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The Quality of Life and Death - Final Update

Hello Inkulinati Masters,

With the 1.0 release behind us, and your post-release feedback coming through, it was time to do some final Inkulianti polishes and touch-ups. And we’ve also heard you loud and clear on the “Why can’t we play as Death in Duel Mode?!?!” issue. So, scribes, get ready - after defeating Death in Journey mode, Death will be available to play in Duel Mode. It’s the one brush with Death you can positively look forward to! We’ve also added a few “Town” Battlefields in Duel Mode, so you have more variety when facing your friends, foes, or family.

We’ve also made some changes to the UI, so your battles are now clearer to read and plan. We’ve improved the Movement UI preview, making it more curvy so it better presents the potential movement of your Beasts. Also, the icons in Beasts tooltips that describe passive abilities are now coloured so that you can spot and differentiate those abilities from the description of Beast actions.



We’ve fixed up a nice chunk of the bugs that you all reported, balanced the Travelling Frog (it costs a bit more to get the Frog now), fixed some text and localization issues, and a lot, lot more. Check out the Changelog below to see all the changes that we’ve made. This will be our last Inkulinati update for the foreseeable future and it couldn’t have been done without your help. So for all your reports, thank you. An honourable tip of the hat is aimed in your direction. We’ve also given a nice sweet 50% discount to celebrate it all, so if you’ve been thinking about getting Inkulinati, now is the time.

And hey, just because this is the last update doesn't mean we're leaving you. Quite the opposite! You can still find us here on the Steam forums, where we’ll still be available to help you out. And if you want to stay in touch with us, there's a Discord server where you can find us and other Inkulinati players every day of the week. You can join us right here.

Thank you so much for all your support during our Inkulinati journey and between you and us, stay tuned for more updates from us in the near future ;)


Until next time,

Your Yaza Games and Daedalic Teams




CHANGELOG

This update includes bug fixes and quality of life improvements

Balance
  • Frog the Traveller cost increased from 100 to 200


UI and Effects
  • Improved camera positioning on battlefields
  • Visual changes in the presentation of the unit movement path
  • Visual tweaks on battlefields - borders connect more smoothly, text generated in the background does not extend beyond the margins
  • Information about an additional nap effect has been added to the "Take a nap" icon for Rabbits, Apes and Pilgrim Wolf
  • An additional icon has been added to the beast when the player has a talent that affects the unit being drawn (e.g. "Born Ready" Talent)
  • The green range field covering the outline of the drawn beast has been removed
  • Beast Perks have a colored icon to distinguish them from attack icons
  • Added plague VFX dedicated to "Plague spreaders" (Skeletons)
  • Clearer selection of icons when selecting unit actions


Bug Fixes
  • Pop-ups displayed in the Academy should no longer be repeated in Journey mode
  • Character screen, Academy and other Non battle screens UI should now be better adapted to ultra wide screens
  • Removed the double obstacle on the water battlefield in Act 2
  • Frog Traveller is now immune to Fire Sparks damage like all Water Beasts
  • After performing a double-sided attack (e.g. Greatsword Whirlwind), the unit turns in the direction indicated by the player
  • Fixed a bug with the lack of Apocalypse on two battlefields where the Apocalypse should have been there from chapter 1
  • Fixed missing SFX of the Sheep's "Ringing the Bells" action
  • Fixed a bug that allowed flying beasts to fly infinitely when the player had the "Rushing water" and "Marathon armor" Talents
  • Controller: Fixed a bug in tooltip mod that prevented exiting tooltip mode with the left stick
  • Improved readability of the last sentence in tooltips that reach the edge of the screen


Texts and Localization
  • Improved descriptions of Beasts
  • Localization updated for all languages


Other Changes
  • Saving player settings in duel mode - now settings return to default only after quitting the game or switching to another mode (Journey or Academy)
  • Additional "Town" battlefields have been added in Duel mode
  • After defeating Death for the first time, Death and her army of skeletons will be available as a playable character in Duel Mode
  • Limited camera zoom during AI turn
  • Added the option to view currently owned Beasts, Hand Actions and Talents while in the Shop
  • Removed talents descriptions from Tiny Inkulinati profile's tooltips in Duel Screen
  • Godfrey set as default first player's Tiny Inkulinati profile in Duel mode
  • Controller: added an option to disable tooltips in dialogs in Journey mode


Known Issues
  • Beast Boredom reduction tooltip/ overlay is not correctly dismissed after selection
  • Bestiary: Lower-most row icons have an offset mouseover trigger area if they are too close to the tab's lower border
  • Initially occupied Gate is skipped when Beast is pushed/ shifted against an adjacent enemy Gate
  • Nintendo Switch Pro Controller and Controller DualShock may not function properly on some platforms
  • The game may not work properly on touch screens
  • Possible UI issues on ultra wide screens



A big Thank You from the whole Inkulinati team

Hey everyone,

Now that the release nerves have eased up and we have a few moments to take a breather, we have a few words that we wanted to share with you. We just wanted to say a big THANK YOU! for all your support and kind words now, throughout the Early Access phase, and before Inkulinati was available to play. You've been a huge help for us. There were many times that your comments or funny replies on our socials gave us a kick to keep on going and work on our game just for you. Knowing that there are people out there who love our game and genuinely, positively only want what’s best for us is heart-warming. So for that, thank you once again
We also want to give a huge shout out and a hug to everyone who left a review on our Steam. Seeing that the game now has an 89% user rating is nuts to say the least! That means the world to us. We are happy to have received some good reviews from the press too. Knowing that all the hard work we've put into this game is paying off feels amazing.



But guess what? You think this is the end with Inkulinati? Ohhh you are so, so wrong! We're not done yet. Even though the full version of the game is out, we're still working on making Inkulinati even better. We are now preparing an update that will bring a slew of improvements and a little feature that a lot of you requested (perhaps we’ll be able to control Death itself!?!?!). Plus, we've got something else up our sleeves, but we'll spill those juicy beans when the time's right.

So once again, thank you for being the best community and group of supporters a studio like ours could ever ask for. You are the best! And we hope you’re having a blast playing Inkulinati.


Speak to you soon,

Your Yaza Games and Daedalic Teams

Inkulinati 1.0 is OUT NOW!

Hello everyone,

We are really happy to announce that Inkulinati 1.0 is OUT NOW!

[previewyoutube][/previewyoutube]

Our Early Access journey lasted just over a year, and it goes without saying that without your ongoing comments, feedback, support and love, the game would never have been what it is today. Thanks to your suggestions throughout the last year we added new content, such as new Inkulinati Masters, new Beasts, Battlefields, polished the game’s mechanics, balanced it, squashed bugs, and loads, loads more. Inkulinati is truly a game built by you all. So from the bottom of our collective heart, thank you.

With the 1.0 release, we’ve improved the game as well. First up, we have the Travelling Frog join our roster of Beasts - yeay! What started as a little social media lol during Kickstarter now ended up appearing in our game for real. We’ve added new colours for your armies. Enriched the soundscape with more medieval sounds. We also took all that feedback of yours and the 1.0 release also has a ton of improvements to the gameplay itself, with lots of balancing under the hood. We hope that you will enjoy the full version as much as we do, and that it will give you hours of brain-tingling fun.

Once again, thank you for all your comments, feedback, and support. And remember, just because the Early Access phase finished, it doesn’t mean that we don’t want your feedback. Quite the opposite! Let us know your thoughts below or leave a review. We can’t wait to hear your thoughts.


Until next time,

Your Yaza Games and Daedalic Teams.



Patch notes for the 1.0 Update:

New Content
  • Added new water Beast:
    • Frog Traveler
  • Added 4 new army colors

  • Added 5 new Talents:
    • Armoured Medicine
    • Everyday Infection
    • Does it Hurt? Good!
    • Motivation Works Wonders
    • Daily Bloating
  • Added new Battlefields

Balance
  • Making Act I and II easier when the player starts the game for the first time
  • Redesign of Intermediate second and fifth lessons
  • Reduced the attack range of the Bishop Cat
  • Changed the algorithm for the appearance of the Pilgrim Shrine - after use, the Shrine appears only at the beginning of the next Chapter
UI and Effects
  • Added option to select font size
  • Font enlargement in pop-ups
  • Information has been added to each Beast action on what objects it can be performed on
  • Visual fixes (smoother animations, background fixes, readability fixes)
  • The tooltip scrolling option has been added to long tooltips with action descriptions
  • Improved visibility of the Cooing status - additional VFX
  • Added a VFX increasing the visibility of Beast/Tiny at risk of being eaten by the Hell’s Maw
  • Increased visibility of occupied fields
  • Fixes in tutorial pop-ups and pop-ups in the Instruction List
Bug Fixes
  • The text with information about the effect applied to the beast/Tiny appears twice
  • The achievements of beating Godfrey, Hildegard and Dante if beaten at the end of Act 1 are not triggered
  • The achievement First Steps does not trigger
  • Sometimes the indicator for new Beasts, Hand Actions, and Talents in the Bestiary does not disappear
  • AI difficulty modifiers affect Player vs. Player battles' starting Health in Duel Mode
  • Professor's Assistant triggers the achievement "Absolute Efficiency"
  • Inability to read tooltips extending beyond the screen
  • The Sheep Devotee received 1 level of halo even when she killed 2-3 heretics at the same time
  • Improved the defense zones of shield-wearing Beasts
  • Other minor bugs have been fixed

Texts and Localization
  • Improved descriptions of Beasts
  • Localization updated for all languages
  • Renaming the talent "Non-Daily Reinforcement" with "Desperate Reinforcement”
  • New names for the Beasts
  • New post-fight dialogue texts
Other Changes
  • Achievement “I am G-O-D-F-R-E-Y” removed
  • Added animation in the loading screen
  • Changed controls while playing on a gamepad and improved tooltip mode
Known Issues
  • Beast Boredom reduction tooltip/ overlay is not correctly dismissed after selection
  • Bestiary: Lowermost row icons have an offset mouseover trigger area if they are too close to the tab's lower border
  • Initially occupied Gate is skipped when Beast is pushed/ shifted against an adjacent enemy Gate
  • Nintendo Switch Pro Controller and Controller DualShock may not function properly on some platforms
  • The game may not work properly on touch screens

1.0 Release Date Announced!

Hello everyone,

We are thrilled to share a monumental milestone in Inkulinati’s Early Access adventure. We have the official release date of version 1.0! Mark your calendars, Inkulinati Masters, as we're set to launch the full version of Inkulinati on February 22, 2024.

[previewyoutube][/previewyoutube]
Your support and feedback during the Early Access period have been invaluable to us. Your comments, suggestions, feedback, reviews, and words of encouragement have made Inkulinati a better game. And behind the scenes, we've worked really hard on making Inkulinati an engaging and polished experience. From refining gameplay mechanics, and countless new additions, to enhancing visual elements and squashing numerous bugs. Inkulinati has evolved into an even better strategy game.

Can't wait for you all to play the final release in just a few weeks time.


Speak to you soon,

Your Yaza Games and Daedalic Teams

Art strategy game Inkulinati gets 1.0 launch in February, still an illuminated manuscript full of warring animals

Not to denigrate either the efforts of either the comms or dev teams, but when a game has been knocking around my consciousness for a while, eventually I just move it it from a mental box marked "in development" to "probably out now, innit" without any input from anyone else. Inkulinati, a turn-based strategy game where you play a medieval artist duking it out with another artist on the pages of an illuminated manuscript, is one such. It's been kicking about on Steam since at least 2019, and in fairness to me it did launch in January last year - it just went into early access. These factors contributed to me being sort of surprised at the reveal of the actual release date for 1.0, which is February 22nd.


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