
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.29/day in the week to Jul 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Genres
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Boring roguelike
This game is a sleeper.
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]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Simplified Chinese*languages with full audio support
Hours played at review time, across 812 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Could have been great.
Great if you like to do the same thing over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over... Seriously, finished my run on 2nd try, finished a few more times for a few different bosses, same areas and all though, they add some difficulty modifiers and a few trinkets here and there, but it's pretty much all the same over and over and over.
dead game ez skip
as usual, i beg steam for a neutral review option. no full damage recap in this kind of game is absolutely criminal. theres no way to tell how viable certain builds are, how certain builds will hold up in solo or coop etc. and knowing the game devs abandoned ship after a failed battlepass and lack of revenue (so therefore no further development) really sucks. especially because stats recap was apparently on the roadmap at some point? womp womp. maybe they will update, and then i will revisit this review. game is still fun though. probably only buy on massive discount. From a mod on the official inkbound reddit: [i]On the discord the dev team announced that the shiny shoe team has decided to no longer continue ongoing support for the game citing insufficient sales to continue the project. The team says that they plan to keep servers running for the foreseeable future and continue to discount the game to a lower and lower price but not release any new content for the foreseeable future as well. Shiny shoe stated that they are a small team and have decided to move focus to a different product they plan to announce when ready, but to expect radio silence till then.[/i]
There's some great ideas concerning characters and their play mechanics but, sadly, Inkbound is designed for online co-op so single player is quite shallow; requiring many runs to tediously 'grind' up your stats so that you stand a chance against a level boss. All devices and mechanics are given wacky terms to elude to a sophisticated learning curve but it all boils down to hot-bar abilities, currency and optional buffs to select at the start of each run. Can't recommend unless you're going to play online and we all know how long most multiplayer games remain populated these days....
A solid roguelite for 2 players with great focus on cooperation mechanics. The lore is also surprisingly deep that I really enjoy, and the voice acting is great
This game is a BLAST. I just wish it had more players and made more of an impact.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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