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Inkbound News

A look back and to the future of Inkbound with the Creative Director

Hello Inkbound fans!

If you’ve visited our weekly streams you’re probably well aware of who I am (and if you haven’t stopped by our streams, you should!). That said, my name is Andrew Krausnick and I’m the Creative Director here at Shiny Shoe. What that means is I’m generally responsible for developing with our team a unified creative vision that we are all working towards, and that as we create, playtest, and gather feedback on our games that we update that vision and continue to work towards creating the best possible games for you all to play.

In this blog post, as we head towards our upcoming 1.0 launch, I wanted to spend a little time looking at where we started, where we are now, and where we’re headed.
Where we started

Inkbound as a project was born out of a desire to create a new type of roguelike that married multiplayer, tactics, and creating incredibly broken builds. Of course that’s no small task, and of all projects I’ve worked on this has been the one that has faced the most iteration and challenges. Some that we expected and many we didn’t!

For us as a studio it was our first multiplayer game, our first time trying out alternative monetization ideas, and as far as we know the combat system is one of a kind.

Some of our initial ideas paid off - I’m very pleased with how our combat system can feel fast and reactive in multiplayer. And some of those ideas had to go (nobody seems sad that we no longer have a battle pass). Other ideas came to us along the way, as methods to further enhance core ideas. Such as the impact and appearance of Vestige Sets in the most recent update.

One of my favorite things to do at launches is to look back at some of the earliest screenshots of a project. Here are a few I pulled out of the depths of my hard drive (it’s like looking at baby pictures - a little ugly and a little cute?)


The oldest screenshot on my hard drive. The original ‘biter’ is about to chomp.


A real world exists! Also we had equipment with abilities on it. Also an inventory that was persistent (between runs!). Trying out a lot of ideas here. Chat is 20% of the screen.


The Inklings exist! Also we have resource bars, experience points, and abilities. We had arcing attack lines from enemies in real space at this point.


The first figments, also the combat arena works at this point and enemy variety is ramping up.


The first augment drafts. They had bonus effects at the time! Everyone just always chose the bonus effect ones though. More of a level up system and less mix and match.

[h3]Where we are now[/h3]

We’ve grown a great community, iterated heavily, added languages, controller support, and much more with this upcoming update. The narrative is voiced and there’s a payoff at the end. There’s a ton of balance changes that will make the game more engaging and rewarding than ever, with more tough choices and big wins (and close losses!). In short, our launch brings basically a whole new game. The launch is incredibly exciting and the amount of changes and polish is staggering - I genuinely can’t wait until it’s in all of your hands.

[h3]What we see in the future![/h3]

And of course looking at the above screenshots I can’t help but wonder if by the time we’re at 2.0 if the current game will look just as old. So what’s next? To a large degree that’s up to all of you and all of our new fans! We look forward to hearing from you all on what you’d like to see.

Of course we have a few aspects we’ve been cooking up, a variety of new Bindings, as well as a range of discussions about how we can expand the game even further. What game modes could we introduce? What about more unique book effects, or even books themselves? Let us know in the comments what you’d love to see and we’ll hopefully be talking about all of that very soon!

Inkbound 1.0 Release Now on April 9th

Hi everyone!

It might be April 1st but we have some very real and important news to share with you today. We are moving our release date up by one day from April 10th to April 9th! In addition, between now and April 9th, we’ve enabled an XP boost in the current Early Access version of the game.

We are excited to get this massive update into your hands. A new final boss, new quests, improved balance, new vestiges, new trinkets, controller support, full English voice over, and text translation into Chinese, Japanese, German, and French.

We are patching the game today to add the XP boost and to update the countdown timer, which now reflects our new launch date.

We are looking forward to seeing you in the world of Inkbound on April 9th!

Gods & Relics - Minor Update

[h2]Letter from the Team[/h2]

This is our last expected updated before 1.0. The update will be released approximately on March 6, 2024 at 10 am PT (GMT-8).

We've got a ton of new stuff coming in 1.0, so please look forward to that in April.

[h2]Changes[/h2]
  1. Added countdown timer to 1.0 on the main menu.
  2. Fixed changing rank not getting applied to the run in offline mode.
  3. Resolved issue with Heart of a Hero not firing if combat ends while the player is dead.
  4. Fixed memory leak.

1.0 Coming April 10th!

Hi, Inklings!

Inkbound is officially moving out of Early Access! This means that players will get to enjoy the full game along with some major changes the team has made to the design, balance, and content of Inkbound.

Continue reading for details of Inkbound’s 1.0 launch date and a list of what’s to come!

[h3]INKBOUND 1.0 DATE REVEAL! [/h3]

Since first launching Inkbound in Early Access back in 2023, we’ve been focused on creating tons of new content, polishing gameplay, and incorporating player feedback for the 1.0 launch. Thanks to all your suggestions and bug reports, we’ve been able to include your most asked for features and find solutions to even the most challenging issues!

From new vestiges, combat balance, new tutorials, cutscenes, and new cosmetic sets. We’re also adding controller support and improving the game on Steam Deck. Inkbound will also be available in multiple languages, including Chinese, Japanese, and more!

For the lore lovers out there, you’ll also get to experience the last chapter to the Inkbound story we’ve been building throughout Early Access. Players will learn the secrets of the Atheneum and battle the true final boss!

And speaking of the launch…

The release date is…

*drumroll*

Inkbound 1.0 is coming out on APRIL 10TH, 2024!

That’s right, the wait is almost over! And trust me, it’s worth it. Until then, we’ll be busy testing, re-testing, and testing again to make sure everything is as perfect as can be.

[h3]LAST EARLY ACCESS SALE & LAUNCH PRICE[/h3]

Before Inkbound 1.0’s launch, we’ll be having another sale! Starting on February 28th and running until March 6th, Inkbound will be available for 20% off!

This will also be the last Inkbound sale before we increase the price of Inkbound to the full release price. On March 6th, the new price will be $29.99 with standard regional pricing in other currencies.

Why March 6th if the game does not come out until April 10th? That is a great question! The reason is that Valve does not allow developers to change their prices at the same time that they run a sale. So, in order to offer an additional 1.0 launch sale, we’ll be raising the price slightly earlier.

[h3]THE ROAD FROM EARLY ACCESS[/h3]

Throughout Early Access, Inkbound has changed a lot since its release last year, including:

Whole new Aspects like the Star Captain, Godkeeper, and Chainbreaker
  • A new book complete with new quests and the tricky Mimic boss
  • Trinkets!
  • Vestiges and their sets!
  • Offline mode (which we’re working on making even better with a ‘true offline’ mode)
  • Daily Challenges
  • Based on feedback updated business model and game structure
  • Run stats

And there is a lot to come! Such as…
  • Heavily reduced RNG from quests.
  • The new true final boss
  • New quests! Including a new secret area of the Atheneum you can visit and full english VO.
  • Master vestiges used to win a run and reveal their lore.
  • And all the changes mentioned in the updated roadmap like controller support, Steam deck support, and localization.

And that is the tip of the iceberg! Stay tuned for content reveals coming soon!

Finally, thank you so much for your help during our Early Access journey. Join us on Discord,, subscribe to the Inkbound newsletter, or join one of our weekly streams to discuss any questions you might have with the team.

See you in the Atheneum!
Cami

Surprise Inkbound Sale!

Hi, Inklings!

Did the Steam Winter Sale pass you by like a snowflake in a storm? Do not fret for you have another chance to buy Inkbound!

Starting right now, Inkbound is now on sale for 20% off! From January 22nd to the 29th at 10:00 AM PT, you can enjoy the game for this lower price.

Want to learn a little more about Inkbound before you commit? Check out a few of these cool new features! (See what I did there?🤣)

❄️A revamped End Run that shows off your top achievements in the run.
❄️Trading Cards, Badges, and Emotes!
❄️New Records section that tracks your best performance over time in various categories.

And that’s not including eight player classes and three bosses you can test your mettle against!

Of those eight Inkbound player aspects, you can enjoy smashing your way through the hordes of enemies as a Magma Miner or spring from spear to spear across the combat arena as the Godkeeper. If you would like to learn more about the player aspects, we occasionally publish deep dives like this one about the Chainbreaker and Godkeeper.

Want to know more about what’s to come in Inkbound? Be sure to check out the updated roadmap that details all the cool new changes that are yet to come.

Be sure to get Inkbound for 20% OFF before January 29th!

And finally, thank you so much for all your support of Inkbound and of the Shiny Shoe team. We are deeply appreciative of your passion for our game and hope to see you hanging around the social hub!

See you in the Atheneum!
Cami
Community Manager at Shiny Shoe