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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!

Early Access Patch 0.2.3

[h2]Letter from the Team[/h2]

We're working hard to get improvements out to you all as fast as we can, this tweaks balance in a variety of areas and fixes a number of reported bugs.

We think we've improved a lot of the outlier combats at this point but please, as always, send in feedback if you think something doesn't feel right.

[h2]Release Timing[/h2]

This patch will be released at approximately 10 am PT (UTC-7) on September 1st, 2023.

This link will convert that to your local time.

[h2]Full Patch Notes[/h2]

[h3]General & Quests[/h3]
  1. Slightly increase base stats of enemies in daily challenge to bring up the challenge level a bit overall.
  2. Fixed Helmet Crab tooltip showing incorrect shielding.
  3. Reduced base damage of Creeping Blight from 3 >>> 2.
  4. Reduced base damage of Blight Puddles from 4 >>> 2.
  5. Inflict Burn run quest decreased from 750 >>> 650. Quick Mode decreased from 600 >>> 500.
  6. Apply Spiked run quest increased from 100 >>> 130. Quick Mode increased from 80 >>> 100.

[h3]Star Captain[/h3]
  1. Fixed Chillazer ascension Stimulate scaling with Magic Power instead of Physical Power.
  2. Fixed Mission Leader ascension Shock Trooper missing tooltip for Shocked.

[h3]Clairvoyant[/h3]
  1. Updated Spirit Bomb Uncommon augment Quickened Spirit Bomb to only be chosen once maximum since Spirit Bomb cooldown can't be reduced any further.

[h3]Magma Miner[/h3]
  1. Fixed Uncommon Magma Miner vestige Worm Trophy granting Heat stacks every other turn.

[h3]Enemies[/h3]
  1. Increased the damage of Argolath's Tentacle's "Slap" attack.
  2. Reduced Inkzooka AOE attack scaling from 75% base damage >>> 50% base damage.
  3. Slightly reduced Mimic Magma Miner and Mimic Mosscloak AOE size.
  4. Updated Tuhning Guardians to move every turn and do less damage with their blast attack.
  5. Increased Shadow of Ruhnstone’s health from 14000 >>> 15000.
  6. Increased Ruhnstone Guardian’s health from 2500 >>> 3000. They now do slightly more damage.
  7. Increased Book 1 Nimbit’s health from 100 >>> 120.
  8. Increased Book 2 Nimbit’s health from 300 >>> 360.
  9. Increased Book 1 Janus’ health from 2200 >>> 2600.
  10. Tuned down a few combats with slightly too many enemies.
  11. Reduced Inkblaster and Inkzooka base attack from 6 >>> 5.
  12. Tuned down the number of Support Spindlecasters that show up at once in Edges combats.
  13. Added updated tooltip for Support Spindlecasters that shows their heal amount.
  14. Updated Rhinferno lava puddle to last only 1 turn instead of 3 turns.
  15. Fixed Rhinferno not moving out of the shrinking Ink.

[h3]Visuals[/h3]
  1. Added a new flash effect on damage procs.
  2. Improved eye of the storm FX and Gaze FX.
  3. Improved treasure pot FX.

[h3]Engine[/h3]
  1. Changed MSAA default to 2X to potentially improve performance for players on older PCs who may never check the settings. All existing options are still available. Feel free to change the MSAA option back to 8x if you wish in the settings menu.
  2. Fixed a voting bug caused by improper handling of "voting stopped" events that could lead to a softlock when voting to move forward.
  3. Fixed a few bugs with multiplayer save resume that could result in it not working under certain circumstances. We still have at least one more bug to fix in this area related to a player abandoning the run from the main menu and then others attempting to continue that run. We're working on it.

The Mimic

I’m Albert A from the design crew. Today let’s talk about the Mimic!

The Mimic is a Guardian you can fight in the Derelict Starship. As Brendan was writing the story for Season 2, he came up with the idea of the Mimic, a formless alien creature made of liquid opal with the capability to morph their bodies into other forms. There were an abundance of inspirations we drew from, the T-100 from Terminator 2, Morph from Treasure Planet, Ben 10, and the art team went out to concept a rendition of a ‘shapeshifter’ creature.



The question was what would it do? Initially, we wanted the Mimic to be able to change shape into all of the current classes in the game. But as we drew it out, it became increasingly clear that it would have been too large of an undertaking. Each new form for the Mimic is akin to making an entirely new enemy – it would need its own concept, model, rig, and set of animations and abilities. So, instead we set out to limit it to 3 forms, Magma Miner, Mosscloak, and Weaver, the three starting classes in the game.

Designing what each form would do came down to 3 things:
  • It needs to be reminiscent of the class it was playing, with identifiable moves as Bindings.
  • It needs to have its own ‘spin’ on each of the Bindings to work as proper threat.
  • It needs to shapeshift at some point during the combat. Otherwise, it wouldn’t feel like a ‘shapeshifter’.

So as the art team chugged along to get the Mimic in the game, I prototyped a placeholder asset with abilities. Having designed the starting 3 classes, it was nice to be able to sort of ‘recreate’ them in a different context. You couldn’t just plug in a player Binding to an enemy ability, each ‘Mimic Form’ would have to be its own iteration of each of the classes.

Magma Miner was the easiest to translate into an enemy, Bonk and Smash translate pretty well as direct attacks, and Leaping Strike just worked as a larger AOE. The main difference is, instead of gaining Heat only from attacking, the Mimic’s Magma Miner also gains Heat from being attacked, as a way to give the player agency during the fight.

Screenshot depicting the Mimic in Magma Miner form attacking player

Mosscloak’s initial design was a bit different. The initial design revolved a bit more around Shuriken. Rather than doing a Flurry AOE attack, Mosscloak’s direct attack would hit 1 time for each stack of Shuriken. So if it had 3 Shuriken, it would multiattack three times. The reason we ultimately didn’t stick with the idea is because it didn’t jive too well with Evasive, there wasn’t a way we could make that interaction clear, and we had plans for the future to grey out direct attack arrows that were getting dodged, so it wasn’t clear how it would work with that system either. A big benefit with how it’s currently implemented is that it’s less direct-attack heavy, and probably resembles Mosscloak more than the initial design.

Screenshot depicting the Mimic in Weaver form attacking player

We were inching closer to releasing the season, and we had a working prototype, but the art for the Mimic was still coming down the pipeline. Safe to say, we were getting pretty worried if we could get the Mimic to ‘work’ in time. Animation-wise, we hadn’t done anything like this before. Whether or not it would work out of the box was an open question…

The answer to that question was no, it would not work out of the box. In fact it was very broken, so broken that the enemy wouldn’t play any of its animations. Instead of walking it would slide across the battlefield like the silver surfer. So me and a bunch of other devs scrambled to try to find a fix. And we tried a lot of stuff, some of them would get one thing to work, but then cause the animation to break or start T-posing.

But thankfully after several discussions, we found a way to get it to work. The ultimate fix had to do with combining rigs together into one, and a bunch of other small things. Thanks to Griffin and Merlyn for getting the Mimic to work in the nick of time! Retrospectively there are a few things we could’ve done to smoothen the process a bit more, like shifting the Mimic further down the pipeline earlier, knowing that we were likely to run into problems out of the box.

In general, whenever you’re trying something new, you should always account for running into new problems. And, you need to weigh that with whether it’s worth the effort in trying to make that idea come to life. Sometimes, you might decide it isn’t worth the headache. But other times, if you have people who are excited about an idea, you go, “Why not?”.

I hope you guys enjoyed this deep dive in the process of making the Mimic, game development isn’t always a smooth ride, but it sure can be an interesting one.





Early Access Patch 0.2.2

[h2]Letter from the Team[/h2]

Our latest update aims to improve balance with a mix of buffs and nerfs to a variety of areas. In addition we've fixed a number of reported bugs. Thanks for all the feedback, keep it coming!

[h2]Release Timing[/h2]

This patch will be released at approximately 10 am PT (UTC-7) on August 30th, 2023.

This link will convert that to your local time.

[h2]Full Patch Notes[/h2]

[h3]General & Quests[/h3]
  1. Tuned down the amount of enemy damage scaling for 2 player parties, making 2-player co-op runs slightly easier.
  2. Players can now ctrl-click to force moving to/consuming a pickup when out of range. This is usable for battle pickups - Orbs, Cultivate flowers, and Cynder Mushrooms.
  3. Fixed bug where some players could not see the quests to unlock new Aspects. Those quests should now show up for affected players.
  4. Cleaned up a few abilities which may have been showing duplicate or incorrect tags.
  5. Fixed Spiked damage tooltip not scaling with physical or ability power, although Spiked itself did the correct damage.
  6. Fixed bug where Critical Lightning augment wasn't completing quest.
  7. Fixed bug where ascending Smoke Bomb to Cluster Bomb also completed the Smouldering Incendiary quest.
  8. Separated all of the status effect Run Quests so that there are no longer any hybrid versions. There is now a different quest for inflicting Burn, inflicting Poison, inflicting Frostbite, and gaining Spiked. Bleed and Dodge no longer appear in Run Quests.
  9. Essence of Quillion status effects no longer have extraneous words.
  10. Increased Movement related quest from 35>>>90.
  11. Fixed some unclear objectives + repeat Gardener conversations in the Anchoring the DARVe quest.

[h3]Vestiges[/h3]
  1. Updated Rare vestige Heavenly Eclipse: "On dealing Magic damage, gain 1 stack of Dawn. On dealing Physical damage, gain 1 stack of Dusk." >>> "On using a Magic Binding, gain 1 stack of Dawn. On using a Physical Binding, gain 1 stack of Dusk." Dusk grants 1 Magic Power per stack >>> 2 Magic Power per stack. Dawn grants 1 Physical Power per stack >>> 2 Physical Power per Stack.
  2. Updated Uncommon vestige Scattered Samples. Uncommon >> Common.
  3. Updated Rare vestige Stonemind. Rare >>> Uncommon.

[h3]Trinkets[/h3]
  1. Everfrost of Arcutria trinket: Frostbite damage amount reduced from 2 >>> 1.
  2. Blaze of Brigid trinket: Burn damage amount increased from 1 >>> 2.

[h3]Star Captain[/h3]

Currently the Star Captain is performing higher than all other Aspects so we’re going to reduce its overall damage slightly, and take some power away from Cryoclasm’s AoE. The defensive power gained from both shields and dazed in the Cryoclasm augments proves to be too useful at mitigating damage, so those are modified as well.
  1. Sentinel Drone damage reduced from 50 >>> 40.
  2. Reduced the AoE size of Cryoclasm.
  3. Reduced the Frosbite stacks from secondary Cryoclasm from 2 >>> 1.
  4. Shielding Cryoclasm augment: Shield on secondary hit changed from from uncommon >>> rare.
  5. Dazing Cryoclasm augment: Dazes all targets hit >>> Dazes primary target only. Changed from rare >>> uncommon.
  6. Fixed the weapon cosmetic rewards granted from Star Captain aspect quests.
  7. Granted Star Captain cosmetics to players who already completed Star Captain aspect quests before cosmetic was swapped out.

[h3]Weaver[/h3]
  1. Fixed Stitch Pull range not increasing with Widened Stitch augment.

[h3]Draftable Bindings[/h3]
  1. Fixed Quicken Augments Magic Quicken, Physical Quicken, and Enhanced Quicken not triggering on Quicken ascensions.
  2. Fixed Blink Uncommon augment Shielding Blink showing up as Common.

[h3]Enemies[/h3]
  1. Removed countdown effect from Support Spindlecasters that increased attack of enemies on using a Binding.
  2. Increased Book 1 Support Spindlecasters HP from 150 >>> 200. Increased Book 2 Support Spindlecasters HP from 450 >>> 600.
  3. Tuned down several early combats that were killing players too fast.
  4. Fixed Mimicked Threads not being removed from the player on defeating a Mimic that shows up in villains.
  5. Reduced Book 1 Lusk’s base damage slightly.
  6. Reduced Lusk’s projectile area of effect damage.
  7. Increased health of Book 2 Lil’ Lusks from 200 >>> 260.
  8. Nim now only gets attack bonuses from Nimbits dying.
  9. Reduced Book 1 Nim’s base damage slightly.
  10. Increased health of Book 2 Nimbits from 250 >>> 300.
  11. Book 2 Captor now creates Chompys instead of Inkstains.
  12. Argolath now gives 2 stacks of the damage increasing buff to the tentacles.
  13. Argolath no longer gives the damage increasing buff to Mimics.
  14. Ghostquill now will stand slightly closer to players by default.
  15. Rhinkling will now stand slightly closer to players by default.
  16. Reduced Thantaloupe and Razorshade collision size.

[h3]UI[/h3]
  1. Slightly tweaked the display of Movement rings so that the player's new movement area is more visible.
  2. Fixed issue where fill bar could show wrong experience value at the end of a run.
  3. The HP bar no longer shows over-healing values.

[h3]Visuals[/h3]
  1. Added a new batch of environmental VFX for the Derelict Starship.

[h3]Audio[/h3]
  1. Fixed sea of ink humming, Argolath scream, and Barbed Banshee volume.