
Inkbound
Monster Train's studio swaps deckbuilding for gridless tactical combat, and the result is one of the more mechanically honest co-op roguelikes in recent memory - if you can stomach its rough difficulty spikes.
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About Inkbound
I've logged enough hours with Inkbound to say this plainly: the combat system is the reason to buy it, and almost everything around it is just scaffolding you tolerate to get back there. Shiny Shoe dropped the card-drafting that made Monster Train special and replaced it with a gridless, turn-based tactical loop where your character moves freely inside a radius, burns Will (mana) on abilities called Bindings, and has to read enemy telegraphs to survive. There are no grid squares to hide behind as an excuse. Every mistake is yours. That clarity is refreshing, and the engine underneath it is genuinely fast when you want it to be loose and deliberate when a fight demands focus. The class roster, called Aspects, is where the build depth lives. You start with access to the Magma Miner, Mosscloak, and Weaver, which cover a brute heat-stacking warrior, a poison-or-burst agility fighter, and a thread-slinging crowd controller respectively. Locked behind quest completion are the shield-absorbing Obelisk, the Clairvoyant aura mage, the fist-combo Chainbreaker, and the positioning-heavy spear fighter Godkeeper, among others. Each Aspect plays so differently from the others that picking a new one after a dozen runs genuinely resets your mental model of how the game works. Build variety is real in the low-to-mid difficulty range (Deep Dives 1-14 or so), mixing crit, burn, bleed, poison, and thorns paths across classes. The concern that surfaces in the community at higher Deep Dive levels is that enemy HP scaling compresses viable options toward pure damage-per-turn builds, which flattens the decision space the game is otherwise proud of. That is a real ceiling to keep in mind if you chase max difficulty. The Vestiges and trinket systems layer on top cleanly. Vestiges are artifacts that unlock perks at point thresholds, and the Vestige Set mechanic rewards matching sets for compounding bonuses, which makes every mid-run loot choice feel like a small optimization puzzle. Importantly, unlocking more Vestiges through metaprogression does not hand you power - the new options generally pool with existing ones rather than replacing them, which keeps the baseline experience fair for newcomers without removing the long-term reward loop for veterans. The one persistent complaint from player-side coverage is that later-game content and stronger items are gated behind a mission structure that a lot of people find tedious to engage with. That friction is real, but the core runs are complete enough that you can ignore much of it for the first thirty or forty hours. Co-op up to four players uses a simultaneous-action variant of the turn structure, meaning everyone moves and acts within the same turn window rather than waiting in a queue. Difficulty scales with group size, but the game distributes enemy targeting loosely enough that it does not feel purely punishing to bring friends in. Co-op-specific upgrade options that buff allies also push build decisions toward party composition thinking, which is the closest Inkbound gets to a proper support-role fantasy. For the solo player, the Mosscloak's independence and the Magma Miner's relative tankiness make them the sensible starting points. The game has controller support and cloud saves as well, so sessions on different machines or from the couch are both viable. The always-online requirement is the sharpest caveat: player reports confirm save corruption on unstable connections, and server disconnects mid-run have cost people progress. That is not a minor footnote if your internet is unreliable. The writing and world do not match the mechanical quality. The Atheneum hub is visually distinctive with its high-contrast palette of purples and greens, but the narrative around it is thin and the characters mostly exist to funnel you toward the next quest objective. Shiny Shoe's instinct for core loops is exceptional. Their instinct for storytelling is not. If you come for lore immersion, you will bounce off. If you come to theory-craft an eight-ability poison Mosscloak build and then test it against a boss that signals every attack in advance, you will find a game that respects your time and your brain in equal measure. The 80 Metacritic score is accurate: this is a well-constructed game with a few obvious rough edges, not a revelation. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 18 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 10
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Network
- Broadband Internet connection
- Storage
- 3 GB available space
- Graphics
- IGP or better - 2 GB of VRAM
- Processor
- Core i3
Recommended
- OS
- Windows 10
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Network
- Broadband Internet connection
- Storage
- 3 GB available space
- Graphics
- GTX 970
- Processor
- Core i5
Community Discussion
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Reviews & Ratings
Game Info
- Developer
- Shiny Shoe
- Publisher
- Shiny Shoe
- Release Date
- Apr 9, 2024
