Unlock the Secrets of Starship of Terror's Trinket System and Seasonal Mechanics: Exclusive Inkbound Interview with the Dev

Unlock the Secrets of Starship of Terror's Trinket System and Seasonal Mechanics: Exclusive Inkbound Interview with the Dev

Get the inside scoop on Inkbound's thrilling Starship of Terror update as Shiny Shoe Creative Director, Andrew Krausnick, delves into the game's captivating trinket system and exciting seasonal mechanics Dive into the article to discover more!

The Starship of Terror update for Shiny Shoe's turn-based RPG roguelike Inkbound is now available. Building on the success of the 2020 hit roguelike, Monster Train, Shiny Shoe has created a new gaming experience that can be played solo or with others. This Early Access indie title features a range of new content, including a fresh class, additional enemies, abilities, and game modes, as well as improvements to the core progression system.

Game Rant recently spoke with Andrew Krausnick, the creative director of Shiny Shoe, to discuss the exciting updates and changes in the Starship of Terror update for Inkbound. The following interview has been edited for clarity and conciseness.

Q: Could you please introduce yourself and provide a brief description of Inkbound for gamers who are unfamiliar with it?

Andrew Krausnick: Of course! I'm Andrew Krausnick, the creative director at Shiny Shoe. In my role, I bring together design, art, and engineering to create the game called Inkbound.

Inkbound is an online co-op roguelite RPG that offers a unique and fast-paced turn-based combat system. Unlike other co-op RPGs, players can seamlessly intertwine their turns, resulting in a gameplay experience that is incredibly quick and thrilling. This game prides itself on a progression system that focuses on unlocking new options through gameplay rather than increasing power.

While I primarily focus on the mechanics aspect of the game, the story of Inkbound revolves around delving into books that spring to life. As a player, your main objective is to solve various problems that arise within these animated stories. Dark forces, disguised as inky enemies, seek to dismantle these books and exploit their resources. It is your duty to protect the stories, fulfill objectives, and complete quests on behalf of the original authors. These authors are determined to restore the books to their former glory. In the process, you also uncover intriguing discoveries as the authors strive to write new books, exploring their own identities and the world you find yourself in. The passage of time has caused decay, resulting in the loss of cherished memories and stories. Your role is to piece them back together and restore the world to its former splendor.

Unlock the Secrets of Starship of Terror's Trinket System and Seasonal Mechanics: Exclusive Inkbound Interview with the Dev

Q: Are any of Inkbound’s pre-existing classes gaining any new abilities, upgrades, or other mechanics in Starship of Terror?

They themselves are not receiving any new specific abilities, but we have introduced a variety of drafting options for each class during your run. These options come with their own unique set of ascensions that can alter their functionality. We have added three new abilities to this roster. One is Grasp, which enables you to pull enemies towards you and mark them for increased damage. This ability works exceptionally well when paired with AOE attacks you may already possess. Another is the Smoke Bomb, which not only debuffs enemy damage but also deals damage itself. As you upgrade it, you can incorporate additional effects. Lastly, there is Quicken. We have simplified and streamlined the movement mechanics of the game, and Quicken grants you extra movement points and reduces cooldowns. This ability allows you to amplify your existing actions.

Additionally, we have introduced a new system called the trinket system, which aims to reintroduce the concept of sub-classing in the game. This system allows you to modify your starting conditions. You can unlock up to eighteen trinkets, each offering different effects such as increased likelihood of inflicting burns, poison, or other effects that may arise during your run. By mixing and matching these effects, you can create unique combinations like a poison Magma Miner or a burn Star Captain.

Some other items may initially hinder your performance, but become more powerful as you progress, especially if you excel in the early stages of the game. The combination of these different effects requires strategic thinking and opens up numerous possibilities for gameplay.

Q: This update seems to prioritize clarity, as demonstrated by the quest completion icons on draft screens and the improved movement system. Are there any additional quality of life changes that you have in mind for future updates?

A: Absolutely! We have made several changes to address the grindier aspects of Starship of Terror and improve the pace of gameplay. Firstly, we have implemented the option to eat fish directly from the ground, a feature that has been highly requested by players. This eliminates the need to pick up the fish before consuming them. Additionally, we are enhancing the accessibility for color-blind players by incorporating more descriptive words about item rarities, rather than relying solely on color-coded representations. This will enable a better understanding of item rarity regardless of color perception. Another improvement is the introduction of button-activated object interactions, which will greatly enhance controller support. Furthermore, we are working on including all upgrades in our collection book in-game, thereby organizing and streamlining the collection process for players. These changes collectively aim to reduce the grind factor, expedite gameplay, and revamp the progression system in Starship of Terror.

A: This is a top priority for us. It's particularly thrilling for players who found it a bit tedious before. Not everyone may understand its importance, but I'm personally very excited about it. We recognized that the lore story quests took too long to complete, especially for more casual players. To address this, we removed about half of the quests that didn't contribute to the main storyline but were just there for the sake of having objectives.

Additionally, we have made the entire experience more efficient. We shifted certain quests that used to grant items to the level-up track and made them reward experience instead. Now, you have the freedom to earn experience however you prefer. Whether it's going on runs, winning battles, or taking on daily challenges, you can unlock more and more content even if you're not solely focused on completing quests.

Can you provide some examples of what the new daily challenge system in Inkbound will entail?

Absolutely. I'm extremely enthusiastic about the daily challenge. We incorporated this feature in Monster Train, and personally, it's the mode I played the most. Each day, we introduce three mutators that have the potential to significantly alter the gameplay mechanics.

These mutators can grant random abilities, changing the way cooldowns function; either resetting them every turn or reducing cooldowns when using basic attacks. They can also replace the enemies that spawn during battles, or cause all enemies to take damage when struck. Additionally, they can provide you with specific items that synergize well, such as one that boosts the drop rate of potions, and another that grants special effects when consuming potions.

We aim to include one positive mutator, one negative mutator, and one that strikes a balance to provide a fair challenge, whether it leans towards positivity or negativity depending on the others. Our goal is to ensure that each day feels unique. Additionally, the classes and trinkets available to players are randomized. All participants play through the same seed.

To encourage competition, we have a scoreboard that tracks your completion time and remaining health, allowing you to compare your performance with others. While the completion time is purely aesthetic, you are free to take as much time as you need to achieve the highest score possible. To add to the variety, there is an experience bonus for your first daily run. This creates a diverse gameplay experience with various randomized elements.

What seasonal mechanics are being introduced in Starship of Terror?

Our updated ranking system is designed to go up to rank ten, which is consistent with the current system. If you have already attained the highest rank, you will remain at that level. In addition to that, we have included ten new ranks that come with unique mechanics. Many of these mechanics are inspired by the seasons. For instance, we have incorporated the appearance of slimps, which are stabby and swarmy creatures, in various books.

In addition to the mimic, which acts as the guardian boss of that book and can mimic certain class mechanics, it also starts making appearances during the battles against the villains. Therefore, the increased difficulty for players progressing through the ranks and earning rewards comes from elements related to the season and the books. Our aim is to modify these challenges and rewards each season to align with the gameplay of that particular season.

Q: Aside from slimps and the new mimic mini-boss, what other threats will players face in Inkbound's Starship of Terror?

The Starship of Terror revolves around the horrifying presence of creatures that have taken control of the abandoned starship. Originally intended for zoological experimentation, the most dangerous creatures have escaped and dominated the starship. One such creature is the Acquillian, characterized by its spiky exterior which becomes vulnerable as its shield is damaged. Additionally, there is a colossal creature known as the Mantaloop, which roams the ship menacingly.

Furthermore, there are several enemies that were not fully developed prior to the launch but will now make appearances throughout the game. These enemies are not directly related to the book's theme. Among them are the biters, small round creatures with teeth, now accompanied by a larger and evolved version. Additionally, there are warriors equipped with various weapons, with a few new variations introduced. This influx of novel threats aims to challenge players who thought they had encountered all that the books had to offer.

Q: Can you suggest any unique and enjoyable combinations of characters and abilities for players to experiment with in their upcoming Inkbound playthrough?

A: We've recently discovered a fascinating combination involving Mosscloak and frostbite. Mosscloak is typically associated with a stealthy poison-based playstyle, but thanks to some newly introduced trinkets, players have been able to incorporate frostbite into their builds. This mechanic is a central theme in the expansion, and the addition of these new items has allowed for entirely new and unexpected builds. Players on Discord have been testing this combination and while it may seem unconventional, they have reported surprisingly positive results.

I had an incredible experience with my defensive Star Captain build recently. I was able to withstand enemy attacks, trigger special abilities, provide support to my team, and it felt impossible for me to be defeated. It was an absolute blast!

Adding to the excitement, we have made some subtle changes to our progression system. Now, items that are relevant to your build are more likely to appear, thanks to a small drop tilt. Initially, it was purely based on random chance. However, this tweak has expanded the potential of different builds as it introduces a level of difficulty in decision-making. You have to carefully consider which item will truly enhance your build and take it to the next level. As a result, builds can now reach even greater heights than what is currently possible in the live game.

Unlock the Secrets of Starship of Terror's Trinket System and Seasonal Mechanics: Exclusive Inkbound Interview with the Dev

What changes are being made to Inkbound's optional battle pass and why?

We are making relatively subtle changes to the battle pass in the Starship of Terror update. Through this process, we have come to understand the significance and impact battle passes have on players. Initially, we thought players could earn points for rewards and then access items in the store later. However, we have realized that many players desire battle passes to remain present in the game. This realization has made us reevaluate our assumptions by critically examining other games. Consequently, we have made the decision for battle passes to be a constant presence in the game.

We have announced that shinies, which are the points used to purchase items, can now be earned from the pass. Our goal has always been to progress and not leave these points behind. However, we previously announced their removal from the paid version of the pass, which caused some dissatisfaction among players who had purchased it and expected to earn all the shinies. As a result, we have decided to keep the shinies in the paid version as well.

On the other hand, in order to avoid any expectation issues in the future, we will be making a change for this season. The shinies will no longer be included in the pass itself, but will instead be available through the free track. Players can earn the pass by simply playing the game and leveling up during the season. This change is one of the core modifications we are implementing.

The integration of the new offline mode into Inkbound's core progression system posed several challenges.

That was a significant technical challenge, and I must admit that my technical abilities fall short when it comes to tackling these implementation obstacles. Most of these challenges centered around enabling gameplay on multiple devices and accurately tracking progress. The essence of the game is heavily focused on creating a community experience. It was crucial for us to ensure that players who play offline can sync their progress online.

There may be concerns among experienced gamers about the possibility of cheating when not connected to our servers. Rest assured, we have implemented tracking measures to prevent cheaters from gaining an unfair advantage. It is simply not possible to manipulate offline files to show inflated levels and then log in. We had to incorporate various measures related to the information we receive and the verification process when a player reconnects to ensure fair play. If any cheating is detected, the appropriate actions will be taken, such as denying rewards or implementing other penalties. Upholding the integrity of the game is of utmost importance to us—we have zero tolerance for cheaters. Therefore, creating a seamless reconnection point presented our biggest challenges, but it was absolutely necessary for us to address this issue.

Q: Is there any additional information you would like our readers to be aware of?

A: We are incredibly thrilled about this. Our patch notes will be extensive. The progression will be enhanced for a faster experience. Exciting new classes and mechanics have been introduced. Every aspect of the game has been refined and improved. Personally, I have been thoroughly enjoying it. It's a positive indicator when I get engrossed in playing rather than focusing on fixing any issues at hand, often finding myself saying, "Just a few more minutes."

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Inkbound is available now on PC.