
Write on! Defend the books in Vellum, a co-op, literary roguelike! Harness class-defining colors, master an inspired spellbook, and influence the growth of your enemy! As a group or solo, you'll craft plot-twisting builds to rewrite the rules in Ink!
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): 1.29/day in the week to Sep 1 → 1.57/day in the week after.
About
Vellum is a co-op, literary roguelike; harness the class-defining colors, master an inspired spellbook, and influence the growth of your enemy - your imagination is key to saving the books!
Team up with pen-pals or dive solo into each mechanically-unique Tome where every page is another step toward rule-breaking power!
Dip your quills in quick, dynamic adventures full of synergy, discovery, and the ultimate power fantasy!
Wield colorful, class-defining Signature Inks - feed your health with vampiric Red, blot out enemies with endless waves of Blue, command your Inkling pet with Green, and discover the strengths of Pink, Yellow, Teal, and Orange!

Author your own playstyle by mixing together a wide roster of ink-fueled Spells; warp in Planets to control an area, lunge forward with sharp Swords, clobber distant foes with Dice, toss splash-heavy Potions, summon inky Flowers, Lanterns, Shields, Anvils, Ravens, and many more heavy-handed metaphors!
Color infuses each Spell from the start - in these books, your creative builds and revolutionary ideas will reach untold heights; Pages of Power constantly offer fresh ways to discover, combine, and master the world-making mysteries of ink. Imagination is your superpower.
Dive deep into the myriad Tomes: echoes of familiar tales and fables with unique, run-altering mechanics. Band together with your fellow players to harness thematic, team-wide boons in your fight to preserve these pages.
Plot twist - The Torn hunger for pages of their own! Play to your strengths by choosing how your foes evolve. Save more books from this dynamic foe, apply higher Binding Challenges to each journey, and overcome even the toughest obstacles to protect the Illuminated Library.
Home, sweet home! Rest and regroup in The Illuminated Library between adventures. Refine your strengths by researching and enhancing the power of your Ink! There's always a cozy place to read - especially when you can make one yourself! Explore the Library's secrets, then relax in your personal Customizable Reading Nook!
Deeper evil lies in store,
Beyond the page and secret door,
A broken realm where magic fades
Beware the dreaded Torn Lord Raids...

Swift Tales: Approachable, under 30-minute roguelike runs crafted for quick gameplay sessions for 1-4 players.
Signature Inks: Infuse your spells with one of 6 colorful classes, complete with their own unique upgrades and rewarding challenges!
Scrolls of Power: Tear through enemies with over 300 powers for you and your team. All powers can be build-makers, no filler.
Shaping Your Spellbook: Wield and combine an imaginative roster of over 20 spells - conjure Sewing Needles, hurl Anchors, sling Playing Cards - then enhance them with limit-breaking augments!
Torn Pages: With over 100 enemy upgrades and effects to choose from, only you will decide how your foes evolve throughout the course of battle.
Personal Reading Nooks: Show off your style with hundreds of decorations in your customizable corner of the Library!
The Font: Invoke unique Tome-themed powers as a team in combination with your individual builds.
Talented Research: Enhance the magic of ink between runs to improve your Scribe with customizable talents!
Brutal Bindings: Increase your challenge by affixing bindings to your runs. Greater danger brings greater rewards!
Rotating Book Club: Join other Scribes in tackling fresh, global challenges!
Two Raid Realms: Face the Splice Lord in The Forgery and confront the Raving Lord in The Grey Area!
Reference Section: All the high quality literature puns you could ever desire.
Endless Appendices: Reached the end? Found the perfect build? Face the Appendices and continue the fight!
Engagement
Reviews
Themes across 82 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun game with one huge flaw: The enemy's attacks ([i]warning zones, projectiles[/i]) are too difficult to see. Imagine trying to see a faint, orange glow in a map where there's sand everywhere, or white projectiles against a snowy / icy wall. The build variety is great, tons of spells, signatures, and inscriptions to make each playthrough unique, but the visual impact of the game just feels incomplete.
The game is visually stunning and normal runs are very fun to play. It's not hard to find at least a workable synergy between spells and upgrades, and the game's strict adherence to its theming is really charming and cute. It's hard not to like it, and it is definitely fun with friends running around on all the runs with different inks. But the raids are just awful. The game's combat is focused around your character kiting constant massive AOEs, which is fine during normal runs because the AOEs don't do a whole ton of damage, and the rooms are big enough and AOE small enough you can dodge. But the raid bosses have massive AOEs that basically two-shot you... AND ♥♥♥♥ flying around on the screen towards you, AND massive swiping lines you have to time a jump over, AND do some stupid weird gimmicky mechanic that you barely understand and isn't intuitive or explained at all on top of that AND keep doing damage. It's very overwhelming, and the game pushes you towards doing them! It has a giant indicator in the library telling you to do them! The nicest cosmetics in the game are locked behind them! But they are just so ridiculously frustrating to try to beat because there is so much visual noise, and you are HARSHLY punished for not understanding instantly what's going on. With the Taking Tree boss, for example, you're supposed to kill spawned ads, collect their purple drops, run to a specific point that will teleport you to a small arena. Two plants spawn in this area and you are constantly deluged by a massive flood of AOE with barely time to react between them. You must kill these plants CONTINUALLY to progress. The plants will respawn when you kill them. For some reason. The first few times my friends and I encountered this boss, we had no idea what we were doing wrong. We'd kill one plant and it would just come back. I thought the plants were a distraction and we had to do something else in the teleport zone. My other friend thought we had to somehow kill them both at the same time. We ended up looking it up on the Discord and finding out no, just killing them continually was the answer. Oh, did I mention each raid is a gauntlet of four of these kinds of bosses, each with completely unique mechanics, that you have to defeat in a row to win? And that you get far fewer upgrades than a normal run, are limited in your upgrade rerolls, and can get bottom-of-the-barrel upgrade rolls, meaning you're just ♥♥♥♥♥♥ most of the time? It's maddening because the rest of the game is so intuitive! The spells, the way they synchronize, the abilities! Yes, it's still a disgusting visual clutter of information, but the stakes aren't so high - you have more skills, you have less incoming damage, and you don't need to rawdog four escalating boss mechanics back-to-back-to-back. They really ruin what is otherwise a fun party game because the level of coordination, comprehension, and reaction they demand is just so beyond what the base game asks of you.
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Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 21 → 0.6/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 82 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I can't believe I never reviewed this just for the positive bump. I love Vellum, the devs rock, and it's always my go-to chill-out game... though it can get intense. (: I only wish that they'd put in an option to cut back on the fog in the Epic Poetry mode. It's not very fun to play the endless mode when you can't ever see it haha. Anyway, super-super-super-super underrated masterpiece, Thanks for the incredible game, guys (:
The game has tons of different build variety, not to mention the feel of risk of rain but dare I say so SO much better. Only spent roughly 4 hours and my homie and I are hooked.
This game just isn't fun. My biggest issue with Vellum is that it constantly gets in the way of itself. There might be an interesting game buried somewhere underneath all of these systems, menus, currencies, upgrades, scrolls, buffs, debuffs, and other mechanics, but I rarely get the opportunity to actually enjoy it because the game seems determined to interrupt me every few seconds to make me interact with another menu. The tutorial is a perfect example of this. What's Tangents? What's Splicers? What's Ravings? Surely the tutorial will explain these things, right? Well, hopefully you weren't planning on actually understanding what they mean, because the game seems perfectly happy to throw these terms at you without really giving you a reason to care about them. Don't worry, though, apparently it's not important to understand any of this during the playthrough. You'll figure it out eventually, probably while you're trying to decide which debuff to pick for an enemy type. Then the actual gameplay starts. You beat something, and congratulations! Here's a scroll menu. You move to another board? Here's another scroll menu. Oh, now you have points to spend? Great! Here's another menu. There is a constant feeling that I'm being pulled out of the game to manage some new system that the game has decided I need to interact with. Even the book pages feel like a missed opportunity. You see what looks like it could be an interesting piece of lore or world-building, something that might actually give you a reason to care about the world you're playing in. Instead, it feels more like another interface for managing something. What could have been an opportunity to build atmosphere and tell a story instead becomes another thing to click through. The spell system is another example of this. There are all of these spells that you can unlock, and they look like they could be interesting and fun to experiment with. But rather than letting you actually try them before spending your resources, you're given a tiny video preview of what each spell does. You can watch it, you can buy it, but you can't actually use it to see if you enjoy playing with it. And then there's the actual combat. You'll fight for maybe 45 seconds and start getting into the rhythm of things. Then it's time to stop. Move around. Pick a scroll. Pick a buff. Pick a debuff. Navigate another interface. Then, eventually, you get to go back to fighting. At one point, I ended up on a random board where I had to pick up a seed and plant a tree just to get a scroll. Which, naturally, leads me right back into another menu. That's the problem. The combat isn't given enough room to breathe. Every time I start getting into the actual gameplay, something pulls me out of it. Instead of letting me experiment, fight, and discover things naturally, the game constantly asks me to stop and make another decision through another interface. There are so many layers of progression and customization that they end up feeling less like meaningful choices and more like chores standing between me and the game. I don't necessarily hate the individual ideas. Scrolls could be interesting. Buffs and debuffs could be interesting. The spells could be interesting. The boards could be interesting. The progression systems could probably work. But throwing all of these things at the player constantly doesn't automatically make the game deeper. At some point, it just becomes exhausting. I shouldn't spend more time thinking about which menu I'm supposed to open next than I do thinking about what I'm actually doing in combat. Vellum feels like a game that is constantly preparing me to play the game, without ever quite letting me play it. And unfortunately, that's just not fun. I played 30 minutes, 17 of those were probably menus.
dude this game is one of my favorites, i've been playing it nonstop since i got it. the raids are great, the music is good, the gameplay is great, it's all great
I'm generally pretty adamantly opposed to literacy, but for this game I guess I'll make an exception.
Super fun game to play with friends! The artwork is really cool, and I love the combat too. It's not too complicated and perfect game to pick up after work when I just want to turn my brain off and button smash.
i love it when games are designed specifically to be friendslop or multi only. Sure the early levels are fine solo but the farther you get it becomes disgusting evident this is only balanced around multiplayer.
It's like Risk of rain but actually fun, and I don't have to spend my money to have a good time! Overall a generally good game. (solo and multiplayer)
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