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PengPongNews🏒Demo Patch 4 (2025. 12. 18)
In-game event

🏒Demo Patch 4 (2025. 12. 18)

PengPong · published 18 Dec 2025, 08:00 UTC

All newsPlayers around this dateRead on Steam

Hello everyone, I hope you’ve all been doing well.

We’ve met a wide range of players and gathered diverse feedback through events such as G-STAR and BeaverRocks in Korea, and G-EIGHT in Taiwan. Through that process, we received thoughtful and constructive feedback, and have gone through a number of meaningful improvements and revisions.

This patch includes a substantial amount of changes, including some system-level updates.

Patch notes:

[Add]

  • Wave Event system: previously, three waves would run back-to-back and the game would then force the player into a room with the shop and roulette. Now, after each wave, the player can choose which direction to go from two available options. (We showcased this in a beta build at demo events and confirmed that player satisfaction was noticeably higher than before, so we decided to make it a core feature.)

  • In the Wave Event, you can currently encounter the following types of content:

    • Shop: Works the same as the regular shop. You can spend the chips you’ve collected to exchange for items.

    • Devil’s Shop: Similar to the regular shop, but you must sacrifice max HP as the cost. In return, you can obtain special items that do not appear in the normal shop.

    • Elite Battle: The next wave will feature a special enemy type. The difficulty is higher, but you can earn unique items that are exclusive to Elite Battles.

    • Contract: You will take on a contract (quest) that grants special rewards when you meet certain conditions.

    • Gambling Room: A room that taps into your instincts—use your chips to either multiply them or lose everything.

    • Large Chip Bonus: Start the wave with a large amount of chips.

    • Large EXP Bonus: Start the wave with a large amount of experience.

[Improvements]

  • We’ve prepared several improvements to help you enjoy a much faster-paced gameplay experience.

    • We’ve adjusted Hyper Capacity from the previous unlock levels of 7 / 14 / 21 to 5 / 10 / 15.

    • As a result, the overall run time has been reduced from 565 seconds to 510 seconds, while significantly more enemies now spawn within each wave.

  • The leaderboard scoring formula has been updated—roulette jackpots are no longer a one-size-fits-all solution. That said, the scoring system still doesn’t perfectly represent player skill yet, and we’ll continue improving it. (As a result, the leaderboard will be reset with this patch—please note!)

  • We improved the UI so you can check your Hyper Capacity obtained and current score by pressing [Tab]. (Hovering over Hyper Capacity should show its details, but this will need to be fixed in the next update.)

  • Cover objects now properly block enemy projectiles.

  • Fixed an issue where certain mechanic-based monsters would attack the player immediately upon spawning at specific cooldown timings.

  • Added a countdown and effects to make the end-of-wave sequence clearer.

  • Added effects and a slow-motion animation to make the level-up sequence clearer.

  • After the game ends, you will now be taken to the Stage Select screen instead of the main menu.

[Bug Fixes]

  • Fixed an issue where the mouse cursor would not stay in the foreground in certain situations.

  • Fixed an intermittent issue where the Interact ([E]) tutorial would not complete properly.

  • Fixed an issue where the weapon descriptions for Recoil Jones and Snapedge Alpha were identical.

  • Fixed an issue where Recoil Jones’s Hyper Capacity “Double Dealer” did not apply immediately.

  • Updated the visual effects for Snapedge Alpha’s Hyper Capacity “Shadow Blade.”

  • Fixed an issue where, while pulling a weapon, continuously keeping the mouse cursor near the character’s center would cause the weapon to gradually drift farther away from the character.

  • Fixed an issue where Auto Retrieve at Wave End during upgrades should collect some of the remaining EXP and chips on the ground, but only some chips were being collected.

  • Fixed an issue on the results screen where the rank and leaderboard percentage could become out of sync.

With this update, we’ll be pausing further patches for a short while as we prepare a major update.

We’re aiming for early February, and it will include a full overhaul of the item system—along with new characters and weapons.

Since we’re saying goodbye for a bit, we promise to come back with something exciting.

Thank you, as always, for playing and supporting us!

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