
Penghello, everyone!
Since PengPong launched, we’ve received far more attention and support than we ever expected, and we’ve been spending each day feeling incredibly grateful and happy. We honestly couldn’t have made it this far without all of you.
Thank you, as always. We know the game still has areas that need improvement, and we’ll keep working to fill those gaps one by one and make PengPong better.
Today, we’d like to share a list of fixes and improvements addressing various issues we discovered after launch, including many of the reports you sent us. Everything listed below has already been applied through the updates we’ve continuously deployed since release.
Balance & Gameplay Improvements
To reduce excessive gold inflation in Endless Mode, shop item prices now gradually increase based on how far you progress.
Slightly increased the balance of higher difficulty levels. (Approximately +5% enemy HP and +5% enemy movement speed.)
Added a shockwave on revival that pushes nearby enemies away.
Increased invincibility time after revival from 1 second to 3 seconds.
Improved damage number display so that only a limited number can appear on screen at once.
Fixed an issue where some item effects were not being applied properly to individual weapons.
Fixed an issue where some monsters could fail to properly chase players with very high movement speed.
Adjusted the collision detection of the punching bag object in Unknown Events.
Item Balance Adjustments
Golden Dice: Added a limit of 30 Gold per battle for Gold gained by defeating enemies with critical hits.
007 Agent ID: Changed the item chest interval from every 3 floors to every 6 floors.
Restock Request: Reduced additional shop rerolls from 2 to 1.
Piggy Bank: Now grants interest equal to 5% of your current Chips at the end of each battle. This effect does not activate in Endless Mode.
Salary Raise Contract: Changed item rarity from Uncommon to Rare.
Emergency Transfusion Pack: Reduced the chance to drop a Heart when hit from 50% to 25%.
Optimization Improvements
Improved performance when large numbers of weapons and projectiles are active at the same time.
Improved performance when multiple item effects trigger simultaneously.
Improved performance when large numbers of lightning and status effects are active.
Bug Fixes
Fixed an issue where, if a boss died outside the map, a weapon could become stuck between the map boundary and the screen, preventing further progress.
Fixed an issue where the monster composition in Stage 2 Endless Mode was configured incorrectly.
Fixed an issue where invincibility time after revival in Endless Mode was shorter than intended.
Fixed an issue where enemy movement speed did not increase properly in Endless Mode.
Fixed an issue where some Chinese and Japanese mission texts were swapped.
Fixed an issue where the Gambler’s Chip Pouch icon did not appear on the results screen.
Fixed an issue where the Gold required for leveling up was displayed in the wrong position on the Upgrade screen.
That’s all for this update.
We’re also taking the feedback regarding the overall amount of content very seriously. Internally, we’ve already started discussing our next major update, and once our plans are ready, we’ll share more about what we’re preparing.
We’re carefully reviewing everything you send us through the Steam forums and Discord as well. If you have ideas, suggestions, or any other feedback about the game, please feel free to share them with us anytime.
Thank you!