
A turn-based tactical roguelike from the creators of Monster Train. Play solo or co-op, create powerful builds, and save the Atheneum.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really wanted to love this game because the tactical turn-based combat system is fantastic, but potential buyers should be warned: this is a hardcore, knowledge-based roguelike, not a casual roguelite or a traditional RPG. As someone who prefers RPG progression, I found the early game incredibly frustrating. You are constantly thrown into situations where it is 1 vs 8, and the difficulty curve feels merciless at the start. My biggest issue is with the progression system. When you unlock "new items" after a failed run, there is no guarantee they will have better stats. The progression doesn't make your character permanently stronger; it just expands the item pool. Mechanics like the Vestigial Shrine force you to destroy your hard-earned items just to get set bonuses for the remainder of that specific run. Once you die, all your power is gone, and you start the next run from absolute scratch. If you love games like Slay the Spire, where the only real meta-progression is your own knowledge of the game's synergies and mechanics, you will probably love this. But if you are coming from an RPG background and looking for permanent upgrades, a sense of lasting character growth, and a fairer learning curve, Inkbound might feel more punishing and frustrating than fun. It's a well-made game, but the pure roguelike loop just isn't for me.
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Languages: English*, French, German, Japanese, Simplified Chinese*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game. Basically slay the spire with slightly different mechanics, instead of being card based its ability based and has rings you fight in to position yourself and allies. This game has tons of replayability and variety with a lot of characters and unique upgrades so every run feels different. Its a true shame that the devs have all but abandoned around a year after release (now 2 years). Great game for 1-4 players.
One of the best tactical roguelikes out there. I love the way you proceed on objectives and quests. It is almost impossible to have a run without progression. Don't miss it! 9.5/10
i prefer this over slay the spire. great game. shame its not getting more updates. deffs one to pick up when it goes on sale. goes 70%+ off frequently so wishlist it if its full price.
The developers abandoned this game before implementing the core features essential to any proper roguelite game. 1. Complete Lack of Detailed End of Run Stats Without data, it’s impossible to test the actual strength of a specific build or analyze which part of your run underperformed (regardless of whether you win or lose). In co-op mode, you can't even see your teammates' exact HP bars btw. 2. Atrocious UI Placement and Screen Space Management The action takes place in the center of the screen, while the sides are completely wasted on useless background environment. Yet, the devs chose to cram the main UI into the bottom-center, constantly blocking the battlefield. This baffling design logic really makes me question their competence. When debuffs hit double digits, the stack numbers literally block half the icon. 3. Abysmal Chinese Localization The ingame Chinese translation is bloated with incomprehensible jargon and vague effect descriptions, offering zero layman's terms. You’re forced to waste mental energy deciphering a proprietary vocabulary that doesn't carry over to any mainstream single player games. To make matters worse, the game features NPC progression, meaning you have to converse with NPCs who spout this exact gibberish. Ask yourself: is it really worth learning a whole new dictionary just to play one mediocre game? 4. Floaty, Weightless Combat VFX For a game explicitly themed around ink, where the UI, visuals, and terminology all revolve around the concept, the actual hit impact completely lacks that viscous, heavy, and thick texture you'd expect. Instead, the combat feels incredibly floaty, attempting to mimic Hades but ending up feeling like you're just swinging at thin air. Some developers clearly have massive ambitions but severely lack the design chops to pull them off. 5. Co-op is a Total Afterthought I haven’t unlocked the other four characters yet, but out of the initial four I’ve played, it’s glaringly obvious that the buffs and skill designs were built strictly for a single player experience. There is zero inherent synergy between teammates. Sure, you can pick up some co-op skills during combat, but they are completely superficial and provide next to zero help. Honestly, the game is much easier if everyone just ignores teamwork and focuses purely on their own solo build. [h1]★★☆☆☆[/h1]
Abandoned to make more money with monster train 2
Had potential .but abandoned as soon as they could.
Addictive gameplay loop, great soundtrack, solo or multiplayer, build variety. 10 / 10
Эта, совершенно идиотская, игра просто физически не дает соло пройти дальше второго босса. Мне выпадал ЛУЧШИЙ билд на урон, хп реген. Но никак, просто босс наносит урона больше, чем ты можешь перехилить, просто потому что ты соло чмоня.
好遊戲但有閃退問題
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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