
A turn-based tactical roguelike from the creators of Monster Train. Play solo or co-op, create powerful builds, and save the Atheneum.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Jul 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Note, I only played this single player, so all my feedback is playing offline. Inkbound plays and feels a lot like a turn-based version of Hades. The way the story unfolds between runs particularly seems of the same style. I consider this a good thing. The one downside is that the stories themselves don't seem to end with a bang, but a whimper. It doesn't feel like there is any grand resolution to the questions laid out, though there are some fun reveals along the way. Maybe that's intentional, like you're just in the middle of a much larger story, but it is a bit unsatisfying. [EDIT] I belatedly realized I was only half way through the story, and hadn't triggered the second half. The story is no longer unsatisfying, and has a good conclusion. That said, I've put over 50 hours into the game, and probably will put in a few more. The way I personally did it was to let the game organically increase its difficulty to its maximum, and after I got all those achievements, I dropped to Casual to keep exploring the story. I probably will go back to max difficulty runs to give myself a challenge again, but if you do want to unlock as much as possible, going to Casual to level and reveal items hidden behind stories is the easiest way to unlock everything. For me, the biggest gameplay win is the positioning mechanic. Inkbound is very naturally set up to where you are on the board matters a ton, and even fractional changes can lead to major outcome differences in a turn. If you've ever played a turn-based tactical game on a grid, it's like that, but far more nuanced. It works well, and it's very engaging when you know to even just survive, you have to get your positioning just right. A couple practical notes: 1. If the game loads without a texture on your main character, quit the game and reload. I had this happen to me about 25% of the time, but a reload would fix it. Some monsters become invisible with this texture bug, so don't try to play the game with the bug on. 2. The game kinda chugs on Stem Deck. It will work, but make sure to turn all settings down as low as possible. Text is also kinda small, so it's better if you already know the game and can tell what you're picking up by the picture. In my opinion, Inkbound could really use a round of polish to make it a great Deck game. But as it stands, it's still a good one. 3. Even on casual, one of the last levels you can unlock has enemies with lots of HP. They can grind you down. While almost every other level lets you get away with the silliest combos on casual, when you unlock the late level, make sure you have your damage combos working well, or they'll simply outlast you.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Simplified Chinese*languages with full audio support
Hours played at review time, across 812 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gameplay and buildcraft are fun. Enough to carry the rest of the, mostly bad, systems in the rest of the game. Maybe not the hugest build variety, but enough to keep you interested for a while. Co-op turn based games aren't the most common, and unlike story based games such as Baldur's Gate you're not left hanging if schedules don't line up for a while. The game starts off pretty easy, but as you win more runs higher difficulty ranks are unlocked. Also seems a lot easier solo, feels like you really need to synergize in coop to make it through. At least in 2 player, or it's just a skill issue tbh. I didn't give the game's story a chance, so it's not really fair for me to comment on it. I picked up the game solely for gameplay, and the very small amount of story I've read hasn't really made me regret that. The quest/unlock system is, to put it bluntly, godawful. It's like the worst parts of a bad MMO questing system. I honestly think the game would be better if quests were entirely optional, with nothing locked behind them. Riveting stuff like -"Go to X zone as Y character," as 5 different characters and zones. Also you might as well reroll the run if the zone doesn't show up as one of the 3 options at the start. Should just let us pick from all the zones tbh. -"Go to this zone and talk to this character," in a room/path that you probably don't want to go to since it misses out on a room you'd probably prefer to go to. Also after you do that, do it again next run. -"Complete another run to unlock more quests." Meaning immediately abandon a run to unlock stuff quicker. -I hope you didn't want to play the star captain class, because almost 40 hours in and I haven't unlocked it yet. tl;dr Gameplay good, quests very bad. Chill, low commitment coop with friends good. Get it on sale because they should be paying you to play through the quest system.
The game is abandoned by the devs. There were plans for more classes and other maps/bosses, but all got abandoned because the game wasn't profitable. The game had a live-service plan, with a battlepass and always-online. Then they allowed the game to play offline, and then they removed the cosmetic store in an honourable message to the gaming industry to stop the microtransactions. Even though, it still "feels" live servicey, and I wish that it didn't. You can treat the game as a finished game, even if abandoned in the middle of promises. It still is a game that feels complete. All runs feel really fun: You always end with some new broken combo between items and your abilities and it really makes you feel like a badass. The game imo is better with a friend, but not necessary to be enjoyed. While more co-op is more difficult, it can be quite tactical.
Joguinho com mecânicas legais, fácil de aprender e difícil de dominar.
so good and sad
dis gud - very gud
8/10
很有创意的肉鸽
随机性很强,超级好玩上头,多多更新英雄呀,多出新游戏球球。
sim
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Where this game's players are, estimated from review languages.
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