Update log
Full Cult of PiN update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey all,
Extracted changes
- Gameplay
- Balance
- Fixes
- UI and audio
It's been 2 weeks since the last update and I feel compelled to start by saying an enormous thank you to the more than 40,000 players of the demo so far across all platforms. FORTY-THOUSAND. Honestly, that number just boggles my mind and leaves me almost lost for words, so just, thank you.
An extra-special thanks also those who have been providing feedback via the in-game links, comments on Itch or on Steam - due to all of this I've been able to prioritise some key changes and I'd like to get these all wrapped up before the next demo update. So while it might be a couple of weeks before I have new builds to publish, rather than just dissapearing into the ether I thought it might be a good idea to share the roadmap for what I hope to be working on in the coming months.
The game isn't too far from v1.0, although as always polish, bugs and finalising builds can take way more time than expected so I've left a considerable runway for these once I have the game relatively feature complete. Also, I just want to add a quick note that I'm working on CoP only in my spare time, so as much as I'd love to create the ultimate-pinball-behemoth-of-a-game, I have to be realistic about what I can do in a reasonable time without burning out.
With all that said, on with the plan:
Septermber 2025
Ball Rituals: I really want each ball to have more flavour beyond the initial starting bonus, so I've been working on unique rituals for each ball that plays off it's key strength.
Gylph balance pass and icon update - I've been wrestling with the visuals for the Glyphs for far too long, so I'm moving to a more pictorial representation of what each one does. I'm still not 100% happy with it so far but it's better than it was, and will revisit later in the roadmap.
Graphics settings menu - by far the most-requested feature and one I should have had in long before now - this will let you customise your video/graphics preferences to allow for various quality settings and screen resolutions.
Linux and MacOS versions of the demo for both Itch and Steam
- CosmeticGlyph Infusionsboth the visuals and the balance of these are long overdue a pass
- CosmeticMid-run savingat the moment saving/loading haldway through table is a sure-fire way for things to go wrong, this will get fixed.
(WIP - The ritual for the Cheater ball deals damage depending on how many Spare Balls you have)
October 2025
Proper localisation as well as font support for Chinese, Japanese, Korean and Cyrillic-langauges
Bonus Table rework - Bonus Tables will be changed to include one large centre bumper that requires hitting several times to break. Upon doing so, the player will gain an extra Blessing. Also, the bonus table for the demo needs a serious visual update, I cringe whenever it loads.
A thorough balance pass of blessings, curses, balls, rituals, blockers and bumpers
- CosmeticBalls 7 and 86 balls are now feature complete and ready to go, the plan for these last two are a bit more complex so I've been putting it off because reasons.
Table 4 finished. Tables 1, 2 and 3 are all pretty much done, with the exception of a visual pass for 2 and 3. Table 4 still needs refined before I lock down the design and start working on the backboard art.
November 2025
- CosmeticHUD passI want to make sure all the information displayed is done so effectively, there's currently a bit
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