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Steam News7 April 20262mo ago

Performance Update: 2

GENERAL CHANGES New transition animation when moving between menus or restarting THE VOID No longer has a gravity pulling effect Adjusted height scaling so that THE VOID rises earlier but slower BALANCE CHANGES Satellit

Full notes

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What changed

9 fixes1 addition12 changes2 removals
  • Gameplay
  • Balance
  • Performance
  • UI and audio
  • Fixes
addedGENERAL CHANGESNew transition animation when moving between menus or restarting
removedGENERAL CHANGESTHE VOID No longer has a gravity pulling effect Adjusted height scaling so that THE VOID rises earlier but slower
changedBALANCE CHANGESSatellite No longer gives power to "instantly" pegs, now gives power to any peg you select
removedBALANCE CHANGESPocket Dimension Now disables all pegs inside when disabled Secret ability no longer gives power to other Pocket Dimensions
changedBALANCE CHANGESCell Increased disable time
changedBALANCE CHANGESAwesome Ball Reworked stuff idk man there's a lot of text

GENERAL CHANGES

  • New transition animation when moving between menus or restarting

  • THE VOID

    • No longer has a gravity pulling effect

    • Adjusted height scaling so that THE VOID rises earlier but slower

BALANCE CHANGES

  • Satellite

    • No longer gives power to "instantly" pegs, now gives power to any peg you select

  • Pocket Dimension

    • Now disables all pegs inside when disabled

    • Secret ability no longer gives power to other Pocket Dimensions

  • Cell

    • Increased disable time

  • Awesome Ball

    • Reworked stuff idk man there's a lot of text

  • Acid Ball

    • Increased score on hit

  • Bread

    • Gains triple score from nearby pegs

    • Increased price

    • Buffed secret ability

  • Egg / Easter Egg

    • Reduced secret ability trigger chance

TECHNICAL CHANGES

  • Reduced ball collision accuracy

    • This is the biggest performance boost out of all the changes, also potentially the biggest gameplay impact. Simply means that balls are less accurate when it comes to colliding with stuff, however this should only realistically impact gameplay if balls are being flung around at high speeds, but for the performance it gives I think it is well worth it

  • Improved world boundaries, balls should no longer get stuck out of bounds

    • Up until now every board in the game was confined using big squares around the edges, with enough speed or other physics shenanigans balls could phase through these squares and end up high or get stuck on top of certain boards like Pocket Dimension

  • Optimized incremental pitch sound

    • In order to play the correct pitch the game needs to know the score of all active balls, how would you handle something like this? Would you check the score of every single ball every single time any single ball hits any single peg? Well I did, and that's a big no no. In my defense this was VERY old code, some of the first code for the game actually

  • Optimized common audio files by reducing their quality, but you shouldn't hear a difference

    • Look idk much about audio but I keep profiling the performance and audio keeps on being a persistent issue so I'm doing everything I can to improve it

  • Optimized score numbers

    • Every ball had a score number tied to it which means with 1000 balls you had 1000 score numbers. This isn't ideal as the animation of the score numbers actually contributes a bit to performance. Now score numbers are separated into their own thing and only exist on the main board (alternate universe) and pocket dimension, making them easier to manage

    • Score numbers have been capped, only a set amount of them can be on the screen at once, usually not noticeable unless there are a lot of balls, let me know if the cap should be adjusted

    • The maximum number of score numbers is 60 for the main board and 8 for pocket dimensions

  • Optimized ball destroy effect

    • Similar to score numbers, the little white explosion when a ball is destroyed was also per ball, now it has been separated and uses a similar system to score numbers with a maximum amount visible on screen at once, they will also only appear on the main board (alternate universe) and pocket dimension

    • The maximum number of destroy effects is 20 for the main board and 2 for pocket dimensions

BUG FIXES

  • Fixed Jesteroll rerolling no rarity balls

  • Fixed Glue Ball not properly destroying pegs attached to it

  • Fixed pegs and balls flying all over the place when dragging them on low FPS

  • Fixed slow motion on drop ending quicker on low FPS

  • Fixed balls on the side not shaking correctly when the screen shakes

  • Fixed Moon animation not resetting at the end of a drop

  • Fixed unlocked Piggybank not using it's own value to increase the score of other Piggybanks

  • Fixed Glue Ball not transferring attached peg between universes (still a bit janky)

  • Fixed Anchor and Target calculating their score incorrectly when spawned onto the board

Source

Steam News / 7 April 2026

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