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Inkshade News

Day 3 Patch (v1.0.005)

- The decline "x" is now available for reward boxes that contain three pieces.
- The player can no longer go into debt with the caravan driver.
- Adjusted a map-entry effect for compatibility with certain AMD GPUs.
- Typo corrections.
- Other minor fixes and tweaks.

Day 2 Patch (v1.0.004)

- Star levers can no longer be placed in occupied slots by leaving and re-entering the puzzle while levers are down.
- The "dark map tutorial" now is now correctly flagged as "viewed" after the first viewing.
- Fixed a bug with how the final event sequence unfolds on subsequent run wins.
- Fixed missing unit name text for secret units in the reward box.
- Achievements for boss kills will now unlock properly if the boss is the last piece killed in the combat encounter.
- The "Thine Greasy Hands" achievement will now trigger properly (and the achievement will unlock when you load the relevant area if you've already met the conditions).
- Fixed a bug that allowed the same hex to be purchased multiple times.
- Fixed a bug where the game master would assault the player unexpectedly.
- Other minor visual fixes and tweaks.

Day 1 Patch (v1.0.003)

- The collection box now supports ultrawide (21:9 and 32:9).
- The caravan node soft lock is fixed.

NOTE: if your save file is currently stuck on a caravan node, you can go to the main menu, click on "Load Game", and load the latest autosave (which should be a "Run Start" autosave that would have been generated right before you selected the caravan node). Using the caravan node should now work as intended.

Inkshade – Game Launch Announcement!

[p]Hi All,[/p][p]Wow, what do I even say today? A few years ago I started futzing about with game dev again just as a creative outlet, and now I have a complete game up on Steam. Oops.[/p][p]I suppose I should mention that if you find any bugs, please report them either in the Steam Community forum or in the #bug-reports channel of the official Discord. This is a one-man operation, so it might take me a little while to sort out any issues that are particularly tricky, but I will do my best!
[/p][p]Oh, I’d also like to sincerely thank the Discord community for being so chill and supportive. Y’all are a huge reason why I want Inkshade to be as good as it can be, and simply by existing and hanging out, you gave me more energy during development than you can possibly know (the instances of directly gassing me up also helped haha).[/p][p][/p][p]Anyway, have a launch trailer![/p][previewyoutube][/previewyoutube][p][/p][p]And lastly, if you play the game, I hope you have fun. I’ve had so many awesome experiences with all sorts of games over the years, and while Inkshade started as a little personal project, the reason why it’s up on Steam today is because I want to try and create cool experiences for other people.[/p][p][/p][p]Welcome to the flip side![/p][p]–Vezelle[/p][p]
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General Update (7 days remain!)

[p]Hi All,[/p][p][/p][p]A few things to update on today![/p][p]
First is that Inkshade was accepted into the Tiny Teams festival! This one is run by the Yogscast people and dedicated towards games made by small teams. There will be a bunch of creators showcasing all sorts of indie games this week if you want to check out some cool indie titles.[/p][p]~~~[/p][p]For game-related news I want to announce that the post-game mode that I’ve been working on will be available on release! It’s called Journey of the Vagabond, and it unlocks after you’ve beaten the game. Simply continue your save and carry on for a bit from where it leaves you off, and the game master will explain the rest. I don’t want to spoil how it works exactly, but in a nutshell you can turn the regular game into a true roguelike using the ominous skull totem pictured below. And by “roguelike” I mean that there isn’t any meta progression in Journey of the Vagabond, so you have to rely on strategy, planning, understanding of the game, and a bit of luck to complete a run in one go. And of course the really insane hardcore players will be able to combine this mode with most of the existing challenge modes for extra fun.[/p][p][/p][p][/p][p]On a different note, I also want to formally thank everyone who left even the smallest morsel of feedback for the game. Either on the Discord, in the Steam Community, in random YouTube comments, or anywhere else.
[/p][p]I gave everything consideration, and tried to add/tweak as much as I could without delaying the game too much. Not every suggestion made it into the release version of Inkshade, and some things would require too much of a ground-up rebuild to implement, but I want you to know that these things will still have an impact. Specifically a lot of the feedback will influence how I design future titles. I’ve learned quite a lot about all sorts of things that people like/don’t like, and have a suite of mechanical desires that will be front-of-mind if I make another game in a similar genre. (As well as a few key changes to certain design decisions that are going to influence pretty much every future game I make).[/p][p][/p][p]But really, as far as Inkshade goes, it’s at least ten times as good as it would have been without player feedback. Thanks again, and I sincerely hope you enjoy the full game when it releases on the 14th.[/p][p]~~~[/p][p]The last thing I want to mention today is… The game is coming out in 7 days! A lot of you probably caught the release date announcements already, but I just wanted to take a little moment to hype it up again. Being excited about video game releases is one of my favorite things, and I remain delighted to be making something that at least a few people are excited for.[/p][p]
Oh, also there will be an extra-fun trailer dropping on the Official YouTube Channel on launch day if you aren’t already subscribed, as well as some more musical uploads ♪ ♫♩[/p][p][/p][p]See you on the flip side,[/p][p]Vezelle[/p]