
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
6.2 - decent Peglin left me with the impression of a game built on a somewhat good conceptual foundation yet unable to fully harmonize its systems, resulting in an experience that feels more chaotic than intentionally deep. Its core loop borrows the familiar structure of turn‑based roguelikes. Still, unlike titles where “builds” gradually become a language the player learns to speak, Peglin’s systems resisted to be mappable in my mind. The pinball mechanic -charming at first glance- creates a randomness window so wide even with executional mastery rarely translates into predictable outcomes. Even when you understand the board, the orbs’ trajectories introduce volatility that undermines the strategic layer the game wants you to care about. This disconnect makes build‑making feel strangely ... weightless; you never quite reach the point where you strongly declare a direction for your run (”I am going for this build” or “this ball is perfect for this situation”), maybe there is a washed-out version of that here. The result is a cognitive burden in which knowledge accumulates but doesn’t make a clear map in your mind for connecting all the layers of the wildly different systems -which what defines great roguelikes- remains frustratingly out of reach. (and I am assuming there is a map to be drawn here) The irony is that the pinball system could have been the game’s defining innovation. Yet it never meaningfully fuses with the traditional damage‑poison‑shield‑pierce vocabulary of turn‑based combat. Peglin treats pinball as a decorative layer rather than its mechanical spine, leaving both halves of the design underdeveloped. The orbs have a few navigation quirks, but they rarely combine in ways that feel like genuine pinball‑driven synergies; instead, the board behaves like a slow, theatrical random‑number generator feeding a combat system that could almost function without it. If the pinballing were truly the core, the build‑making should revolve around manipulating trajectories, chaining orb behaviors, and constructing boards that amplify those interactions, letting the “outside combat” layer serve as the supporting gimmick rather than the other way around.(and to be fair there is an ok amount of board manipulation to your build advantage) As it stands, the game’s most distinctive mechanic feels strangely decrotive, or a very cool gimmick at best, never shaping the strategic identity of a run. This structural disconnection is the root from which most other issues grow: the slow pacing of battles, the difficulty of forecasting outcomes, and the sense that the game’s creativity: its varied floors, thematic shifts, and occasionally delightful orb designs, never coheres into a unified design language. There is depth here, and with enough persistence, you begin to glimpse the outlines of interesting builds and clever interactions, but the game’s imbalance, combined with how unclear it is when your decisions actually matter within its layered randomness, keeps those moments from defining the experience. Peglin is built on good ideas, but its interactions never quite cohere into a satisfying whole, leaving it a competent yet conflicted experiment. And because I enjoyed some pinballing (it gives an advanced slot-machine-excitement feels) and some clever board/boss design, it earns its 6.2/10 for unrealized potential.
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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
If you grow up playing Peggle on your dad iPad, then this is a perfect game for you since it is a Peggle but with Roguelike RNG chaos, 100% addicting
好好的游戏模式,硬生生地做成一坨大便,各种难度没什么新意就是重复,前期非常坐牢,玩的难受的一批,甚至你的技术再好都不行,只要没拿到有用道具或弹珠就是无止境的消磨你的毅力和耐心(关键有用的弹珠和道具非常少且垃圾多的无处安放),开局身上全是垃圾弹珠,没宝藏,1个刷新很难击中,暴击也是,普通关什么不给,甚至升级弹珠的钱都不够,小boss关根本打不过(大boss根本不用想),我想不通一个休闲游戏做的真么折磨,你是死妈了吗这么迫切折磨玩家,傻逼玩意天天更新在更新啥玩意呢,祝你司马的玩意早点倒闭吧
Getting into the game was really fun, the combination of Peggle + roguelike is unique and allows for a plethora of different runs and builds. And yeah, that is probably the reason I would recommend it. At least that's true on the earlier cruciball (ascension) levels, as the later ones turn the game from a fun time into an RNG fest that's just painful to get through. Sure, the core idea of Peggle is a ball bouncing semi-randomly, but here, on top of some pegboards being insanely unforgiving, the orbs and relics that you get can either do nothing or save your run. This wouldn't be a problem if you could adapt your build to the stuff you get, but in Peglin i'd say half of the orbs in the game are either bad on their own or have very niche uses. From the other half you have only a few that would synergize with your build. Personally, among the about 100 runs I've completed, only like 20% had an actual good synergy. The other runs were done mostly on lower difficulties and with random orbs thrown together. Again, I wouldn't mind it if there were more possibilities of strategies you could pick. Instead, 3/4 characters have 2, maybe 3 synergizing builds you can get, with only 1 being powerful enough to get through the higher difficulties semi-consistently. One nice thing you can do is save scumming to have infinite tries on the same fight. I haven't used it other than for specific achievements and a cruciball 20 run , so it is something you can do to counteract the randomness. Even then it wasn't free. Another thing, some of the enemy and miniboss encounters are very unfair. Some require you to have a specific type of build, while others completely nullify the one you have. Some fights are completely lost if you got unlucky with your shots. And again, have fun trying to prepare for them when you don't have much of a choice what orbs and relics you get. Negative aspects aside, what I mentioned above is mostly present on the higher cruciball levels, so you are still going to have fun either before you get to that point, or you just choose to stick to easier modes. Music and artwork are great, I think they suit the game really well and help build on its charm, albeit there aren't a lot of tracks. Most of names of the things in this game are related to circles or balls, I think that's pretty cool and funny. I mentioned 4 characters being in this game, and 3 of them offer a mostly different set of orbs and relics you can get, while the 4th gas access to everything. I'd say there are mostly balanced relative to each other, so you can choose which one you like the most. I believe this game has a lot of potential, I hope the developers continue supporting this game, as it would really benefit from balance changes, additional content or things that would make it more "alive" and less repetitive. I think that the negative reviews of others can be a bit harsh. I don't deny them that luck pays a major role, but that didn't prevent me from having about 80 hours of fun from the 140 hours I spent 100%-ing it. Some players are able to achieve a consistency of above 30% when it comes down to winning runs on the highest difficulty. This doesn't sound great, but it shows that there is still some skill required. All in all, a fun game for casual players, an absolute nightmare for completionists.
Its a fun game play with cute art and neat ideas but a lot of the items are more hindering then helping and some of the fights are just annoying and unfun like the painter fight an portrait enemys the bounce of balls is way to much it really hard to tell where their gonna go
ピンボールとビルドという出た当時は割かし目新しかった仕様も今となってはある種古典的だが、それでもこのゲームの魅力は高く、つまるところゲーム性が完成されていると言える。 ただし、難易度(クルーシボール)が上がれば上がるほど楽しいという感情よりも苦行に臨む感覚が増していく。 最大レベルクリアのグローバル実績の低さ(2%未満!)を見れば色々と察する事は可能だろう。 苦難の道を行くか縛りなく楽しむかはプレイヤー次第だが、そのどちらも一度やってみて損はないと思う。
honestly a really fun concept but it just needs so much more work. the whole point of the gameplay is based on luck and that just makes 90%+ of your runs end in nothing worthwhile.
● ● ● ● ● ●
不錯玩 但不推薦想打發長時間的人買 只有三關就結束 以這種肉鴿遊戲來說 你有時候會因為運氣很爛拿不到好組合死了 然後等你拿到好組合想發力爽通一輪的時候 一場就結束了
Fun ass game. Aliensrock on youtube got me into and I work alot, super fun to play before or after I go to work AND it saves during runs which is awesome. Really check it out youll bare minimum get your moneys worth.
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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