$19.99Peglin Pegs, orbs and dragon-slaying physics
Fling orbs into a pachinko board where every peg you hit builds your damage, one colorful turn-based battle at a time.
Is Peglin worth it?
Peglin is worth it if…
- you like deckbuilders where the cards are orbs and the board decides the crits
- you want a roguelike with short runs that pull you into one more attempt
- you enjoy turn-based fights with a physics twist instead of plain menus
- you have a soft spot for pixel art, cute heroes and cheerful chaos
- you don't mind losing a run and starting a new map from scratch
Screenshots
Fling, bounce, deal damage
Every fight is a pachinko board. You pick where to aim, let an orb fly, and watch it rattle through the pegs: the more pegs it hits, the harder it smacks the enemy waiting above. Special pegs and items change the math, so you weigh each throw. Do you spend a bomb now, or save the crit potion for the boss? It is turn-based, so there is no rush: you take your time lining up the shot, then the board takes over and the bounces decide the rest.
A small hero with a big grudge
The dragons have been popping peglins and stealing gold for as long as anyone remembers, and one little goblin has had enough. The journey goes through the woods, up to the fortress and down into the dragon's lair to take the treasure back. All of it is drawn in bright, chunky pixel art with a cute, friendly look: even the monsters trying to flatten you are more charming than scary, and the whole thing feels like a fond nod to the classics.
Relics that rewrite the rules
Between battles you grow your arsenal. Draft new orbs, upgrade the ones you have, heal up, and grab relics that radically change how a run plays, from how your orbs behave to how the physics themselves work. The map is different every time, with fresh orbs, enemies and surprises along the way. When you fall, the run ends and a new one begins, which is exactly why one more go is so hard to resist.
What should you know before playing?
Can you play it solo?
Yes, it is a singleplayer game through and through. You take one small hero through the map alone, making every draft, upgrade and aim decision yourself, and when the run ends there is no one to blame but the pegs.
How hard is it, really?
Tough. Enemies hit back hard, and when you are defeated the run is over. The game has difficulty levels for when the standard climb stops being a challenge, though many long-time players find the highest ones lean heavily on luck rather than planning. Early runs are demanding but fair, and losing rarely stings for long.
How long does a run take?
Short enough for a session in an evening, with a map that moves from the woods to the fortress to the dragon's lair. Because each run is a fresh layout with different orbs and enemies, finishing one rarely feels like the end: the unlocks and the "that build almost worked" feeling make it easy to start again right away.
Is it like Peggle?
Only in spirit. The peg-popping joy is there, but Peglin wraps it in a turn-based RPG: enemies attack back, your orbs have effects you choose between, and relics reshape the whole run. If you want pure arcade board-clearing, this is a different, more strategic beast.

























