![]() The Inkslingers aren’t like the conventional scribes from fantasy books like Nepenthe from Alphabet of Thorn, or Sazed from the Mistborn series, obsessed with exploring foreign lands, preserving history, telling stories, while nurturing a hunger to learn and express themselves. These only matter after the game’s conclusion, upon which you’ll unlock one of four endings.Īt the same time, these Inkveins are more than just intrinsic to the Inkslingers’ livelihood. Ultimately, it won’t matter how many of these you get right, as they aren’t needed to advance the story with, since it follows a straightforward, linear plot. It’s unclear what Inkveins are, but their status is implied to be related to their ability to channel someone’s thoughts accurately. Get a client’s request right, and the screen flashes “Your Inkveins Thrive”, while fulfilling a request incorrectly prompts an “Your Inkveins Dry” screen. Though these encounters are brief, the residents leave an impression on the Inkslinger, and through their brusque, small talk, you can piece together a rich history of Isle Shammer. You’ll meet frustrated mothers urging their grown kids to reply to their letters, guild leaders wanting formal letters and speeches, a cointaker teasing the boy who taunted her at the market with a cheeky poem, and a teacher penning an elaborate interpretation of a three-year-old student’s painting, and more. ![]() Inkslinging wordsĪs residents of Isle Shammer filter in and out of the workshop, you’ll encounter a mishmash of colourful characters, their idle chatter giving us an honest glimpse into who they are. Yet the inability to enlarge text-size is an unfortunate omission for such a text-heavy experience. The requests themselves aren’t particularly difficult to figure out either, and the story advances regardless of whether you get them right or wrong. It’s not the key mashing affair I was hoping it to be ― Inkslinger was introduced as a typing game after all ― but it puts me in the shoes of an Inkslinger chained to their desks, giving words to others’ thoughts and feelings. To that extent, the game has you interacting entirely through your keyboard, which replicated the atmosphere of being in a wordshop really well. Each word fills one paragraph, and most requests will have you choosing between three to four words to complete a composition. Completing a request is a simple matter of typing the best word from a list that matches the client’s brief. The game dives straight into client interactions without doled out tutorials, and it feels intuitive straight off the bat. You play as a 20-something unnamed Inkslinger behind a typewriter at Brassknee’s wordshop, churning out words in the form of letters, poems and speeches for the eccentric clientele of Isle Shammer.
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