Pegfall: Bounce Roguelite

Category

Description of App

Pegfall is a one-handed pegboard physics roguelite where every shot draws an orb from your deck. Aim, bounce through a living board, build ruthless combos, and descend into the Maw.

PLAY WITH VOICEOVER ON iPHONE
Accessible play turns on by itself while VoiceOver is running.
The board is built around one Aim control, with Status, Board summary and Last result next to it.
By default, swipe up or down on Aim to move through five named directions, from Far left to Far right, and hear the likely first hit. After that, physics decides, and the game tells you when bumpers or bouncing walls can change the path.
Double-tap to fire. When the balls stop, you hear the damage and what is left on the board.
Board scan reads the board from top to bottom. While aiming, Magic Tap starts it and a second Magic Tap stops it.
Optional aim sounds and the Aim practice lesson, whose practice shot costs nothing, help you learn.
While Accessible play is on and VoiceOver is running, an interstitial ad can appear at most once every three minutes, and only after a button you press. You hear a warning first and "Ad closed" after it, and the game waits until then.
VoiceOver play has been tested on iPhone. If something is hard to reach, please tell us.

▸ READ THE BOARD, THEN SHOOT
A dotted line previews the start of your shot, up to the first two pegs it hits. After that, physics takes over, so the planning happens before you fire.

▸ A CAMPAIGN THAT ENDS — 10 CHAPTERS, 200 FLOORS
Every chapter is its own biome and ends on its own boss, and deeper chapters add new board rules. Each chapter resets your build; only the last relic you took carries over as an heirloom. Leave mid-run and continue from the start of that floor.

▸ BUILDS THAT STACK
20 orbs, 23 relics, 40 cards and three characters send each run in a different direction. Take a curse when the floor asks for one.

▸ THE BOARD FIGHTS BACK
From the sixth floor of every chapter, the pegs you spend erode. From chapter 3, pairs of pegs are wired into circuits whose discharge goes straight through armour, and some bosses bring hazard or void pegs onto the board.

▸ ENDLESS, DAILY AND WEEKLY
Dive without a floor beneath you, take the same daily board as everyone else, or race one shared weekly board with a single attempt. After a Daily, Weekly or Endless run, join the optional online leaderboard with a nickname. No sign-up.

▸ GET STRONGER AS YOU PLAY
Spend essence in the Workshop on permanent upgrades to starting health, damage and block, and on themes, ball skins, faces, ball hats and sound packs. Unlock Dark Depths tiers.

▸ BADGES AND BALLS YOU CANNOT BUY
Your achievements are badges on your Profile, with badges for finishing the Weekly Race week after week, playing the Daily Challenge on many days and going deep in Endless. Three of them unlock a ball that is not for sale: Racer, Summit and Abyssal can only be unlocked by playing.

▸ THEMES AND SOUNDS IN THE SHOP
The Iznik, Bosphorus and Sakura themes (try each first), the Music Box sound theme and melody packs your pegs play (listen first).

▸ MADE TO BE PLAYED BY MORE PEOPLE
VoiceOver play on iPhone, VoiceOver labels and spoken purchase confirmations throughout the Workshop and the Shop, clear combat feedback, special pegs marked by more than colour, Reduce Motion support and 44 pt touch targets.

Special thanks to accessibility tester Matheus Rheine, who helped shape VoiceOver play.

▸ MOBILE-NATIVE
True portrait, one-handed, free to start. No energy timer and no premium wall.

Monetization: optional rewarded continues, a Remove Ads purchase that stops interstitial ads, themes, looks and sound packs, and essence pouches. Essence also comes from playing.

Version

1.3.1

Free or Paid

Free With In-App Purchase

Device(s) App Was Tested On

iPhone
iPad

iOS Version

26

Accessibility Comments

VoiceOver Playable Board • Aim by named directions, fire with a double tap or Magic Tap, hear each volley, and inspect the board whenever you need to. • Clearer accessible peg shapes, combat feedback, and motion-aware presentation. • More reliable rewarded-ad outcomes. Special thanks to accessibility tester Matheus Rheine for helping shape this update.

VoiceOver Performance

VoiceOver reads all page elements.

Button Labeling

All buttons are clearly labeled.

Usability

The app is fully accessible with VoiceOver and is easy to navigate and use.

Other Comments

The game has sound effects, haptic feedback and now includes a Voiceover tutorial, as well as many settings related to accessibility. You will love it!

Recommendations

4 people have recommended this app

Most recently recommended by matheus rheine 6 days 22 hours ago

Options

Comments

By Brad on Monday, September 21, 2026 - 12:42

The accessibility here is shocking in the best way, it's quite easy to win honestly but it's still fun.

By dark on Wednesday, September 23, 2026 - 00:05

I'm really liking this once I got the hang of it, and the accessibility definitely prompted me to buy the removal of adds. A few things do confuse me.

first, do upgrades stack, or do I need to keep my deck size small as in dawncaster. Since you don't seem to be able to remove a relic I'd be curious as to how the power thing works.

Second, I've found directions and targets useful, but I'm not really sure if there's a point to changing the power? As it just seems to make my score less.
I also haven't played around too much with step increments either, as it seems most often it's best to just go where the crit pegs and bomb pegs are. Is there some strategy I'm missing?

It'd also be nice if there was a winning sound for when you Ko the monsters, and maybe different bouncing sounds too, though the ascending tones are fun!

Thank you for buying the ad removal, and for taking the time to write this up. I'm the developer, so let me answer each one.

Upgrades and deck size: a duplicate does not add a second copy to your deck. It upgrades the orb you already own, and it buffs that orb's signature effect, not just its damage. Your deck only grows when you take an orb type you don't have yet. Orbs are drawn in a fixed cycle rather than shuffled, so a wider deck means any single orb comes around less often. So it's a real choice: take duplicates to make one build hit harder, take new orbs for more tools. Stat cards are separate from this, they buff every orb you own. Relics can't be removed, but they never dilute anything either, they're always active.

Power: there are three steps, soft, medium and full, and they set how fast the orb leaves the launcher. Lower power means a shorter path and fewer bounces, so in most shots it really does mean less damage. You're not missing anything there. It's meant as a placement tool, for dropping into one area instead of sending the orb across the whole board. If it isn't helping you, leaving it at full is a perfectly good way to play.

Step size and targets: your instinct is right. Targets mode exists exactly because crit pegs and bomb pegs are usually the right thing to aim at, and it gives you the angles that reach them. The step sizes, one, five and fifteen degrees, are there for the cases targets can't cover: fine-tuning between two targets, or lining up a bounce off a wall when the target list is short.

Sounds: this is the part I'm most glad you raised, because the next update is mostly audio. It adds a defeat motif for bosses, twelve combat earcons for things you currently have to infer, like armour soaking a hit, poison ticking, the board refilling or a lethal warning, and variation banks so repeated peg bounces stop sounding identical. There are also optional sound themes that change the whole set. I'm finishing that update now, so I'd rather not promise a date.

Two questions back, if you don't mind. When you say a winning sound for KOs, do you mean regular enemies, bosses, or both? And would you find it useful if crit pegs and bomb pegs sounded different from ordinary pegs while the orb is bouncing?

Gökhan, birkinapps

To answer that question about sounds, oh yes i'd love new sounds, at the moment it works great but it's quite samey.

Do you have any plans on making any of your other games accessible? I've not checked them out but honestly once i get some money i wil be buying the full thing, i ond't need most f it but this accessibility is amazing and hasn't been seen in a long long time.

I never thought we'd get a bounce bounce game, as i cal them, on IOS but here we are, different sounds for different things would eb great, so instead of hearing so mmuch info we hear it through sound, a boom for bombs a healing sound for healer pegs, a sharp kind of thunk for crit pegs and maybe more woodeny thunk sounds for the ball bouncing off the corners.

Thanks, Brad, and thank you for the kind words about the accessibility. It means a lot.

Good timing: the update I mentioned, version 1.2.1, went live on the App Store today. Here's where your list stands:

- Bomb pegs: they already had a boom. Now there are four versions of it, so it doesn't repeat the same sound every time.
- Crit pegs: they already had a sharp sting on top of the bounce note. Now it has four variations and it's used only for crits. Before, healing and card picks borrowed the same sound, which made things blur together.
- Healing: collecting a heal now has its own warm, rising sound. If you also want a cue the moment the orb hits a healer peg, go to Settings > Accessibility > Audio profile and choose Detailed.
- Bosses: each boss now has its own short motif, including one when you defeat it.

Not in yet: the wooden thunk for walls and corners. Right now the side walls make no sound at all, so it's a good idea and I've added it to my list.

None of these sounds cost anything. They're all part of the free game.

Other games: yes. I'm adding VoiceOver support to Tindrift and Logic Loom, and both should be ready soon. Restaurant Rush will take a little longer.

And "bounce bounce game" is my new favourite name for the genre :)

Gökhan, birkinapps

I really like this, my spatial awareness is not the best but I'm still managing to have fun and score points. And thank you for working hard to make your games accessible. I'm especially looking forward to Restaurant Rush, I looked at the description when you mentioned it.

Thank you, Paige. That's exactly what I was hoping for — that the game stays fun even when spatial tracking is hard. Restaurant Rush is on the list; it'll take a little longer than Tindrift and Logic Loom, but it's coming. I'll keep working to make all of them better.

Gökhan, birkinapps

By dark on Friday, September 25, 2026 - 05:14

That makes sense regarding cards, orbs and relics, and since I've just finished the second chapter and bought a bunch more orbs, it's good to know.
I do get that you use a different orb each turn, but mostly I've concentrated on buying cards and relics that just max out crit damage, with a few heal effects here and there.

I'm liking the sound updates for different peg types, but it would be nice to get sounds for defeating regular enemies, especially when they go down in mid bounce.

I'll be looking forward to seeing where your other games go too.

Thank you, and congratulations on finishing chapter 2!

Stacking crit damage with a few heals is a solid build. Crit builds get very strong once the multiplier climbs.

You're right about the enemy defeat sound. Bosses have their own defeat motif, but regular enemies don't, and it's easy to miss a kill that happens in the middle of a bounce. I've added a defeat sound for regular enemies to the list for the next Pegfall update, planned for mid-October.

About the other games: Tindrift is ready. I got a few more pieces of feedback and made one more fix, with big thanks to Matheus for his testing, and I sent it to App Store review today. If review goes well, it could be out by this evening, together with Logic Loom, a logic puzzle game. I'll post here when they're live.

Thanks again for the kind words. Feedback like yours is what shapes the accessibility work.

By birkinapps on Thursday, October 1, 2026 - 19:04

Hi everyone,

A quick update: Pegfall 1.3.1 is now available on the App Store. This release adds a soft VoiceOver tick when the ball hits a wall and distinct end-of-run vibration patterns—a rising pattern for victory and a falling one for defeat. It also adds Profile badges, new balls that can only be unlocked by playing, improvements to the Sounds shelf, and prepares Weekly Race Season 1 for October 19.

Thank you again for all the feedback that has shaped the game. If any announcement, sound cue, vibration, or navigation still feels unclear, please tell me—I’m continuing to improve it with you. ❤️