spinny Bank and Kobanorb add coins to board.
Fixed issue where Dull Pegs would very rarely revert to regular pegs without a specific cause, and without properly updating their graphics.
Fixed targeting issue where sometimes you’d be unable to target every enemy when using the left and right cycling buttons on controller/keyboard.
Fixed the Invisible Miniboss targeting not working correctly sometimes.
Improved Glass Half Ball’s SFX.
The Demon Wall and Brick Slimebox enemies now respect the Screenshake Intensity setting.
Scenarios that have coins in their navigation pegboard will now always let you navigate even if there’s only one way to go, giving you a chance to grab those coins.
Scenarios, Chests, and Peg minigames now play the map music from the current act instead of always playing the Forest's map theme.
Demon wall will no longer eat you if you are holding the Seraphic Shield.
Fixed Chanballier’s status effects sometimes overlapping with enemies below them.
Fixed C19-spawned Malevolent Portraits counting as minions, which meant they wouldn’t generate max HP pegs with Grinding Monstera.
Fixed Resistance Knight not scaling up its Rebound (formerly known as Reflect) if it has any Transpherency applied.
Max health increasing pegs created by Grinding Monstera are no longer invisible in the Mines invisible miniboss fight.
Small change to stump/spider pegboard to make a bomb easier to hit.
Fixed being able to mouse over and get tooltips for phantom relics during the run summary screen.
Fixed bug where after dying you can still click the orb description display to open up a full view of the orb which had potential to softlock the game.
Fixed Well-done steak triggering when upgrading orbs in Anvil scenario.
Fixed triggering Sash of Focus while you have Oboe in an event leading to a heal of 1.
On mobile, pausing the game no longer resets you to 1x speed.
The "Custom Game" text on Run Summary is now properly localized.
Axe Me Anything no longer lights up if the enemy has no resistances.
Fixed the alignment of the area/floor text to better fit the text in other languages.