How to play
Drop, bounce, light up
Peggo Drop is easy to pick up: aim, let go, and watch the ball find its way. Here's everything that happens on the way down.
Aim
Touch the board and drag to aim. Peggo's dropper sways a little from side to side, so time your release.
Drop
Let go to drop. Every ball finds its own way down, and the same drop always bounces the same way.
Collect light
Each star peg a ball touches gives it 5 light before it lands. A ball can collect each star once.
Multiply
The cup a ball lands in multiplies its light. The biggest numbers sit at the edges, where balls rarely go.

Stars
Four kinds of levels
Every level is worth up to three stars. Stars open the next level, and a star on a world's boss opens the next world.
Light targets
Most levels have three light targets. Reach the first for one star, the last for all three.
Boss levels
Land balls in the boss's core to wear it down. The more balls you have left when it falls, the more stars you earn.
Pad levels
Land at least one ball in every marked pad to earn the first star. Light earns the other two.
Rescue levels
Break a bar of a Starling cage, then reach the Starling to set it free. Free them all for the first star. Freed Starlings join your galaxy.
Powers
Five powers to master
Equip one power before you play. Star pegs charge it; when the meter is full, tap to use it. Each power upgrades three times in the Observatory.
Nudge
Charge it by touching star pegs, then push a falling ball left or right.
Ready from the start
Longsight
Charge it by touching star pegs, then see the whole path of your next drop, all the way to its slot.
Beat The Hollow Moon
Chrono
Charge it by touching star pegs, then slow the whole board down for a few seconds.
Beat The Ringwarden
Magnet
Charge it, then tap a slot: your next drops are gently pulled toward it.
Beat Twin Suns
Shield
Charge it and your next drops bounce back out of black holes instead of losing their light.
Beat The Knot
Balls
Eight balls, eight ways to fall
Each world brings a new ball. Beat its boss and it becomes your Pilot's Choice: bring it into any level as the last ball of the round.
Comet
Your first ball: 10 light to start, steady and dependable. It glows pink and then lemon as it gains light.
Ready from the start
Iron
Heavy and low-bouncing. It breaks crystals and moon rock in a single hit.
Beat The Ringwarden
Wisp
Light and floaty. Falls slowly, and gravity wells pull it almost twice as hard.
Beat Twin Suns
Binary
Splits into two balls on its first star peg, each carrying the light so far.
Beat The Knot
Pulse
Every third peg it hits sends out a wave that lights the star pegs around it.
Beat The Storm Herald
Shard
Smashes asteroids in one hit, and their pieces become mini-balls that score too.
Beat The Shardmother
Phoenix
If it falls into a black hole, it rises and drops again from the top, once, keeping its light.
Beat The Maw
Lantern
Glows wide in the dark and collects any star peg it passes close to, no bounce needed.
Beat The Hush
Tips
From the Codex
- Same drop, same bounce: learn the board and you learn the fall.
- Bumper planets throw balls away hard. Use them to reach far slots.
- Use a gravity well to sling a ball toward a far slot.
- Return slots put the ball back in your hand; the dots on the cup show how many are left.
- A ghost pulsar lets the ball fall straight through. Time your drop to its beat.
- Land two balls in a twin slot within a second of each other and both score double.