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Ink Game GUARD POWERS Update – Peabert Event, Logs

Robert Altman by Robert Altman
October 7, 2025
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The long-awaited update for Ink Game is finally here, introducing Guard Powers, a fully reworked Pity System, new mechanics in Tug of War, Hide & Seek, and numerous balancing changes that shift how both casual and competitive players approach the game.

This patch is one of the most content-rich so far, focusing on rewarding grind, improving fairness, and giving more depth to the Guard role.

Let’s break down every major addition.

Ink Game GUARD POWERS Update – Peabert Event, Logs

1. Pity System Rework

The new Pity System is designed to reward dedicated players, not just spenders.

How It Works:

Roll Thresholds:

Weekdays: 200 rolls = guaranteed mythic

Weekends: 150 rolls = guaranteed mythic

Level Requirement:

You must be Level 20 to redeem your pity reward.

Rolls before Level 20 still count, but cannot be used until you reach the level gate.

Important Notes:

If you roll a mythic before reaching your pity cap, the counter resets to 0.

If you hit the pity cap, it locks until the next update to avoid mass unlocking.

If no update arrives within 2 weeks, locked pity resets and becomes usable again.

Retroactive Compensation:

Players receive free pity points based on their total wins:

25 pity: 25+ wins

35 pity: 150+ wins

45 pity: 250+ wins

55 pity: 350+ wins
(One-time reward; can’t be reclaimed.)


2. Guard Powers System

This update introduces Guard Powers, giving players a strategic reason to play as a guard instead of simply avoiding that role.

New Guard Powers (by rarity):

Each rarity tier receives a unique power, though exact power names (aside from Mythic) weren’t listed. More are planned in future updates.

New Mythic Power: Reality Jumper

Mimics the ability of any mythic power for 90 seconds.

Enters a 20-second cooldown after activation.

Offers immense flexibility and power, with timing being crucial.


3. New Guard Gameplay Mechanics

Playable Guards in Tug of War:

Collect bodies of fallen players and place them in coffins for Won rewards.

Shoot the rope to kill all players mid-game — a deadly option for dramatic wins.

Playable Guards in Hide & Seek:

Only spawn during the last 40 seconds.

Can kill Seekers but not Hiders.

Can enter the incinerator chamber to burn bodies for Won.

Guards are killable, allowing Seekers to take a risky path to survival.

Team Swapping:

Now possible in the Hide & Seek lobby by prompting other players.

4. Knife Stealing Mechanic (Hide & Seek)

If a hider dodges 6 times in a row, a Quick Time Event (QTE) begins.

Winning the QTE lets you steal the Seeker’s knife.

You can then use the knife to kill Seekers or defend yourself.


5. Content & Cosmetic Additions

New Additions:

Playable Guards now available in Tug of War and Hide & Seek

3 Limited-Time Emotes

9 New AFK Shop Emotes

Shotgun added to Weapon Smuggler (mobility + pushback tool)

Vote system added: Jump Rope vs. Glass Bridge

New Player Servers for players with <4 wins (opt-out available)

Peabert Event Returns:

Grants 4 Guard Power Rolls and 4 Player Power Rolls

Totals to 8 free power rolls

Fixes previous Guard roll bug where Rebels didn’t receive their reward


6. Anti-Cheat Improvements

  • Major progress: reports dropped from 2000+ to under 200 per day
  • Two devs are now focused solely on anti-cheat
  • Ongoing commitment to fair play

7. Major Balancing Changes

Guard Role Adjustments:

Max Guards per match: 10 → down from 11

Ratio changed: 1 Guard per 8 players (was 1 per 5)

RLGL auto bullet damage reduced if playable Guards are present

Guard health visible during Lights Out

Guard damage scaling improved:

  • Reduced damage if hit during ragdoll
  • Reduced effectiveness of Fork & Bottle against Guards
  • Guards deal less damage after being hit by takedown or blackflash
  • Guards in Lights Out restricted to final 45 seconds

Rebel Mode Adjustments:

Extra Lives for guards now scale based on rebel vs. guard ratio

Team with fewer players gets bonus weapon damage

  • Players: +5%
  • Guards: +3.75%

RLGL (Red Light Green Light) Changes:

No aim assist unless scoped

Guards need 2–3 shots to kill max HP players

Hardcore Mode: Guards only get 2.5 seconds to shoot (was 5s)

Scheduled rewards now require players to complete RLGL fully

Gameplay Tech Adjustments:

Glass Bridge skip tech now limited to 2 tiles max

Cooldown tweaks across every gun

Weapon Smuggler cooldowns reduced

Quicksilver now accelerates slower but starts faster

Ultra Instinct can now dodge bullets

Life Drain & Blood Burst buffs applied

Phantom Step gets 3% faster per speed boost

Lightning God:

  • +1.5 min cooldown per use
  • 25% healing reduction each use after the first (min 50%)

Timestop Overhaul:

Pauses all ragdoll & velocity

All cooldowns cut by 30%

Timestop hitboxes increased by 10%

8. Quality of Life Enhancements

Buying Playable Guard is now 26 million won cheaper

You now see HP of players you damage in RLGL

If your companion uses Lifesteal, you get healed too

Cutscenes can now be auto-skipped

QTE spam prevention: no double-tapping allowed

This Ink Game GUARD POWERS Update isn’t just a patch — it’s a shift in game philosophy. The Guard Powers update brings strategic depth to a role that previously lacked complexity. The Pity System finally respects time investment over spending, and the mechanical reworks across game modes introduce new ways to outplay opponents.

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Robert Altman

Robert Altman

A former news writer turned gaming guide creator, RAMIREZ teams up with Robert to deliver strategic tips. In his free time, he likes fishing and playing guitar.

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