The team behind Monster Train has been hard at work on their newest twist on the roguelike formula. The studio’s earlier project found players navigating a train on its way through hell, using deckbuilding card mechanics to fight one challenging battle after the next. In Inkbound, the team has held onto the roguelike formula, but almost everything else is going in a new direction.
Players each control a character making their way through a magical world called Atheneum, a place from which countless stories emerge and come to life. Players enter realms defined by books and help to shape and define the worlds and narratives within. Drawing inspiration from isometric RPGs and MOBAs, each player moves through the fictional lands and paints the ground with area-of-effect powers that aim to bring down the creatures encountered along the way.
Inkbound can be played solo or with up to four players simultaneously. In the turn-based tactical battles that ensue, Shiny Shoe is experimenting with an intriguing approach that allows multiple players to act simultaneously.
The focus is on character growth over the course of a given run through new powers and bonuses, but you can also collect glyphs that carry over between your runs; glyphs can be spent in any given session to open up new missions, paths, or other beneficial situations, but there’s also more to spend in a given run than glyphs you can earn, so it’s critical to save those glyphs for a run-through where they’ll make a difference.
Each player can specialize their efforts around a preferred playstyle or experience with an initial class selection, and the classes I learned about were surprising and unusual. The Magma Miner is a heavy melee-oriented brawler who sets enemies on
Read more on gameinformer.com