Skip to content

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.

A Lilac Shallows board with light targets of 250, 350 and 470
+120

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.
See every world