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Hello, this is the PengPong team. We have released the DEMO 3 update.
What changed
- Gameplay
- Store
- Events
- Balance
- Fixes
PengPong changes
After our third global Focus Group Test, and after gathering a wide range of feedback from Discord and the Steam forums, the PengPong team has been working on various improvements to further enhance the gameplay experience. We are now excited to share this new demo version with you.
If you compare it with DEMO 2, you will probably notice many of the changes right away as you play. Still, if you are reading this note, it likely means you want to hear directly from us about what exactly has changed.
Great. That is exactly why we prepared this. We may not be able to cover every single detail, but we have gathered some of the improvements we are especially proud of.
1. Lobby Screen Overhaul
Previously, the lobby screen felt closer to a system menu. In this update, we have refined its visuals and presentation to better convey the atmosphere of PengPong and Pengās story. From the main screen itself, players can now get a more natural sense of Pengās situation and the unique personality of the game.
2. Change to the Wave Structure
This may seem like a small change, but it is one of the biggest updates.
Previously, PengPong followed a structure where players fought through 15 combat waves and then encountered a boss monster on the 16th wave. In this update, we have changed the traditional wave structure into a Floor-based system.
Players will now descend through 30 Floors during a run, encountering various situations on each floor, such as combat, shops, bosses, and more.
For example, in one run, Floor 14 might be a shop. In another run, Floor 14 might be a combat encounter. While the overall playtime will not change significantly, this new structure allows each run to flow differently and feel more flexible.
Going forward, we plan to use this system as a foundation to further expand PengPongās combat, events, and reward structure in more varied ways.
3. Changes to In-Game Currency Acquisition
We believe that one of the core pleasures of a roguelike comes from making difficult choices within limited resources: deciding what to buy, what to skip, and how to shape your build. Previously, however, players could obtain large amounts of coins through our mascot, the Roulette Machine, as well as from defeating monsters. As a result, choices in the shop often felt too light and less meaningful.
With this update, we have adjusted the system so that the fun of the Roulette Machine remains intact, while preventing coin acquisition from having too much impact on the overall game balance. We have also adjusted the amount of coins obtained from defeating monsters, so that players will need to choose items and shape their builds more carefully in each run.
After combat, coins that were previously dropped by monsters will now be granted at a lower chance.
Instead, after combat, players can now receive a fixed amount of salary through the new NPC, Mr. Mouse.
4. Item Variety Expansion
Thatās right. PengPong continues to introduce new items with each update. This time, compared to previous items that mainly provided more static effects, the newly added items create much more dynamic changes during gameplay. Jump into the game and discover what kinds of items have been added.
Various items that strike enemies with lightning have been added.
Various items that freeze monsters have been added.
Items that allow weapons to follow different movement paths have been added.
Various items that transform weapon behavior, such as splitting when a weapon stops or moves, have been added.
And many more items are waiting to be discovered!
5. Boss Monster Pattern Improvements
Previously, boss monsters had limited pattern variation and lacked enough threatening moments, which made boss fights feel somewhat less tense. In this update, we have improved boss monster attack patterns and added more variation to the flow of battle, creating situations where players need to dodge and respond more actively.
Boss monsters are guaranteed to appear on Floor 15 and Floor 30.
Each boss monster now has its own defined attack pattern.
When a boss loses 50% of its HP, it enters an invincible state and activates its signature pattern.
6. A Few Final Details We Want to Show Off
These are the kinds of details you may notice if you look closely. We would be very encouraged if you could also recognize the careful work our team members have put into these small touches as we continue pushing toward the full release.
We added a very cute animation for when the protagonist moves to the next floor.
We improved the visibility of projectiles fired by the player.
We reduced the visual intensity of status effect VFX applied to enemies.
We are also preparing many other improvements, including out-game content and various visibility enhancements. The DEMO 3 version will continue to receive updates until mid-June, as we move toward the full release later this year.
Many parts of the game are changing thanks to your feedback. Please continue sharing your thoughts and suggestions with us. We will review them carefully, think them through, and keep updating the game.
Thank you,
The PengPong Team.
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