
Inkborn is a roguelike deckbuilder with a card system built around chaining Glyph-based combos. Sequence your cards in tactical combat to unleash impactful effects. Customize your Skill Tree before each run, evolve new abilities and uncover the hidden story of a world folded in ink, metal and paper.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Inkborn is a roguelike deckbuilder where chaining cards into powerful combos is key to defeating your enemies. Explore a non-linear origami world where every run offers new ways to face otherworldly creatures. Prepare in the Town, which you can expand over time, unlock new cards and abilities, and customize your playstyle through a deep Skill Tree. Get ready to uncover the history behind a world of ink and paper.
COMBOS
Play cards in a specific sequence based on their type, represented by different symbols - Glyphs - under the card cost, to trigger special effects. Now, every draw holds the chance to unleash a powerful combo.
SKILL TREE
Gain Skill Points after your runs and use them to build your Skill Tree. Unlock various abilities based on your choice. Rebuild your Skill Tree and try different strategies.
UPGRADEABLE HUB
Visit your Town between expeditions to prepare. Upgrade buildings to make your preparations more effective.
PROCEDURAL MAP
Explore a procedurally generated map and uncover paths through the fog of war. Shape your journey toward the act’s final encounter.
Over 250 cards to uncover progressively
More than 100 powerful combos to discover
40+ events full of various unpredictable encounters
Each class with 30+ perks on the Skill Tree customizable before any run
Over 100 quotes to power up your journey
World of creatures of ink, paper, and metal, each with clever mechanics to overcome
Game co-developed with award-winning board game designer Jamey Stegmaier, the mastermind behind Scythe, Charterstone, and Viticulture
Immersive hand-crafted origami world, where mysterious creatures lurk, brought to life by an unknown force
Made for the roguelike deckbuilder obsessives chasing the perfect flow
Join Early Access and contribute to shaping a great game.

Inkborn Acram Digital is co-financed by the European Funds for Smart Economy 2021–2027 under the KPT ScaleUp Booster project.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 86reviews | 81% | — | $48.8K |
| $14.99−25% | 2ratings | 60% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is still in early access, so this review is a bit premature, but I have found it fun so far. It is a lot like Slay the Spire, except that when you perform certain runs of cards you get a bonus out of it. For example, three "skills" (blocks) gives you +1 to block for the rest of the fight, and three punches stun an enemy. It's a nice system and it pays to explore what your character can do. Otherwise, it's a fairly standard spirelike with pretty art. All the characters are origami and you splatter ink instead of blood when injured, which is very pretty to look at. Only one of the playable characters is in there yet and you have limited options, but it's a pleasant way to pass some time.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Simplified Chinese, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Review — [i]Inkborn[/i][/h1] [i]Inkborn[/i] is a confident and creative entry in the roguelike deck-building genre. It clearly understands what makes games like [i]Slay the Spire[/i] so compelling, while adding its own identity through a combo-focused system and a distinctive origami-inspired world. [h2]Strategic depth through combinations[/h2] At its core, [i]Inkborn[/i] is about building momentum. Cards are not simply played one by one, but chained together into Glyph combinations that reward careful sequencing and long-term planning. One strong turn can completely change the direction of a run, while a poorly timed play can force you to adapt on the fly. Players familiar with [i]Slay the Spire[/i] will recognize the overall structure and flow, but [i]Inkborn[/i] feels less about locking into rigid archetypes and more about discovering flexible synergies as your deck evolves. [h2]Theme and presentation[/h2] The visual style deserves special mention. The paper and ink aesthetic is not just a surface layer, but strongly reinforces the identity of the game. Combat feels elegant and deliberate, and the origami-inspired presentation helps each run feel distinct rather than repetitive. [h2]Thoughtful design choices[/h2] It is worth noting that [b]Jamey Stegmaier[/b] of [b]Stonemaier Games[/b] provided design advice during development. That influence is noticeable in how tightly the systems connect and how the game consistently encourages meaningful player decisions instead of obvious optimal paths. As an Early Access title, there is still room for growth. More content, enemies, and refinement will strengthen what is already a solid foundation. Even now, the game offers satisfying runs and a strong incentive to experiment. [h2]Pros & Cons[/h2] [b]Pros[/b] [list] [*]Engaging combo-focused deckbuilding [*]Strong thematic identity and visual style [*]Familiar structure with a clearly distinct feel [/list] [b]Cons[/b] [list] [*]Content variety is still expanding [*]Some balance tuning could improve longer runs [/list] [h2]Final thoughts[/h2] [i]Inkborn[/i] is a promising and thoughtfully designed deckbuilder that stands comfortably alongside its inspirations. If you enjoy strategic roguelikes and appreciate games that reward experimentation and smart sequencing, this is an Early Access title well worth your time.
I paid 20 euros for this? It's just a demo, everything is grayed out or locked, I expected content similar to "Slay the Spire" at this price but it's just ♥♥♥♥♥♥♥♥ for the price. What's your madness? The game isn't even worth 5 euros.
Quirky and getting quirkier, this is the ink-bespattered misbegotten child of devs traumatized by paper cuts and smudgy fountain pens. Yeah, deckbuilder game. Also node-exploration while gaining literary power, literally. Fascinating.
Disclaimer: A review copy of Inkborn was provided during early access. All impressions are based on the game’s current January 2026 state. Listen, it’s going to be real hard to not directly compare Inkborn to Slay the Spire throughout this review. Both are rogue-lite deck building card game. The similarities and influences are obvious from the first moments of the game. Also, I have over 300 hours logged in Slay the Spire, its gameplay is ingrained into my brain, so when something like Inkborn shows up, standing on the shoulders of that giant, it’s going to draw comparisons at every turn. That said, I’ll do my very best to focus on what makes Inkborn its own thing, and save the direct comparisons to Slay the Spire for when they’re absolutely necessary. This isn’t a question of whether Inkborn is “the next Slay the Spire.” It’s about whether it brings enough new ideas, systems, and personality to justify its existence in a genre that’s already very crowded. Inkborn gameplay As I’ve said above, Inkborn is a rogue-lite deckbuilding game, designed by Acram Digital. Acram is well known for their visually appealing board game adaptions. From Concordia, to Charterstone, to Istanbul, Acram has proven themselves to be proficient in adapting tabletop games to PC and mobile devices. Unlike their previous output, Inkborn isn’t based on an existing tabletop game, instead it’s an original game, built from the ground up for PCs (and Steam Decks). In Inkborn, your character moves from encounter to encounter, battling enemies and reaping rewards, until you either succeed in beating the final boss, or die trying. The rewards can be new cards, upgrades to existing cards, potions, and augments to your character, giving you persistent benefits for the rest of your run. The core loop of Inkborn is immediately comfortable to anyone who’s sunk even a little bit of time into any of the (many) other rougelite deck building games. Inkborn gameplay What really sets Inkborn apart, is its presentation and style. Everything in the world is built of, and revolves around paper. The enemies are ornate origami creatures with scissor blades for claws, the black and white backgrounds feature papercraft trees. As you or the enemies take damage, the character model gets covered in black, splotchy ink. It’s moody, atmospheric and engaging. Further to the theme, your buffs and debuffs are also thematically named. Specifically, ‘sharpness’, ‘crumpled’, and ‘torn’ (Sharpness grants +1 to attacks, a crumpled character takes 50% more damage, and a torn character receives damage for every point of torn, then loses one point of torn). These thematic terms for status conditions are a little unintuitive, I constantly have to remind myself that crumpled means vulnerable in Slay the Spire-speak, but it’s probably more of a byproduct of my extensive time with the other game, and not something that Inkborn has done wrong. Inkborn gameplay Instead of potions, your character gets ideas, one time bonuses to be used in battle and expire at the end of each fight, forcing you to use them instead of hoard them. Quotes take the place of relics. Kind of. Instead of having being able to hold an unlimited number of relics to provide passive buffs to your character, you inscribe quotes to your body parts. These do all the things you’d expect a relic to do, such as make you immune to specific status debuffs, but you are limited by the amount of appendages that your body has. You’re often asked to make trade-offs on which quotes you want to carry with you, instead of collecting them like a rabid pack rat, which is my go-to strategy. Combat starts off familiar, you draw a hand of cards, select which ones you want to use and the targets, and keep doing that until either side runs out of HP. Inkborn introduces a combo system, where if you play your cards in a certain order, like ‘skill, skill, attack’, you’ll get a bonus attack, or playing two status cards and then a skill will earn you a bonus buff. Personally, I loved this system right from the start. Discovering new combos is exciting, and being able to pull off a clutch combo to deal that final 4 damage to an enemy is utterly satisfying. Some combos even utilize those useless curse cards, turning a bane into a boon. Inkborn gameplay This is really where Inkborn begins to separate itself from Slay the Spire. Rather than pushing players toward specific archetypes or established builds, Inkborn’s systems encourages flexibility, adaptation, and occasional deviation from your intended build. It’s less about executing a perfect plan and more about learning how the systems talk to each other. The map between encounters is a bit of a mixed bag. You start out in the centre of a map shrouded in shadows, with paths to follow spiralling out. You can take your time to hit extra combats and encounters, or, you can beeline to the Act Boss if you so desire. There is a timer, called the Chronicle Metre at the top of the screen that progresses every time you enter a new map node, that will inflict a curse upon you once it fills up, gently nudging you towards your destination, lest the curses undo all the grinding you’ve just gone through. It’s a neat risk vs reward system that works well. Something else that makes Inkborn stand out is the town that offers some meta-progression that persists from run to run. It’s unlike Slay the Spire where you start from fresh every single run and have only your knowledge and skill to rely on to get you though. If you don’t get good, you won’t ascend the spire. Inkborn feels a bit more like Hades where the intersection of your skill and the persistent benefits you’ve earned will eventually carry you over the finish line. Inkborn map screen Inkborn as an early access game is already really strong. The core gameplay is strong, and the unlockable combos are varied and interesting. The one character that is available feels really solid, and had me coming back again and again to try different builds. Heck, cards can be upgraded in different ways to suit your current deck, meaning taking the same card run after run can still feel fresh. I know that I will really appreciate the variety when the other characters get released, but the one that’s currently in the game offers a really solid gameplay experience. I don’t know how well Inkborn is balanced, and I’m almost tempted to say that commenting on the balance doesn’t really matter right now, because the game is in early access. You can be sure that there will be lots of changes and tweaks as the game works its way towards its full release, which is currently planned for Q1 2027. Between then and now, two more classes are planned, more cards and skills, more combos and quotes, enemies and bosses are all planned to roll out throughout the year. I did mostly play Inkborn on my steam deck, and generally found the UI to be passable, but sometimes confusing. The D-pad is used as shortcuts for various things, and I kept trying to use it to select my cards. Every now and then I felt like the timing for the animations were a bit off, but nothing really game breaking. I suspect that as time goes on, the UI will get tightened on various devices. I didn’t have any of these nitpicks while I was playing on my PC with the keyboard and mouse. Inkborn is a pretty and well-made rougelite deck builder, but it isn’t finished. The theme is well executed, the systems are interesting and engaging, and I’m excited to see more content get added to the game to expand the breadth and depth. In it’s current state, Acram Digital has laid a strong foundation, and their ongoing updates suggest a team committed to refining and expanding the experience. If you’re the kind of person who likes to see a game change over development, or value being part of the early adopter crowd and having your input help shape the direction that Inkborn moves in, then Inkborn gets a solid recommendation from me.
+ Interesting idea, concept and artwork + Attention to detail (when you or an enemy is hurt, appearance changes) - There's only 1 class right now. - When scrolling through text, in an event for example, the map will also zoom in or out - Targeting enemies doesn't work properly, sometimes. - Events are the same in ACT 1 throughout ACT 3. - You can encounter identical elite fights in the same ACT. - You can easily savescum.
The game is in a kind of demo version, but I am in a good mood. I give it a positive revieuw, because we need this kind of games. Keep it up, devs. Hoping for more content soon.
fajna alteratywa dla slay the spire
Muy buen juego, la verdad si te gustan los roguelikes de contruccion de barajas te lo recomiendo, su principal atractivo es el sistema de combos que tiene y cuando metan mas contenido va a estar todavia mejor espero
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Players by region
Where this game's players are, estimated from review languages.
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