
Descend a dense, interconnected brutalist tower in this top-down soulslike built around exploration. Harvest ink from enemies, then spend it to print your body, weapons and equipment. Every death costs ink; run out, and the run ends.
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About
Dead ink is a top-down soulslike set inside a single hand-crafted vertical world. You awaken at the summit of a hostile brutalist tower. To escape, you must find a way down. Explore a dense, nonlinear structure of shortcuts, locked routes, hidden drops and dangerous ledges. The tower is not a backdrop: understanding its shape is at the heart of the game.
Enemies yield ink. Printers turn it into your body, weapons and equipment, and form a network of checkpoints throughout the tower. Spend heavily on a powerful loadout, preserve your ink for future attempts, or risk transporting it to another printer.
Every death has a material cost. Die too often or spend too freely and your ink supply can run dry, ending the run.
Deliberate melee combat with blocking, parrying, rolling, and plunge attacks.
A nonlinear entirely hand-crafted tower.
Multiple weapons, enemies, and bosses.
Hidden routes, shortcuts, and blueprint upgrades.
Full controller support.
In the year 2207 the quantum state of your brain was encoded in a stream of photons and beamed into the cosmos. A pioneer of a glorious new age of light-speed travel, destined for fame and glory... at least that was the plan.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Japanese, Russian, Simplified Chinese
Engagement
Hours played at review time, across 36 reviews with recorded playtime.
Reviews
场景满分,操作依托答辩
This game is magnificent, it absolutely fills me with a sense of wonder every step I take. The learning curve of how various mechanics work is not quite *steep*, but there is one for sure. It's a souls-like after all. But it's not too difficult. Immaculate vibes. Please buy the game. It's my birthday.
Great game, not too difficult and really fun to play
Tough to recommend. Bit of a niche game to be honest. Still a little rough around the edges, but a nice concept for the genre. High difficulty curve, lots of repetition to advance because you will die often just trying to figure out how to fall right. Combat is reasonably tight and responsive. The gimmick is ink instead of souls, and you and any items you unlock, can be reprinted at any printer you have visited and deposited enough ink into. Interesting evolution on the genre, imo. Not sure yet what happens if you run out of ink entirely, it could easily happen but I am only half an hour in. *EDIT "I decided to find out what happens. Your game is dead if you run out ink. No matter how far your progress. It's over. You can delete your save, it is useless. THIS IS A VERY BAD MECHANIC, VERY NEARLY COMPELLED ME TO CHANGE TO NOT RECOMMEND. I was really hoping there was some kind of mechanic where you could at least print your avatar again even if only from the first printer...but no. Also, the nature of the game play is VERY Vertigo inducing. The camera only rotates from a static position above the player. No zoom in or out. The game is designed around verticality and is unique in that most games avoid making the player dizzy and sick to their stomach, but this game is like, nah... Vertigo schmertigo... Print you up a new stomach, no worries.... Also there seems to be a problem maintaining full screen in any other resolution other than native. And my biggest peeve, it seems there is no quit option. You have to kill yourself to exit the game. That is not a good idea. But I will apprehensively recommend the game because its worth checking out though it does still feel a bit "Early Access" not quite fully baked, (like roll dodge being painfully slow, doesn't feel good or look good) but there are lots of good ideas, a few bad, but for the price, if you can handle the vertigo, I say check it out. But if you are on a budget, I would say wait for a sale.
I thought the game was pretty good, using the height gap to design the level and save the death mechanic was unique in other games like it, it was great
If you ever wondered what Dark Souls would be like in top-down mode, here is your answer. Beautiful world and all the tension and rage of dying and losing all your valuables over and over. After sitting on my wish list for a year, this game did not disappoint.
I playtested this so maybe I am biased, but this is a wonderfully crafted game with stunning visuals and great gameplay. The sci-fi setting is a breath of fresh air for the soulslike genre
Sadly I can't recommend this game. It is a very short, samey and clunky for its price! The game does indeed have some charm, and a reasonable degree of enemy diversity for its short length, though. However, you've essentially seen everything the game has to offer after an hour -- sure there's more, but nothing feels different or fresh. The entire game takes place in one 'biome' that can feel confusing as each area does not differentiate itself well. This would not be an issue, but the birds-eye view makes navigating more of a chore than joy. Especially since some parts the game relies on you jumping down to a platform, but the camera angle leaves you thinking you'll land on a tile, when in actuality you're one short and you will plunge to your doom. The systems are clunky as well. You earn souls (known as ink in this game) from foes, but to level up you have to get to a specific part of the tower, then convert your ink to an item you have to unlock the blueprint for. Furthermore, the game "features" a permadeath element -- every 'bonfire' has its own ink tied to it. So if you wish to fast travel, you must leave all your ink where you fast travelled from. Each load out withholds X ink based on what you equip, the minimum being 50. This means you could end up in a situation that you cannot respawn, as you have too little ink remaining, hence the permadeath element. This also means that you have to end your ink farming at the upgrade area if you wish to grind out levels, since you cannot fast travel with your ink.
interesting soulslike. the vertical, very deep top down view is what made me buy the game. combat is super slow so you have to really be into these kind of fighting styles. Overall great atmosphere on the tower, and appreciate a dev who try to do something a bit different with the souls tropes.
I've tried to play two times (before and after the combat patch) and couldn't manage in either of them because the game is still hard, and the combat is weird. [b] Briefly [/b]: [list] [*]Rolling, animations, shields, hitting, and triggering are bad. [/list] [b] Deeply [/b]: [list] [*]First of all, WHY do I get hit while rolling? The swing of the sword is horizontal, and rolling is lower than that swing, and this is really annoying. And this leads to slower combats because you need to roll backward to avoid the attack, and when you approach the enemy, they attack again [spoiler]obviously[/spoiler] and the process repeats itself. [*]Combat animations are slow, unamusing slow. When you attack an enemy, you have to wait for a long animation. [*]Shields are too strong; you cannot break the shield with strong attacks. You need to wait for the enemy attack to parry and strike back. [*]Enemies have poise, but when you hit an enemy, they don't stumble; if there were no sound, you couldn't understand if you managed to hit or not. [*]Sometimes some enemies follow you to the end of eternity, and sometimes they just don’t move at all. [*]The sword hits the wall when attacking near them, and this is really a good idea. Most games don't have this feature, even some AAA games. But the hitbox feels weird. [/list]
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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