2026-09-04 13:48 UTC · Community Announcements · KennyMakesGames
Hi all,I am very pleased to announce the first major balance patch for Cult of PiN, and combined with all the earlier changes I felt this merited a version upgrade, so v1.1.0 is now live! There are some fairly big changes to the Roguelike element in this patch, with more focus on specific builds and some new Glyphs and Blessings to get your teeth into. Glyphs were the primary focus of this patch, however I do plan another balance change in the near future that looks to rework some Blessings, Balls and Curse effects so there is still plenty to come! There are also a number of QoL changes in thi
2026-08-30 16:29 UTC · Community Announcements · KennyMakesGames
Hey all,Update v1.0.24 is now live with a focus on playability, table flow, visual feedback and reliable flipper control, as well as introducing some additional interactive elements, fixing a load of bugs and some of the most pressing balance issues. I think balance changes will likely be the major focus of the next patch, but some things just needed sorted asap! Here are the full list of changes in v1.0.24:TablesPlayfield Art: I've added new playfield glow effects for Cult of Blood, Cult of Bone, and Cult of Drowned that activate when any mission is complete, or while the Boss is active.Glow
2026-08-25 13:09 UTC · Community Announcements · KennyMakesGames
Hi all,A new update is now live with a rework of the third table, Cult of the Drowned, alongside improvements to flow on all tables, some physics improvements, bug fixes and some more balance changes.Cult of the Drowned ReworkBased on all the wonderful community feedback, I have revised the flow and interactivity of the third table with an aim to give you more control over the playfield and a few more things to do. As with all the tables, I will continue to add and improve on this as best I can, but at least for now these changes should remove some frustration points and provide clearer goals
2026-08-22 10:37 UTC · Community Announcements · KennyMakesGames
Hey all,I am currently working on the next update - primarily focused on the flow, layout and overall fun of the Cult of The Drowned table, alongside a number of balance changes, bug fixes and other improvements - however since this will all take a few more days to implement and test, I just wanted to post a small update to highlight what other changes are in the works, as there has been a considerable amount of feedback and feature requests and I want to let everyone know I hear you all, and will be doing my absolute best I can to improve the game further. First though - a quick word of thank
2026-08-20 15:41 UTC · Community Announcements · KennyMakesGames
After an intense first few days (thank you all again for the bug reports!), I'm now trying to shift gears from launch-week hotfixes into feature updates, and this patch introduces a bit of an overhaul of the Rituals upgrade system, removes all caps on late-game scaling, and implements an extensible modular upgrade system that will make adding new content in future updates much, much easier!v1.0.18 Changes:Ritual Upgrade Rework & BalanceModular Upgrade Choices: I have replaced the old Ritual upgrade paths (3 big upgrades followed by mission count reductions) with a new modular system: when impr
2026-08-16 21:36 UTC · Community Announcements · KennyMakesGames
One last hotfix to end the week with: v1.0.13 is now live! This update is primarily aimed at improving performance under the most intense conditions (eg. several stacked max-level rituals), reducing the early difficulty a bit for newer players, and fixing a number of reported UI issues and edge cases.Performance:Sparks Ritual Improvements: When high-level Multiball and Sparks Rituals are running simultaneously, these are now using a new system to calculate which bumpers are hit by the lightning effect and for how much. This was one of the main offenders for performance issues in late-game, so
2026-08-15 10:43 UTC · Community Announcements · KennyMakesGames
Here we go with Hotfix #5! A huge thank you once again to everyone who continues to provide feedback, reporting incorrect text and interactions, and generally sharing details over the past few days.Now that crash reports seem to have stopped, I've been able to move to fixing some soft-locks and generally getting some key QoL requested by the community into the game. Two main additions here are the ability to rebind the directional nudge controls, and an 'Abandon Ball' mechanic, so that if your ball gets stuck for any reason, you now have a fallback button to clear it. It does costs 1 spare bal
2026-08-13 22:15 UTC · Community Announcements · KennyMakesGames
It's been almost 24 hours since the last patch, so why not have another? First off, a massive special thanks to everyone who has been sending in detailed logs and output files over the past couple of days. After pouring over everything, it turned out that a huge chunk of those frustrating, hard-to-reproduce crashes were being caused by an engine-level Graphics Jobs optimization setting acting up under the hood. Because it wasn't actually code-based, there is absolutey no way I would ever have tracked it down without these logs, so a huge thank you to everyone who helps and reported!As frustrat
2026-08-12 22:57 UTC · Community Announcements · KennyMakesGames
Another round of fixes is now live! I want to just quickly start off by saying that I would never in a million years have expected such an incredible response to this weird game I made - I was expecting a few hundred players at best but we're now close to 10,000 players already and it's only been 2 days... I don't really have the words to express how grateful I am to each and every person that's taken a chance on this game, and I am doing my absolute best to keep on top of all the feedback, bug reporst and suggestions that are being made. At the moment, I'm trying my best to get rid of any bug
2026-08-12 10:43 UTC · Community Announcements · KennyMakesGames
Well, that was another insanely intense 24 hours! Thank you to everyone continuing to report bugs, send logs, and post feedback, it's all incredibly useful in helping me track down the initial teething problems. Today’s hotfix is primarily focused on memory optimizations to prevent crashes, alongside a few critical balance adjustments for high-tier runs.Performance & StabilityMemory Optimizations: Implemented multiple memory optimizations across the game to address the underlying issues leading to frequent crashes during long sessions.Act XXX Reset Fix: Reaching and beating Act XXX now properl
2026-08-11 13:34 UTC · Community Announcements · KennyMakesGames
First off, an enormous thank you to everyone who has jumped in so far! The reception over the last 24 hours has blown my expectations out of the water, I'm still trying to wrap my head around it! A massive, heartfelt thank you to everyone who has bought the game, played it, and taken the time to give feedback and report bugs. It honestly means the world to me.While I'm collating the vast amounts of invaluable feedback for content and fixes down the road, I wanted to get a hotfix out asap to address some of the critical bugs and raise some limits for players already pushing the game to its limi
2026-08-10 16:30 UTC · Community Announcements · KennyMakesGames
Cult of PiN v1.0 is Out Now!Well, it's been a whirlwind few weeks but I am now absolutely delighted to announce that Cult of PiN is officially available on Steam for PC, Mac, and Linux!To celebrate the launch, you can grab the game with a 15% discount for the next two weeks, which also covers the Pins & Pegs festival starting on August 17th. What’s in v1.0:4 Full Tables: Distinct layouts, mechanics and bosses to master.8 Playable Balls: Unique passive traits and powerful ball rituals to tailor your run around.100 Glyphs: Melt the board with the right combination of purchasable upgrades.32 Bles
2026-08-10 11:56 UTC · Community Announcements · KennyMakesGames
With just a few hours to go before release, I thought I'd distract myself by sharing a quick update on what didn't quite make it into the v1.0 build and what to expect over the coming months.I've noted down every single bug report, suggestion and piece of feedback that I've received, however building a solo project means I have to be mindful of my time and have had to focus on the things with the biggest impact. For v1.0, I've been focusing almost entirely on bugs, core mechanics, feel, and balance. That means a few requested features were pushed back, but I want to highlight that they are ver
2026-06-16 09:00 UTC · Community Announcements · KennyMakesGames
Hi all,I am incredibly excited to finally reveal the Cult Of PiN release date trailer! It’s been an incredible journey since the first demo build on Itch almost 2 years ago, and seeing how many of you have played the demo and given your feedback has been completely and utterly surreal. Thank you all for the suggestions, bug reports, and generally for helping me turn this wierd game idea into a reality.There you have it,Cult of PiN will be launching onAugust 10th, 2026!I am now in the final polish phase of balancing Glyphs and Blessings, polishing Audio and adding VFX wherever I can squeeze it
2026-05-31 13:47 UTC · Community Announcements · KennyMakesGames
Hi all,Just a quick post for the minor patch this weekend with some balance and bug fixes, thanks to the community for reporting and for all teh wonderful feedback as always! Demo v0.12.7 Patch NotesChanged the position of the tentacles spawned when casting the Wall of Tentacles spell These same tentacles are now removed after being hit twiceIncreased Cult of Blood Boss hit box sizeReworked Boss Spells so that spells don't repeat until all other available spells have been castFixed a bug when first opening the shop where the tutorial panel would not colse when playing with a controller/Steam
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