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Steam News27 April 20262mo ago

Update: New Boss, Talents & DPS Tracking

Hey everyone. After the first playtest and watching how players approach the first boss, I’ve spent the last few weeks expanding the game and building the second encounter.

Full notes

Full PigPonyPocalypse update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey everyone. After the first playtest and watching how players approach the first boss, I’ve spent the last few weeks expanding the game and building the second encounter.

What changed

0 fixes4 additions2 changes0 removals
  • Security
  • Balance
  • Events
  • Gameplay
  • UI and audio
changedBoss 1 Tweaks: Closing the Exploits
addedI received a lot of great feedback from players who beat the Arcane Corrupted Piglet. Surprisingly, some of you managed to completely ignore the soak zone mechanics on True Challenge difficulty (wow!). I’ve rebalanced the encounter to close this exploit, you actually have to do the mechanics now. I also overhauled the healing system (no more clunky target-clicking) and added new animations and audio cues to make combat feel more responsive.
changedTo make this work, I divided the arena into distinct zones. Your positioning directly alters the flow of the fight: standing in specific areas grants unique buffs (like extreme cooldown reduction or damage amplification), but comes with a punishing stacking DoT. The boss also uses different abilities depending on where you are. Steam post image
addedFor True Challenge difficulty, I went further and made a completely new mechanic - a memory game that disrupts the fight's flow. I put a heavy emphasis on arena lighting to ensure zone boundaries are clear.
addedTo give player more variety in how to reach the required DPS check, I’ve implemented a Talent System. You can now tweak your build to alter your gameplay loop and find something that fits your playstyle.
addedI rebuilt the main menu to include a proper Settings tab (Window/Fullscreen, VSync, Volume controls). I’ve also optimized the UI for ultra-wide monitors (21:9, 32:9) and 16:10 aspect ratios. It shouldn’t break anymore, but let me know if you spot any issues. Finally, since this game is all about execution, I added a DPS record tracker for each boss and difficulty.

PigPonyPocalypse changes

changedBoss 1 Tweaks: Closing the Exploits
addedI received a lot of great feedback from players who beat the Arcane Corrupted Piglet. Surprisingly, some of you managed to completely ignore the soak zone mechanics on True Challenge difficulty (wow!). I’ve rebalanced the encounter to close this exploit, you actually have to do the mechanics now. I also overhauled the healing system (no more clunky target-clicking) and added new animations and audio cues to make combat feel more responsive.
changedTo make this work, I divided the arena into distinct zones. Your positioning directly alters the flow of the fight: standing in specific areas grants unique buffs (like extreme cooldown reduction or damage amplification), but comes with a punishing stacking DoT. The boss also uses different abilities depending on where you are. Steam post image
addedFor True Challenge difficulty, I went further and made a completely new mechanic - a memory game that disrupts the fight's flow. I put a heavy emphasis on arena lighting to ensure zone boundaries are clear.
addedTo give player more variety in how to reach the required DPS check, I’ve implemented a Talent System. You can now tweak your build to alter your gameplay loop and find something that fits your playstyle.

Boss 1 Tweaks: Closing the Exploits

I received a lot of great feedback from players who beat the Arcane Corrupted Piglet. Surprisingly, some of you managed to completely ignore the soak zone mechanics on True Challenge difficulty (wow!). I’ve rebalanced the encounter to close this exploit, you actually have to do the mechanics now. I also overhauled the healing system (no more clunky target-clicking) and added new animations and audio cues to make combat feel more responsive.

The Second Boss: The Boar Sentinel

The Boar Sentinel is currently in playtesting. If the first boss was a basic mechanics check, this one is a massive difficulty spike. It demands strict positioning, multitasking, and tight execution to beat the enrage timer.

To make this work, I divided the arena into distinct zones. Your positioning directly alters the flow of the fight: standing in specific areas grants unique buffs (like extreme cooldown reduction or damage amplification), but comes with a punishing stacking DoT. The boss also uses different abilities depending on where you are. Steam post image

For True Challenge difficulty, I went further and made a completely new mechanic - a memory game that disrupts the fight's flow. I put a heavy emphasis on arena lighting to ensure zone boundaries are clear.

Initial idea for Memory Puzzle:

  1. Talents & Player Progression

To give player more variety in how to reach the required DPS check, I’ve implemented a Talent System. You can now tweak your build to alter your gameplay loop and find something that fits your playstyle.

  1. Settings, Ultrawide Support & DPS Tracker

I rebuilt the main menu to include a proper Settings tab (Window/Fullscreen, VSync, Volume controls). I’ve also optimized the UI for ultra-wide monitors (21:9, 32:9) and 16:10 aspect ratios. It shouldn’t break anymore, but let me know if you spot any issues. Finally, since this game is all about execution, I added a DPS record tracker for each boss and difficulty.

A 2-boss demo is coming soon to Steam!

Source

Steam News / 27 April 2026

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