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Monster Train Developers’ New Roguelike Has The Fastest Turn Based Battle I’ve Ever Seen


Earlier this year I watched a very short presentation about handwrittenan upcoming turn-based roguelike game from Shiny Shoe, the developer behind the deck builder Monster train. I think it has potentialbut it’s hard to pin down the potential of something when all you have to go on is the footage they’ve prepared before, like a cupcake from the Sunday Lunch oven.

I’m happy to report that I’ve spent over an hour playing this game with Shiny Shoe CEO Mark Cooke and creative director Andrew Krausnick, who are not only adorable, but bearable. my unbelievable turn check. Still, I’m impressed by how the game’s speed combat fits its roguelike needs, as it pushes us through even the most difficult situations – in contrast to other strategy games. I feel like I’m walking in a sea of ​​glue.

I played an early build in every sense of the word. We’re talking not just about the first part of the game, but about the placeholder bits and the very real possibility that a lot of what I deal with can change quite a bit. But hey, I took a test run that was really cool and gave me a chance to see if Shiny Shoe’s newest roguelike game has the power to appeal to me.

As is the case with most roguelikes, you start in a central area, this time called the Aetheneum, which will act as the home of the NPCs and where your two friends gather before each battle. run starts. Once you’ve opted in to an unranked or ranked run (more on ranked runs later), you’ll be faced with recurring decisions that will direct you towards a build or a goal – again, like most other roguelike games. I voted for the starter phase that will lead us to the quest to eat two fish, because eating fish is good for you.


Two players against fiery goblins in Inkbound.
You can upgrade your existing abilities by making them stronger or completely changing how they work. Or, you can choose to swap skills for completely different skills. And so far, there are plenty of choices on offer.

And, as you would expect, you will encounter the next decisions! You must choose one of three abilities, then choose a Proving Ground that not only changes the theme of the upcoming stage, from oysters to magma to an enchanted forest, but also adds a transform to make you run complex a bit more complicated (although I’m pretty sure this bit didn’t work in our build). Oh, but there’s one more decision: do you choose an easy battle or a harder one – especially if the tougher battle reaps bigger rewards like keys to opening loot chests ? We usually picked the harder ones, mainly because I knew in my heart that Cooke and Krausnick would carry me on their poor, poor backs.

With the exception of combat, there is a familiar rhythm to Inkbound’s operations. You upgrade yourself, can heal or spend your gold in resting places, choose your preferred arena and difficulty, and plunge into increasingly difficult battles. While much of the intermediate decision-making tool is the usual fare, it’s the fight that makes things stand out.

I play Magma Miner, while Cooke and Krausnick (split control to one character) take on the role of a rogue armed with giant darts. Fighting in Inkbound is a bit like Divinity Original Sin, in that your character has a hot bar filled with abilities that cost a certain number of points to use. The circles warn you whether you will be hit or vice versa, and if you hover over an enemy you can see all their bonuses and passive assists in clear text.


Players align objectives in Inkbound's turn-based combat system.

But what makes Inkbound’s fight so much faster is its versatility. Unlike DOS – or many others role-playing game – you are not rooted to the position before you commit to the move. Instead it’s a slightly more open movement system. You are free to roam within the limit of your ability points, these points will be used up the further you go. There’s a lovely sense of freedom, as you explore several positional possibilities before starting to move, and what you lose in stress or risk you conveniently compensate. What is the perfect place for the slammo wammo effect area? Or can your weirdo string lightning on enemies and stun them for a turn? Well, just wander around quickly and find out. It’s especially great for those of us who struggle to visualize moves before making them.

Movement is encouraged with glowing orbs scattered across each arena. If you collect them during your round, you’ll earn some ability points back. Not only that, each arena gradually forms a swirling fog that closes between turns as the battles drag on, with the “lasting” actually not that long. It doesn’t get in the way of the proceedings, but it does act as a push to completion rather than a disappointment.

Speed ​​battles are by no means lacking in exciting moments. I built my Magma guy as someone who inflicts multiple burns on the bad guys I’ve hit, with the intention that I’ll super hit them with a pillar of fire, which will exchange those stacks for deal a large amount of damage. Incredibly, I pulled it out of a horrible purple worm and it went rad. Even Cooke and Krausnick were impressed! I followed a very loose strategy! So yes, Inkbound allows someone without a lot of strategy to do fun and interesting things.


A player interacts with an NPC in Inkbound's central space, Aetheneum.

My only worry with Inkbound lies in its development, as you tackle ranked runs and try to climb the leaderboard, rather than, for example, unlocking permanent upgrades. to make your run easier or your Aetheneum more beautiful. It makes sense, consider this a roguelikin’ joint venture online with your friends. Shiny Shoe says there will be seasonal progress with a battle pass filled with cosmetic items, new stages, and some tweaks to the Aetheneum, but I’m worried this might not be enough to collect. keep players coming back for more. Those are very early days, so my thoughts may be unfounded as development continues. Let’s hope so.

Either way though, I had a great time with Inkbound and it’s definitely one worth keeping an eye on, even if you’re not a strategic minded person like me. .

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