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Inkbound Patch 1.0.4

[h2]Letter from the Team[/h2]

Today's update is a small incremental update with bug fixes in a variety of areas of the game.

[h2]Release Timing[/h2]

This patch will be released at approximately 12 pm Pacific (UTC-7) on May 3, 2024.

[h2]Full Patch Notes[/h2]

[h3]Magma Miner[/h3]
  1. Fixed Rare Magma Miner vestige Miner's Gloves not stacking.

[h3]Chainbreaker[/h3]
  1. Fixed Infused Fist ascension Equalizing Fist sometimes not inflicting Infusion on colliding Enemy when at the edge of the target.

[h3]UI[/h3]
  1. Adjusted gamepad vestige set highlights; the vestige you are navigated over will highlight its sets, including in drafts.
  2. Adjusted size of gamepad interaction prompts to avoid overlap issue in Chinese and Japanese.

[h3]Other Changes and Fixes[/h3]
  1. Fixed some quest text bugs referring to the wrong NPCs near the end of the main questline.
  2. Fixed a variety of Chinese and Japanese translation errors.
  3. Fixed a bug that could lead to loss of cosmetics in offline mode.

Lore Dev Post #4: The Origins of Inkbound's World

It’s me, Redbeard/Brendan, writer of Inkbound, back with another Lore Post! There have been some great questions on the Inkbound Discord (shameless plug to join if you haven’t!) about the origin of Inkbound’s world and, with the full release of the game, there’s no better time to dive into the details!

[h3]The Concept
[/h3]
I can’t really pinpoint when the idea of “Books as Worlds” came about — it was something I’d been interested in for a while — but it definitely pre-dated even Monster Train. But, since nothing is made in a vacuum, and especially since this thing has been made and released, it’s a lot easier to retroactively find inspirations and make it look like I knew what I was doing all along!

Whether conscious or not, there were 2 main inspirations for the world of Inkbound: The Pagemaster and The Nightmare Before Christmas. For anyone who’s seen The Pagemaster, the Macauley Culkin classic of the 90’s, the connection to Inkbound should be pretty clear. But, for those who haven’t, know that books coming alive and transporting our favorite child actor into their worlds was a pretty central idea of that movie.

For the Nightmare Before Christmas, the inspiration was a bit more specific. I was always obsessed with the holiday-door woods where each door leads to a different world centered around that holiday. The doors and the worlds they could lead to were intriguing, of course, but I was really curious about the larger forest that contained all these doors and this sort of 'meta-world' that connected all of it. Where could all of these other doors lead? Were there people or beings that lived in this greater wood and took care of the doors? If Jack fell (or, I guess, trans-dimensionally transported?) into Christmastown, how the hell did he ever get out so easily?

So, the idea of a book being personified somehow, whether that was into a character or a world (or both!) was hardly a new one, but it felt like it’s such an interesting and obvious idea that could bear the weight of the ‘big thing’ we were working on creating after Monster Train.

[h3]The World [/h3]

Way, way back in the olden days of 2020 when we were still working on Monster Train, we’d finally started to think about what we wanted to do next and with that came a couple of high-level ‘requirements’ for what we wanted the game world to accomplish:

  1. We wanted something with a strong “meta” component. Something that would tie all of the individual pieces together in a compelling enough way that also created a main hub space for everyone to hang out in. In the game now, this is the Atheneum.

  2. We wanted a world that was “infinitely” expandable. Even more specifically, a world where we could tell a wide variety of different kinds of stories and it made sense for those stories to exist within the same world.

Again, it’s easy to retroactively fit the narrative to match the outcome, but the ideas rattling around my head for “Books as Worlds” and this meta-world where they all exist seemed to lend themselves perfectly to these higher-level goals we’d set for ourselves in making whatever this new thing was going to be. So, the Atheneum and all of its Book worlds created in Ink with the help of some spiritual companion were formally conceived. All that was left was the writing…

[h3]The Writing[/h3]

…and that’s the hard part. Ideas? Easy! You can come up with a hundred in just a couple of minutes if you really try for it. But fleshing out all the details of those ideas, and there are a lot of details… not so much. You’ve got to think of all the things that people will never (and rightfully should never) see! Reasons for why enemies wear specific kinds of textiles and where those textiles were made. Reasons for what kind of food people ate and why it was a huge source of conflict in this world. Reasons for why Kwills speak in that weird language that they do and why it looks the way that it does. There exists, somewhere in the dusty depths of a Google Drive folder, an actual Inkbound “Bible” that’s a few hundred pages long and details all of the inner workings of the Inkbound universe. It’s long, it’s tedious, it’s self-contradicting, and it’s wildly out of date, but having that “Bible” was crucial in making sure that the world was fleshed out enough so that when an artist asked “What does this enemy wear?”, I could respond in verbose and excruciating detail before their eyes glazed over and they regret asking in the first place.

What always held true in that “Bible”, however, were a few guiding principles around which all the other details revolved. Here’s a quick list of a few of them that I made for myself when writing the game.
  • A Reclusive, Mysterious Figurehead - The Inkbound would be a figure that everyone had placed their faith in but that faith was quickly fading. Basically, take the Wizard from the Wizard of Oz and make them even more fallible.

  • Dropping into the Unknown - Strange worlds with strange rules and strange reasons for existing. Each world in the game has a reason to exist, but I wanted them to have distinct purposes in their narrative creation. Take Alice and drop her into Wonderland over and over and over again.

  • Believable Character Motivations - No Black and White morals! Not a new concept by any means but something I strongly believe in when writing characters. It’s always more compelling (in my opinion) to read and write characters that have believable motivations for their actions. You may not agree with them, but you can at least have some understanding as to why they did a thing.

  • Kwills are Quills are Inkwills - Spiritual companions as the literal conduit for words and Ink in this world was an idea that existed from the beginning. One title we even floated around for a while was “The Inkwills” both to try and convey the importance of these Kwills (in the world, a name that comes from the shortening of Inkwill) and to communicate that this game’s story is about the Will of Ink. While the title didn’t stick around, the concept certainly did.

  • Starting In Media Res - Starting “in the middle of things” rather than the very beginning of the story. By the time you actually enter the story, everything has gone to Hell! The Atheneum is in ruin, most of its inhabitants are gone, and these book worlds you keep hearing about aren’t even all around to go to! You’re cleaning up the mess of other characters. But only after you make it a little messier first.

While a lot of the details changed a few (hundred) times, these guiding principles helped to have a clear ‘North Star’ (or constellation?) to direct towards when writing out lots and lots and lots of specifics that may never see the eyes of a player.

But that’s the biggest secret to writing a world - none of it’s real until you ship it! And even then, that’s why God made retconning. So, change anything and everything as much as you want until it feels right, and then probably change it some more because you can. No one will know (unless you write a Steam blog about it).

So, that’s the real short version of a small portion of how this world was made. It’s hardly the only way to do this sort of thing, but it’s a way that’s worked for me. And whether you’ve read this far because you’re interested in making your own worlds or just curious about the thought and care that goes into them, thanks for sticking around and enjoying this weird, little world that we’ve made for you to play around in!

Inkbound Patch 1.0.3

[h2]Letter from the Team[/h2]

This patch fixes a number of bugs and updates balance in a variety of places. We added one new feature to the UI for multiplayer - a way for the party leader to kick players out of the party. This was requested by players a number of times to deal with situations where a player goes AFK for a long period of time. We also fixed a number of bugs, including fixing a rare issue where a player could lose progress when playing in offline mode.

Last week's buffs to Chainbreaker were good, but haven't moved the needle enough, so we're pushing some more power to his base kit. Clairvoyant and Godkeeper are also getting some light buffs.

Some book mutators aren't giving enough Kwillings/Glyphs for how punishing they can be, and a few are a bit too punishing. Several book mutator rewards are increasing, with a slight decrease for Stinging Wounds.

Book 1 Guardians are pretty comparable in difficulty, however Book 2 Nim the Lost and Janus the Malformed are currently too easy compared to the rest in Book 2. The Mimic is hitting a bit too hard in certain forms, which are getting tuned down, in addition to small tuning changes to other guardian challenge buffs.

[h2]Release Timing[/h2]

This patch will be released at approximately 12 pm Pacific (UTC-7) on April 24, 2024.

[h2]Full Patch Notes[/h2]

[h3]Magma Miner[/h3]
  1. Fixed Smash uncommon augment Heatened Smash heat gain not stacking.
  2. Fixed Burnout not reducing hp and granting omni damage per stack.
  3. Fixed Magma Miner Rare vestige Miner's Gloves sometimes not granting omni damage.

[h3]Mosscloak[/h3]
  1. Fixed Hunter's Dash Rare upgrade Strengthening Dash buff being removed when using non-attack bindings.

[h3]Clairvoyant[/h3]
  1. Updated Psychic Pulse ascension Spirit Sapper. 100 damage >>> 125 damage.
  2. Updated Telekinesis ascension Astrakinesis: "Deal 60 damage... At Full Charge, deal 160 damage." >>> "Deal 100 damage... At Full Charge, deal 175 damage."
  3. Updated Spirit Bomb ascension Spirit Nova 150 damage >>> 175 damage.
  4. Fixed Spirit Bomb ascension Spirit Cannon having wrong damage calculation in description.

[h3]Godkeeper[/h3]
  1. Updated Celestial Razor 50 damage >>> 65 damage.

[h3]Chainbreaker[/h3]
  1. Fixed Infused Fist Rare augment Virulent Fist not stacking.
  2. Updated Runic Strike: 90 damage >>> 115 damage. Updated ascensions to match.
  3. Updated Chi Eruption: 100 Physical damage, 100 Magic Damage >>> 115 Physical damage, 115 Magic damage.

[h3]Book Mutators[/h3]
  1. Updated Inkshell: 6 damage resist per stack >>> 4 damage resist per stack. 175 Kwillings >>> 250 Kwillings. 2 Glyphs >>> 3 Glyphs.
  2. Updated Inkshield: 15 damage resist per stack >>> 12 damage resist per stack. 175 Kwillings >>> 250 Kwillings. 2 Glyphs >>> 3 Glyphs.
  3. Updated Final Chapters: 125 Kwillings >>> 150 Kwillings.
  4. Updated Pacifism: 150 Kwillings >>> 200 Kwillings. Removed hidden 5 stack limit from Pacifism debuff.
  5. Updated Stinging Wounds: 250 Kwillings >>> 200 Kwillings. 3 Glyphs >>> 2 Glyphs.

[h3]Enemies[/h3]
  1. Fixed Captor challenge buff Debilitating Soul Shackle still able to let the Captor inflict regular Soul Shackle with its attack.
  2. Fixed Lusk the Blightbag sometimes not spawning Lil'Lusks if their spawn locations were blocked.
  3. Fixed Guardian of the Unbound key enemy sometimes attacking even while they have the stunned status effect.
  4. Updated Argolath: 65000 HP >>> 75000 HP. Updated Argolath Tentacle: 4000 >>> 5250. Argolath has been consistently easier than Cynder and Ruhnstone, but overall does decent damage, so making it a bit beefier.
  5. Updated Ruhnstone Guardians to not respawn on Phase 2, they will now only respawn on Phase 3. Since Ruhnstone's phases are stacked up together, getting rid of a guardian in the first phase doesn't mean much for your next few turns. Should hopefully make getting rid of Guardians more meaningful.
  6. Updated Book 2 Nim the Lost: 28000 Max HP >>> 33000 Max HP.
  7. Updated Book 2 Janus the Malformed: 28000 Max HP >>> 30000 Max HP. Janus Sparring Dummy 2000 Max HP >>> 3000 Max HP.
  8. Updated Book 2 Lil' Lusk base attack from 6 >>> 5.
  9. Updated Book 1 Janus the Malformed challenge buff Sentry Mode: +500 Max HP >>> +100 Max HP. +150 Dummy Max HP >>> +100 Dummy Max HP.
  10. Updated Book 2 Mimic Challenge Buff Mosscloak Attuned: +20% damage >>> +12% damage. +1000 Max HP >>> +500 Max HP.
  11. Updated Book 2 Mimic Challenge Buff Weaver Attuned: +2000 Max HP >>> +500 Max HP.
  12. Updated Book 1 Captor Challenge Buff Debilitating Shackles: +500 Max HP >>> +100 Max HP.
  13. Updated battles in Book 1 that were too easy or too hard compared to their labeled threat level.
  14. Updated battles in book 2 that were slightly too hard, namely ones with the Razorshade or that spawned too many Inkstains.
  15. Resolved issue with the Shocked status effect not triggering when a Guardian becomes phased by an attack.
  16. Slimpe Eggs can no longer get Team Captain challenge buff. ("On turn start, Enemies gain shield equal to 10% of their max hp.").

[h3]Vestiges & Sets[/h3]
  1. Fixed Epic vestige Necrostrain causing stutter and inflicting lots of extra poison stacks in very specific cases, such as using it with Poison Thorn and Godkeeper's Impale.
  2. Fixed Godkeeper vestige Victor's Chits with Celestial Spear Rare augment Empowering Spear causing crit damage to be reduced to 0 after using Velocity.
  3. Fixed Poisonblood not inflicting Hemmorhage and Toxic in certain circumstances.
  4. Fixed Vigorous set bonus granting stacks of vigor equal the amount of damage recieved (including shield damage) instead of only granting stacks of vigor equal to HP damage recieved.
  5. Fixed Shattered Will not granting remainder Shattered Will when you gain 10 or more Shattered Will at once.
  6. Fixed Epic vestige Lupine Gloves not stacking.
  7. Fixed Prey not granting buff when defeating an enemy from DoTs such as Burn or Poison.

[h3]UI[/h3]
  1. Added user-exposed means of kicking party members out of the party via character management screen. Mouse - click on the face of the party member. Gamepad - use the HUD Details and navigate to party.
  2. Added 'X to close' prompt after inspecting Trinket from bottom Play Bar.
  3. Added B button hint to gamepad when inspecting a Trinket card from the bottom HUD.
  4. Fixed issue where tooltips for Trinkets would not show if inspected from the Play Bar on gamepad.
  5. Updated desync notification to encourage people to verify integrity of game files.
  6. Adjusted language in gamepad radial menu for Matchmaking when in the Atheneum.
  7. Fixed D-Pad Up navigation issues on gamepad; do not shortcut to open Party Details if in another HUD context.
  8. Changed End Run screen gamepad shortcut for opening Party Details screen to Start button to avoid navigation issues with D-Pad Up.

[h3]Other Changes and Fixes[/h3]
  1. Fixed a variety of Chinese and Japanese translation errors.
  2. Fixed Rainbow Flavored text referencing Vestige Extractor when they no longer exist.
  3. Modified collision in Inkbound Study to avoid the possibility of clipping into the book bindery.
  4. Fixed ability to escape Argolath's arena on the bottom.
  5. Resolved a soft-lock on gamepad when regaining application focus under certain circumstances.
  6. Fixed a file system issue that could lead to progress loss on some systems in offline mode.

Concept Art for Ruhnstone

Shadow of Ruhnstone


Hello again! I am Genevieve, a concept artist and modeler on Inkbound. I previously covered the concept for the Gardener NPC. Today I will be going through my concept process for the Shadow of Ruhnstone boss.


[h3]The Shadow’s Lore
[/h3]
A shared element for each of the 3 bosses in Inkbound is that they were once kwills that became separated from their binders due to different reasons. After being separated, each morphed into a chaotic entity that reflects conditions of how they lost their binder and the book they reside in. For the Shadow of Ruhnstone, its separation was due to an unbinding attempt gone wrong in the ruins of Ruhnstone. This resulted in an explosion, causing destruction and death. Afterwards, the separated kwill was abandoned and now looms over the silent, ancient city of Ruhnstone like a poltergeist. It has taken rubble to form a vessel to protect itself from harm. The tale of the Shadow is one of loss and abandonment.

[h3]Concepting
[/h3]
When coming up with a form for this boss, I played around with different ideas of how the Shadow affects its environment and having forms that symbolize its past. Though the Shadow is armored with rubble, it is still a small, lonely kwill. I had the idea that while the kwill controls rubble that it can launch at the player, its body could be contained in an urn-like object that symbolizes the death that took place during its separation. Another idea I had was having it surrounded by different shield-looking barriers or armor, like the kwill is trying to protect itself from the world around it. Some ideas had the kwill look more maliciously mischievous, being more of a vengeful spirit. Other ideas had the kwill looking more melancholic and lonely. I messed with the idea of having the kwill’s body be wispy hands that wind through the rubble rather than a visible white orb. While brainstorming ideas on how the kwill could control the environment, I was inspired by the mushrooms that grow in Ruhnstone and came up with the idea that it could control the rubble with something like spores, making it feel more like an infection.

Silhouette studies for Shadow of Ruhnstone

[h3]Second Round[/h3]

I shared these silhouettes with the rest of the team and they liked the silhouette on the bottom far-left. For this silhouette, I had the the idea that the kwill would not only surround itself in rubble like armor, but also make it look like a large, threatening creature to scare off adversaries. The silhouette has elements that look like bones, keeping with the theme of death that surrounds the Shadow.

Taking this silhouette, I did another round of silhouettes focusing on incorporating architectural pieces that can be found in Ruhnstone and shaping them into skull-like shapes.

The Ruhnstone environment

Some architectural shapes I messed around with were using the arches to make them look like horns and claws. I also used lined up pillars to resemble teeth. While I kept the bulging eyes from the initial silhouette, I had the idea of having magma pouring from its eyes, making it look like it is crying. Since Ruhnstone is an ancient city that goes back to the first age, it has blocks of uhn littered among the ruins. These are also incorporated into the Shadow’s threatening armor. I also added kwillspeak runes to make it feel more ancient like the city it resides in.

Initial Shadow of Ruhnstone sketches

[h3]Finalize and Color[/h3]

From feedback, different elements like the flowing magma were chosen and combined into the Shadow of Ruhnstone’s final design below. The body of the kwill is implanted in the forehead of the armor.

From here I add color. Since the body of the Shadow of Ruhnstone is made up of pieces from Ruhnstone, color is more limited but adjusting the values and tones of the stone as well as which blocks are gold can help make the boss pop from the environment and separate different elements of it’s design.

Color study for Shadow of Ruhnstone

Once the design and color is finalized, the last thing that is needed sometimes is an orthographic turnaround of what the boss would look like from different views. This is necessary if someone else is going to take on modeling the design. This page usually will list any notes for the modeler as well as texturing as you can see below with the runes and crater that can’t be clearly seen from the orthographic views.

Orthographic drawing of the Shadow of Ruhnstone

Lastly, I render out an image of the boss to be used outside of the game.

Final rendering of the Shadow of Ruhnstone

I really enjoyed concepting the Shadow of Ruhnstone because of its unfortunate backstory that is hidden behind its menacing exterior. Hope you all enjoyed seeing my thought process for creating this boss’s design!

Inkbound Patch 1.0.2

[h2]Letter from the Team[/h2]

This patch is focused on fixing more reported problems and tweaking balance on a variety of elements of the game. Notably, both Godkeeper and Chainbreaker were buffed in various ways. The full details are below.

[h2]Release Timing[/h2]

This patch will be released at approximately 12 pm Pacific (UTC-7) on April 17, 2024.

[h2]Full Patch Notes[/h2]

[h3]Gameplay Bug Fixes[/h3]
  1. Fixed Celestial Spear ascension God of Lightning spear not smiting enemies on the last turn it's on the ground.
  2. Fixed Infused Fist ascension Finishing Fist not increasing damage based on Combo stacks.
  3. Fixed Shadow of Ruhnstone able to gain Woozy stacks while downed.
  4. Fixed Guardian Challenge buffs Blightlord assist and Slimpe Egg assist sometimes not spawning their units if there is no space.
  5. Fixed the Unbound quest line being erroneously locked for certain players who played during Early Access.


[h3]Gameplay Balance Changes[/h3]
  1. Updated Celestial Spear. 40 damage >>> 50 damage. Updated ascensions to match.
  2. Updated Celestial Spear ascension God of Lightning: "...inflicts up to 2 Smite per turn it's on the ground." >>> "...inflicts up to 3 Smite per turn it's on the ground."
  3. Updated Impale ascension Lightning Rod. "...Enemies hit take +40 damage from Smite until end of turn." >>> "...Enemies hit take +50 damage from Smite until end of turn."
  4. Updated Whirlwind ascension Stormcaller: "...Smite 4 times, split between Enemies hit." >>> "...Smite 5 times, split between Enemies hit."
  5. Updated Infused Fist: 150 damage, 80 secondary damage >>> 170 damage, 100 secondary damage.
  6. Updated Infused Fist ascension Finishing Fist. 200 damage >>> 225 damage.
  7. Updated Infused Fist ascension Supercharged Fist: 150 damage, 120 secondary damage >>> 175 damage, 225 secondary damage.
  8. Updated Infused Fist Uncommon augment Virulent Fist: 10 Poison >>> 20 Poison. Uncommon >>> Rare.
  9. Updated Infusted Fist Rare augment Follow Up Fist: Rare >>> Uncommon.
  10. Decreased Book 2 Rhinferno attack from 18 >>> 16.
  11. Decreased Book 1 Nim the Lost attack from 18 >>> 16. Increased HP from 7000 >>> 8000.
  12. Increased Janus the Malformed Sparring Dummy HP from 700 >>> 1000 (book 1), 1500 >>> 2000 (book 2).
  13. Updated Ironclap ascension Slam. 30 damage >>> 40 damage.
  14. Updated trinket Rose of Rubies: "While above 20 max hp, defeating Minions grants 3 Omni Damage and -2 Max HP, tripled for Guardians." >>> "...3 Omni Damage and -1 Max HP..."


[h3]Other Changes and Fixes[/h3]
  1. Fixed a variety of Chinese and Japanese translation errors.
  2. Made run information objects visually stand out more in the Atheneum.
  3. Fixed players losing access to cosmetics when going between offline and online modes in some circumstances.
  4. Fixed a hidden status effect on Star Captain showing up as blank.