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Lore Secrets, Part 2

Hey everyone, Redbeard/Brendan here with another lore update! This time with a peek into something I’m personally excited for in one of our future updates: Vestige Lore!

As I mentioned in my previous post, there's a lot of lore for the world of Inkbound both because it’s necessary to create a believable world but also because it’s just fun to write. Since there's so much of it, though, and it often doesn't relate directly to what's happening in the game or with characters at the time, I still wanted a way to expose some of those less-relevant-but-still-interesting facts for those who wanted to dive deeper into the world of Inkbound.

In our previous game, Monster Train, we had a similar feature: all cards, enemies, and items in the game had lore/flavor text that you could read and learn a little bit more about the card/enemy/item/thing itself and how it fits into the larger world. In Inkbound, we've taken the same approach to our vestiges: not only giving them flavor text but designing their visuals from the ground up with that lore in mind. We always want each new asset in the game, whether it be a Vestige, Trinket, character, Book, or Aspect to feel grounded in the game universe and that means making sure that the visual design for those assets has a strong lore foundation to give it context in the larger world of Inkbound.

That's not to say that the gameplay design of these items isn't what ultimately drives the creation of new vestiges, aspects, etc. (it often is), but that once the gameplay details have solidified a bit, I can come in and provide some in-world context for "why" this new thing exists in the world. So, in a sense, the lore for all of these vestiges has always existed, we're just polishing it up and making it visible now!

Here are a few examples:

The Dam wasn’t all bad, just mostly. The original intention of the DARVe, to study the written creations for sentience, was a noble one. It was just led by people who couldn’t handle the chaos that ensued.

It’s a pretty tremendous undertaking, the cataloging of the Atheneum, so it’s no surprise it only happens maybe once an Age. Didn’t stop those Counselors from reindexing the whole damn library, though. Gave each book a chit and everything for easier retrieval. Takes all the fun out of the hunt, I say!

A gift from Allyra with the inscription: “Perhaps we were wrong”. Sent to Allyas, no doubt. How juicy! Lys bet me those two would get back together someday, and this feels like sure proof that they haven’t yet! Lys doesn’t agree… As to what they were wrong about, your guess is as good as mine.

Ahh, another memory best left forgotten. The poor couple’s introduction to the shadows and the Whispers. Oh, it was a carnival once upon a time, but after Witt… left… it became something much darker.

There used to be more of us. Lots more Binders if you can imagine! It really put a squeeze on the Ink going around, though. So these little badges were given to Trackers for the Vowed to exempt them in their use of Bindings.

So, there are a few things that are important when designing a vestige and the lore around it:

1. Where does this vestige come from? Is it from the Atheneum? Another world that's been written? Answering this first helps narrow down from designing 'anything' to 'fewer things.' In the case of ‘Predator’s Quintessence’, we knew it would be related to a sci-fi world (the Derelict Starship DARVe from our most recent update!) so that narrowed down the possibilities significantly to something related to that book.

2. How can the visual design closely match and convey the gameplay function as closely as possible? This will usually determine more specifics of 'what' the vestige actually is/does/looks like. The “Predator’s Quintessance’ vestige started with the gameplay prompt: “When you kill an enemy, you permanently deal more damage.” Knowing that this vestige would be connected to the Starship, it made sense to have the vestige relate to one of the captured predators aboard the DARVe, the Thantaloupe (an enemy you can also fight in the latest update!).

3. How does the surrounding universe support this item existing? Is there something that already exists in the world that could be used as an opportunity to reveal more lore or story about the world? This is where the vestige design starts to go from something 'normal' to something 'Inkbound'. It's where we make sure that the item feels rooted in our universe and not something that could just be found anywhere. Cheesecards were a concept for a long time that I wanted to find a place for in our vestiges and putting the visual design to this vestige seemed like a decent spot for it. It’s certainly a vestige where the mechanics tie to the visuals a bit more loosely, but the payoff it gives in terms of worldbuilding makes up for it.

4. What does our lore writer have to say about it? Lore on its own can be interesting, but it's even more compelling when told through the lens of a character within the game; a narrator that can have their own opinions on what they're talking about to reveal information about character dynamics and other tidbits that might not be possible if the same information were just delivered as plain facts. In Inkbound, all lore is written from the perspective of the Chronicler.

Once all this lore and visual description has been written and any additional reference is collected, it's sent to our very talented artists to make my ugly words into something awesome to look at!



I hope this gives you a bit more insight into how I design the initial visuals for our vestiges and the lore that supports them as well as give you a little sneak peek into the massive lore dump coming in the not-too-distant future!

We’ll have more details for you as we get closer to launching this new feature, but until then, thanks again for playing Inkbound and see you in the Atheneum!

Early Access Patch 0.2.5

[h2]Letter from the Team[/h2]

This week we have another small balance and bug fix update. We continue to try to improve balance across the game at all difficulty levels.

We have some bigger improvements coming soon, watch for news in the next few weeks.

[h2]Release Timing[/h2]

This patch will be released at approximately 10 am PT (UTC-7) on September 12th, 2023.

This link will convert that to your local time.

[h2]Full Patch Notes[/h2]

[h3]General & Quests[/h3]
  1. Fixed bug where players could get locked out of discovering and completing aspect unlock quests.

[h3]Enemies[/h3]
  1. Reduced Book 1 Guardian Captor base attack from 5 >>> 3.
  2. Reduced Book 2 Guardian Captor base attack from 10 >>> 7.
  3. Inkpots will now move slightly closer to the player and to each other.
  4. Reduced the overall pool of Book 2 normal battles by 1. Many of them were hardly visited and they were bogging down our analytics, making it hard to tell which combat needs tuning.
  5. Tuned down certain battles that were dealing high amounts of damage to the player.
  6. Tuned certain early battles where most players could complete the battle without taking damage.

[h3]Visuals[/h3]
  1. Improved the visuals of Clairvoyant's Hazard Aura dealing damage/killing enemies.
  2. Added animation to back slot wing cosmetics.

Building a Book!

Hi everyone! I’m William, Art Director here at Shiny Shoe. Today it is my pleasure to walk you through how a Book is made, from the first description to the finished world.

[h3]GENESIS[/h3]

Each Book begins with an idea, and from that idea grows the story. Our writer/loremaster, Brendan, who is in charge of all things story and book-related, will decide on the new book location and create the story that is written within. Art and Design will then sync on the idea, making sure all the lore and reference is understood and Art is ready to proceed with concepts for the new book. We discuss the story behind the world, how it fits in the overall narrative, who and what you meet there, and what it should look like. This also includes things like new enemies, weapons, outfits, and NPC’s.



[h3]REFERENCE[/h3]

Once we have a clear vision for the book, reference is gathered based on the location and atmosphere specified in the creative brief. In this case, the setting for the Starship of Terrors takes place on the DARVe, a space-faring vessel that collects, catalogs and experiments on alien creatures. Since we’re going for a 30’s style “art deco sci fi” look and feel, we checked out a lot of art deco architecture, pulp sci-fi, and classic creature features, as well as different environmental references such as laboratory equipment, animal containment, and ship mechanics like boilers, engines, and turbines.

Brendan put a fun twist on the ship itself and requested it be more of an airship, floating through gaseous, ether-like space. That meant we could design it with more specific features like rigid sails, tension lines, and propellers. Along with the physical reference, this is also where we begin to decide the color palette and what mood we want to establish using those colors.



[h3]FOUNDATION[/h3]

A little background on the creative strategy behind each Book is helpful here. When developing the style of the game, we wanted to make sure gameplay came first. The most important thing for the player to focus on is the combat, and all the various art elements follow a very strict order of priority. The characters, weapons, and enemies are first in the hierarchy, with high levels of detail and more complex silhouettes. The UI and VFX follow, since those are the key points of feedback for the player. The environment that everything is situated in is designed to support (but not distract from) the flow of gameplay, so the worlds themselves are built with an emphasis on color and shapes.

The art style of Inkbound is colorful, fantastical, and dreamlike. Not too realistic or complex to distract from what the player is doing, but with enough unique silhouettes, color, and detail to create the setting and help tell the story as the player moves through each world. These are all things we keep in mind when approaching the design of a new Book.

[h3]CONCEPT[/h3]

The concept process begins with rough sketches and model blockouts of various areas or pieces of the environment. Since every asset in the game helps tell the story visually, careful attention is paid to the details and why things look the way they do. What happened to the ship? What creature was kept in this cage that could tear it open so easily? From bones on the floor to the books that line the shelves and every microscope, flask, switch, dial, and steel trap in between, everything is crafted to build a visual narrative.

Working from a quick list of assets is very helpful - big specimen tanks for the aliens, shelves, and equipment for the labs, broken open cages for the containment area, clunky consoles and big glowing screens for the bridge, etc. We wanted to evoke the feeling of a haunted house, with monsters and mysteries hiding around every corner. Details like dirt on the floor, cobwebs strung between equipment and bookshelves, and VFX-like sparks and steam all work to build a creepy sci-fi atmosphere. To make the player feel even more like they’re walking through the bowels of a vessel, the edges of each environment are surrounded by splitting hull plates and huge steel ribs, barely holding the ship together.



[h3]SPACES[/h3]

The DARVe is a complex ship with multiple areas to walk through. Each one needed to feel unique, but still be a part of a whole ship. This is where the color and silhouettes of each environment play a key role, helping each area tell its own part of the story.
  • The CREW QUARTERS is the most relatable environment, with carpet, shelves, tables and chairs. The player is introduced to the ship here and begins their journey in this familiar yet spooky area.
  • CONTAINMENT is a grimy location where the dirty work is done capturing and keeping aliens (unsuccessfully it would seem due to the amount of broken bars on the cages). Wood and Metal textures play heavily here, combined with trapping equipment and the bones of unfortunate alien critters.
  • ENGINEERING keeps the ship afloat, although the years have taken their toll as the spinning dynamos threaten to overload and steaming boilers strain their rivets. Rusted steel and copper plates dominate the color palette, complimented by the magenta light of burning Uhn in this utilitarian zone
  • The LABORATORY is where the mad science happens. Sickly green glowing tanks house aliens waiting examination on steel operating tables, surrounded by chemicals and equipment that add to the cluttered, untidy appearance. This is also where the CAPTIVE can be found, falling apart like the rest of the machinery around him.
  • The DARVe wouldn’t be complete without the BRIDGE, helping to guide the doomed ship through unknown space. The BRIDGE is more ornate, with decorations surrounding equipment and control screens that glow an eerie blue, and sparks fly from the complex yet antiquated machinery. This technology is barely keeping the ship on course as it slowly falls apart piece by piece on its way through the cosmos.


Once all the pieces are designed and built, the process of constructing each zone can begin and the DARVe begins to take shape, from the very first portal to the final fight with the shape-shifting Mimic.

Thanks for reading and being a part of the world of Inkbound! We look forward to introducing even more worlds for you to explore!

Early Access Patch 0.2.4

[h2]Letter from the Team[/h2]

This week we have another small balance and bug fix update. We continue to try to improve balance across the game at all difficulty levels.

[h2]Release Timing[/h2]

This patch will be released at approximately 10 am PT (UTC-7) on September 6th, 2023.

This link will convert that to your local time.

[h2]Full Patch Notes[/h2]

[h3]General & Quests[/h3]
  1. Rearranged Quicken upgrade quest to match rarity order.
  2. Fixed bug with Offensive Mode combat encounters quest not working.
  3. Fixed bug with Star Captain Milestones not hiding correctly after completing.
  4. Updated several Binding tooltips to be more clear about their effective ranges.

[h3]Draftable Bindings[/h3]
  1. Fixed Quicken Common augment Swiftened Quicken granting movement on using any Binding rather than just on using Quicken.
  2. Fixed Cultivate not being discounted by Rare vestige Counselor's Ledger.

[h3]Enemies[/h3]
  1. Reigned in outlier combats that are too easy (anything with chargers) or are too difficult.
  2. Increased Book 2 Guardian Nim the Lost HP from 12000 >>> 15000.
  3. Increased Book 2 Guardian Captor HP from 5000 >>> 6000.
  4. Increased Book 2 Guardian Lusk the Blightbag HP from 10000 >>> 15000.
  5. Increased Book 2 Guardian Rhinferno HP from 9000 >>> 15000.
  6. Increased Book 2 Guardian Mimic HP from 12000 >>>> 15000.

[h3]Visuals[/h3]
  1. Updated Blazing Barrier Status Effect VFX.

[h3]Engine[/h3]
  1. Resolved issue where healing on player turn start could cause the displayed HP values to be incorrect.
  2. Fixed another case where Multiplayer Resume would not work if one of the players in the party abandoned resuming from the main menu.

All About Trinkets

Hey there, it’s ModusPwnenz again from the design team and I’m going to chat about Trinkets: what they are, what our goals for them are, and where we see them evolving as the game matures and opinions coalesce.

Trinkets are equipment selected in the Atheneum that give large amounts of power throughout a Dive. The power can come either from gaining raw stats over time, increasing the options you have during a run, or from narrowing the pools of rewards down to more usable Vestiges and Font upgrades. Everyone initially starts with four available trinkets to pick from, but more are unlocked via keys gained through the level progression.

Here are some of the main goals for what we wanted Trinkets to cover:
  • Give impactful upgrades
  • Support core playstyles
  • Have crazy effects that shift how you play
  • Assist in completing quest

I’m going to give a Trinket as an example of meeting these goals. Although, many Trinkets can and ideally do fit in multiple buckets, such as giving both an impactful upgrade and supporting a core playstyle.

[h3]Give impactful upgrades[/h3]



Heart of a Hero is one of the starting Trinkets, and a good example of giving a nice impactful upgrade. Legendary Fonts are supersized in effect so they can feel really good to get. Even though they are super powerful, this Trinket is balanced around the fact that it is delayed power, meaning it doesn’t have any effect at all until after the first Guardian is defeated. Also, there is both randomness and opportunity cost when selecting a Font upgrade. If you don’t have any glyphs you might get a Font upgrade you don’t want… which can lead to other interesting outcomes where you may need to pivot your build to take advantage of it.


[h3]Support core playstyles[/h3]



There are currently a handful of Trinkets that affect the core keywords, giving them an initial boost and building up into something stronger later in the run. Essence of Quillion is one of them, building up Spiked by utilizing sources of Shield, and eventually creating both naturally at the start of each turn. The main idea here was to build into the tank fantasy, but also give an option for a more supportive role as well, since the shield bonus applies to all allies.

Additionally, these Trinkets have something we internally call “Tilt”, meaning they make certain keywords show up more often. Like many systems, it’s something we’re still iterating on and improving but generally we like how it can help with solidifying a build without outright forcing it.


[h3]Have crazy effects that shift how you play[/h3]



Sometimes people just want to see what happens when you spin the wheel of fortune, and that’s what this next Trinket is all about. One of my personal favorites, the Blessing of Kwills will continually upgrade the rarity of a Draft’s choice as long as you keep rerolling the options. Aside from the dopamine of getting an epic or legendary upgrade, this Trinket is also interesting as it really changes how to approach rewards. Glyphs have higher value, so taking more hard battles for Glyph Globes is a viable strategy, same with going to more Tethered Shrines or Binding Empowerments to get the extra juice.


[h3]Assist in completing quests[/h3]



One piece of feedback we kept hearing is that people wanted ways to help tackle the more complicated quests in the game. Trinkets are one of the solutions to that problem, as seen in the Chart of Stars guaranteeing that the Derelict Starship shows up in the first book selection, making any Starship based quests easier and more efficient to complete. Although we recently made a change that enforces all Books show up as a selection during a Dive, sometimes it’s just nicer to get your quests done in the first book!


[h3]Process of creation and iteration[/h3]

Almost all of the Trinkets went through several stages of updates for balance and fun factor, and many didn’t make the cut for the initial addition. Generally we want to make sure each Trinket hits multiple of the goals listed above, and if not it should be a standout selection in the goal that it does achieve.

Balance was also a big factor for Trinkets. The one issue we did not want to cause is that there would be a clear meta in terms of power level; if any Trinket was always clearly the best one to choose regardless of the circumstance that would lead to stagnant gameplay and dissuade people from trying out more fun Trinkets or ones that they personally enjoy playing.


[h3]The Future[/h3]

More Trinkets are on the way! As people play with them and we see what’s working and isn’t working as well as we hoped, a heap of new ideas spring out of that data and discussion. Also, we want to make sure that all of the core playstyles are supported, so I wouldn’t be too surprised if we had a Critical Charge focused Trinket, or a Bleed Trinket, or a movement based Trinket on the horizon. What else would you like to see? Let us know in the comments or in discord, we’re always listening!