
Peglin is a Pachinko Roguelike - Fight enemies by collecting special orbs and popping pegs to deal damage. Acquire special relics that radically change the game and ensure no two runs are the same. Aim carefully to survive in this unique turn-based RPG!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Aug 17 → 5.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

The dragons have been popping peglins and stealing all of your gold for as long as you can remember. Enough is enough. It's time to venture through the woods, conquer the fortress, and delve into the heart of the dragon's lair to take back what's yours and teach those dragons a lesson.
Peglin plays like a combination of Peggle and Slay the Spire. The enemies are tough, and if you're defeated your run is over, but you've got powerful orbs with special effects and incredible relics that influence both your enemies and the physics you'll use to defeat them.
Collect and upgrade powerful orbs and relics to defeat the monsters and bosses that stand in your way.
Fight enemies with Pachinko-like gameplay - hit more pegs to do more damage. Use crit potions, refresh potions, and bombs wisely.
Explore a new map every time, with different orbs, enemies, and surprises along the way.

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; App Store, PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 17.7Kreviews | 84% | — | $10.3M |
| Free | 1.2Kratings | 81% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 930 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game gets worse as you play it. In this game, you have three options during battle: which enemy you want to throw the ball at, where to throw the ball on the board, and whether you want to skip to the next ball and throw it instead. After throwing the ball, you watch as it bounces around randomly, building damage to deal to the next enemy and collecting gold to spend on upgrade between battles. You are given 4 options after every battle: which ball to add to your inventory (if any), whether to upgrade a ball, whether to heal, and, at times, which passive ability relic to add to your inventory. The imbalances in the various options available to the player become obvious after the first couple times seeing them, which becomes boring as you learn that some of them are just never worth it, and some of them are so important that you must pick them to even have a chance at the higher difficulties. As you encounter these worthless options over and over, you're left with a sense of disappointment the likes of which is rarely encountered in deckbuilders. The battle maps - of which there are few - range from braindead easy to nearly impossible provided you didn't prepare specifically for that battle far in advance. There is no way to know which battles you will encounter in advance. Every patch that has come out for this game since I've owned it has made the game easier, and it's still unbelievably stacked against the player, as most of the endgame difficulty comes from reducing the players' ability to make decisions at all. Less gold for upgrades, fewer upgrade options presented, more unavoidable damage that necessitates spending precious, dwindling resources on healing instead of deckbuilding. A common sentiment amongst the experienced players is that the highest difficulty comes down to luck regarding the options presented within the first few maps, and not finding a broken synergy within the first roughly sixth of the run means the player should probably save their time and just restart. Another common strategy is to exit the game entirely (save scum) to reroll relics. I checked the official discord to gather tips, and a very obsessed player had shared a spreadsheet of which relics they most frequently used to beat the game. The developer had commented "oh wow, I never would have thought to ask for this!" Seeing that come from the person supposedly in charge of game balance astonished me, that a game developer wouldn't have considered how players beat their game. I've sat here for hours, trying to beat the game on the highest difficulty and rarely ever making it halfway. It's in the nature of the game to zone out. Throwing the ball, releasing the little control I have over the gameplay, and watching it bounce, fails to activate any neurons after over 800 runs, 90% of which end in the same first little section. My mind wanders and I no longer think about the game. Instead my mind turns to the same dark thoughts I play games to escape. I think of disappointments through my career. I think of my lost loved ones. I see myself from a bird's eye view, sitting here like a pachinko addict, staring at a screen, trying to make the lights show me an arbitrary pattern I might find satisfying for a moment or two. Assuming I live to be 75, like all those zombies at the slots in Vegas, I'll have lived roughly 657,000 hours in my life. I've wasted so many of them on terrible games like this, when I could have spent those hours being productive in various ways. I could have spent them studying, or building practical skills. I could have spent them talking to my parents or playing with my pets. I could have even spent them on different games, ones in which I can communicate and compete with other people, or experience a moving story or imaginative visuals. Instead I spent those hours on Peglin, a game so unsatisfying it's made me rethink gaming as a hobby altogether. I don't recommend it.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Portuguese - Brazil, Spanish - Latin America, French, Simplified Chinese, Traditional Chinese, Korean, Russian, Ukrainian, Italian +1 more
| $19.99 |
| 201ratings |
| 86% |
| — |
| not modelled |
| $13.99−30% | 107ratings | 90% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 931 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
this game is so good it makes me forget about being a wage worker whose labour only makes the landlord richer
[Looks at how many hours I've put into a silly roguelike about dropping balls] Yeah, it's good I guess.
(I have more time than steam recorded me playing). This should get a positive rating as it does its core goal well; peggle as a battle roguelike. I have no complaints on the core gameplay loop. The problem is the amount of padding to compensate for a lack of content. There are only 3 areas and one (pre) final boss. You'll get through them very quickly. And then the last boss has a sudden stat boost significantly higher than everything else just to abruptly end your run. But even then it isn't that hard to beat it relatively quickly. But you can't get the true ending without beating that boss with every character, but unlocking characters is just based on how many times you've added a specific debuff or spent coins. And it's a very high number that is impossible to achieve on a few runs. There also isn't a huge variety in builds or enemies. Eventually it comes down to the same strategy. So you'll basically just need to do the same thing over and over to get the end content. This isn't like StS where there is so much variery in strategy, alternate characters unlock quick, and your choices on the map leading up to the end have significant effects on your build that the lack of variety in areas is a non issue. Not much really changes besides more peggle and going for a high dps build to grind for the small amount of unlockable content. It could have been great if it had a bit more variety of content and didn't make finishing the game a chore.
This is a soft Not Recommended. I think the game is fine, but I don't enjoy it very much. Forgive me if these thoughts are scattered. Played this game when it was new to early access and recently. I will say the game has improved. The game is called Peglin which might be to evoke images of Peggle, but these two games play quite differently. If you're looking for something just like Peggle, this may not be what you want. I find this game to fall into the unfortunate yet common rogue-lite pitfall of heavy RNG reliance. While user input and skill is somewhat important, most of a run's success hinges on luck. Beyond maybe a few planned bounces, your orb's trajectory is essentially luck based. Most boards aren't designed like boards in Peggle: there are much more pegs and seemingly much less places for intended combos. While some boards work better with certain orb and relic combinations... this comes down to RNG again. The design of the board designs seem to be catered to making certain builds feel powerful or less useful rather than player skill. Again, the point isn't to clear boards, but simply to increase damage numbers with multiple peg hits. It's fairly common to go for a certain build only to be completely denied access to the orbs or relics necessary to make a build work. While this can be an interesting challenge to pivot to a different build, I feel that there is not enough flexibility in options to do this reliably. There are also many random event spaces on the maps, some of which feel necessary to get builds going and others which feel like they can hamstring the chances of a run's success, as you can't choose to ignore them. While I recognize it is inevitable with design, some orbs and relics are leagues above others in usefulness. I feel like sometimes there is a little bit of an issue where builds don't exactly mesh together in a fun way. It feels like there are set builds to go for rather than a lot of fun elements interacting with each other. There's not a satisfying amount of interactions between orbs and relics that make each run feel unique or interesting. I don't think this can be changed by simply adding more items, as that will likely make RNG much worse. The only thing that feels set are enemy attack patterns. Overall, user interaction doesn't feel particularly impactful in gameplay. Most of the game is just building up a powerful inventory. I don't find that style of gameplay very exciting or fun. The challenge run options seem very minimal in changes other than standard number reduction difficulty. There are four characters to choose from, but you must unlock them with some rather strict and sometimes frustrating requirements. Again, you're at the whims of RNG as to whether or not you will be able to unlock these characters. You have to start with arguably the least viable character. I really wanted to enjoy this game a lot!
This game is like Maximilian Robespierre: revolutionary idea, amazing execution
Fun at first and scratched the Peggle itch, but endgame can get frustrating after awhile and gets reptitive as there only so many biomes to play through.
This game is tons of fun. It's difficult, but not in an annoying way. More of a "So, that didn't work. Let's try something else," kind of way. It makes you want to get better. It doesn't put you down. You will fail... many times... but whatever you do, don't give up. Pick yourself up and try again. YOU CAN DO IT! YOU'VE GOT THIS!!! 10/10 Bonus: The devs have worked on this game many times, and they listen to people when they make comments about how to make the game better. That is something that has become very rare, but much appreciated.
Saying for no for now because limited content what's limited content for what I see there's only three stages, a couple bosses per stage and only four characters to choose from. There's nothing wrong with the mechanics If they add more stages, least four more characters this can be a great game. If you can get the game on sale yea try it out but 20 dollars is a bit much.
i don't even really understand like half the mechanics in this game but whatever i like when ball bounce around and do damage
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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