Inkbound
Summary
Developer Shiny Shoe has made a name for itself in the earth of strategic roguelikes , with both deckbuilderMonster Trainand tactical titleInkboundlaunching to high critical acclaim . First plant in 2011 , Shiny Shoe has also had a hand in several democratic remakes , likeGrim FandangoandFull Throttle . Inkboundhas received several contentedness plus since it was publish last year , include a brand - Modern update this week that includes fresh Bindings , Vestiges , and a special challenge fashion .
Shiny Shoe co - founder Mark Cooke has a history with video games that debase long before the studio was formed . He wait on his first Game Developer ’s Conference at only 15 , and worked as an intern on multiple projects at LucasArts - include the originalGrim Fandango . Shiny Shoe ’s original projects take on a more strategical slant , with bothMonster TrainandInkboundreceiving praisefor their deepness and unbelievable replayability . As its 13 - year anniversary approaches , it seems as though Shiny Shoe is just getting go .
Inkbound is a tactical roguelike game from the developer of the critically - acclaimed deckbuilder Monster Train that infix many new car-mechanic .

Screen Rantinterviewed Shiny Shoe carbon monoxide gas - father and CEO Mark Cooke to talk aboutInkbound ’s latest update , how the studio apartment has grown , and what ’s next for the developer .
Mark Cooke Talks Shiny Shoe’s History
Humble Beginnings In A “Pizza Oven” Office
Screen Rant : Shiny Shoe has been around for over a decade now , and of grade the release of a unexampled biz is a memorable milepost in and of itself , but outside of those really Brobdingnagian milestone moments , are there any other moments that really digest out to you as particularly pivotal or just really good store of the company ?
Mark Cooke : Sure . Looking back now , we ’re come up on our 13 - year anniversary . The society was establish in 2011 sometime in the summertime , and our official date when we register with the California res publica government to create an actual company was August 1 , so easy to remember at least .
I have fond memory of that very first role and apparatus that we had where there was no windows and you could just just fit three people in a tiny room , and it was like clock time were simpler . Times were simpler back then , and we bug out with the indie dream of make amazing games that are memorable and loved by players and hopefully get paid something doing that , so certainly that is a fond computer memory of mine .

Image by Yailin Chacon.
mouth of office space , probably another milestone for us was around class five when we got a comme il faut office . So many of the spaces we had before that were subleases in a space that was like a manufactory or a windowless office that my carbon monoxide - laminitis fondly called the pizza pie oven , because it was all brick and incredibly blistering in the summertime . [ Laughs ] This [ gesturing to the brick rampart behind him ] look very alike . This looks like a pizza oven . However , if I turned the television camera around , you would see a nicer look office on the other side . In any example , that was a decent one .
Some other thing that we did that maybe is more unknown - certainly the thing that we ’re most known for is Monster Train , Inkbound as well , butwe worked on a bunch of plot before that , some original some with other studio . We liberate a game that was super play , it was passing strange , it was inspired by Twitch act as Pokemon . We made a game called Death ’s Door - not to be confused with a game that came out later , also called Death ’s Door that was publish by Devolver , I think .
Our destruction ’s Door was a mediaeval horror RPG played on a Twitch channel that we were the spreader , so it was only one channel . You ’d go to that channel and you ’d play the game there . It was just so weird and fun being a part of something where there was all these biotic community meme come up in Twitch chat surrounding this gonzo secret plan that we made . Because it was so low-toned budget , we could just list into anything that the biotic community was coming up with . We ’d just put it in the game right off and that was a really fun and very unlike experience progress to game .

You mention remaking some games and stuff , and I know you worked at LucasArts as well . I ’m rummy what it was like for you to work on these remasters of biz that you were also present for when they were made the first prison term .
Mark Cooke : That was really nerveless . I was so favorable to have been capable to exercise on Grim Fandango originally in the mid-90s . At that fourth dimension I was an intern , I think I was 15 years old . I was a programming interne and I ’m certain not a line of computer code that I wrote got shipped in that game . I do n’t acknowledge for certain , but that ’s how I feel - seems probable . [ Laughs [ But I feel incredibly lucky .
That summertime I got to work on Grim Fandango and Dark Forces II Jedi Knight , both of which are like 90 - plus Metacritic game from the old day , so that was super lucked out there . Then we got the chance to do work with Double Fine on remastering Grim Fandango , Day of the Tentacle , and Full Throttle . Shiny Shoe did a significant amount of the piece of work on those projects , andit was really nerveless to be involved in vex to solve on those game again , and a cool career connexion for me to have been an intern on the original Grim Fandango and then get to be part of the team remastering it . Double Fine had their Two Player Productions camera crew , they were always there and we got to be part of a documentary film of the making of the remaster , which was really awesome . It was very interesting to get to revisit my past in that way and have a connexion to it .

One form of loco anecdote that arrive up from the fact that I had worked on the original and then got to exploit on the remaster is I submitted a GDC lecture to talk about the remastering cognitive process , and one of the reviewers who was review the proposal was like , " Oh , you were an interne on this game . Why are you pop the question a GDC lecture ? " I ’m like , " No , those are the original credits . You get to depend at the remaster credit . " They were trying to say , " You should n’t do this because you ’re just an medical intern . " It was like you just google my name and looked at the credits of the original biz from the ninety or something .
In any case , it was amazing . That plot is so dear , Grim Fandango . I mean , all those secret plan are , but Grim Fandango especially , I think . To be able to bring it to young audiences - it ’s cool .
Developing Monster Train & Inkbound
Learning From The Past & The Art Of Nerfing
move into your original information science a piddling act more , I ’m curious what you ’d say the biggest lesson you took fromMonster TrainintoInkboundwere ?
Mark Cooke : I think for us , we like to say in some of our merchandising that we ’ve tried to take the conception DNA from Monster Train and put it into Inkbound , even though they ’re not the accurate same character of plot . For us right now in our original titles , we ’re focusing on strategical roguelikes , so a lot of the lessons that we took were what make a game like that compelling to people , in full term of both moment to moment auto-mechanic as well as overarch game closed circuit , andtrying to create what we ’ve been calling poggable moments , where you could get an amazing synergism in a running of the things that you ’re drafting , your build , so to talk . You ’re pick up these different items and trying to make like , " Oh , I really need to get this one matter and everything would be utter , " and then you get it and you ’re like , “ Yes ! "
essay to create interesting systems where poggable moments are possible is part of our design goals . We tried to take some of the lesson of what we felt worked well in Monster Train and seek to wreak those into Inkbound . I ’d say that ’s the main matter on the design side , even though there were other object lens that were dissimilar . Like we want to seek going to a great extent into conjunct multiplayer , which was different for us . Overall , the way the biz looks , feels , dominance is unlike . There ’s some of the old , some new , and certainly another bunch of lessons on the art word of mouth side and the proficient side and so on , where we ’re just iteratively trying to improve all the clip . I think many people would say the same matter , but we ’re just always endeavor to get just at the guile , and so we continue to prove to improve lilliputian by small in all sphere of what we ’re work on .

pronounce that does remind me of something that is really of import to us as a studio and that we did seek to improve as we went and are continue to improve : our mechanisms for thespian to communicate with us and give us feedback . This has been a big part of our game since Shiny Shoes ' Death ’s Door era , which is create ways to talk to our community . That includes the simple material like social media , Discord and so on , which we find is significant to negociate well and foster kind of electropositive , constructive communities .
For us , the thing that we ’ve done that I would assure every secret plan developer to do because it ’s been so useful , is produce an in - secret plan mechanism for hoi polloi to submit feedback to us . We do that because somebody who ’s play your plot , right in the bit , they might see something frustrating or something that they care and be like , " Oh , I just need to tell a developer , " so we just have a button you’re able to push , it bring up this thing , you’re able to just typewrite in whatever you ’re feeling and then you could send it to us and it comes at once into a Slack channel that the entire dev team can see .
It has your message , a screenshot of what you were doing , and various other metadata that ’s utile for the developers . We have continue to improve that system to make it well-off to employ for our team to create actionable direction to organize data , to look for trends through that hooey and so on through feedback . We ’ve continued to hear to ameliorate that organization and develop it over time because we incur it so valuable , and so that ’s been a large matter for us .
That ’s really cool . You mentioned build these poggable moments through lots of cool synergies and dissimilar mechanics that work together . For bothMonster TrainandInkbound , were there any mechanic that you really maybe wanted in the game but you just could n’t make body of work in synergism with everything else ? Like it just did n’t jibe ?
Mark Cooke : One thing that ’s come to mind about Inkbound specifically that we think we could n’t get in in the way that we would ’ve like to is some elements around randomization , which we think are important for creating poggable moments . There is all kinds of randomization , and it ’s a roguelike , so there ’s a flock of that when it occur to things like drafting and pick abilities and new detail to find as you go through your run , and what ’s available in the shop at any one point in time and so on and so away .
We wanted to put , in retrospect , a routine more randomisation in some of the core fight , because a biz like a card secret plan has a lot of randomization inherent in the way that a card plot is kind of defined . You ’re drawn a hand of cards , the hand of cards is different on every go just innately - people interpret that and they ’re used to it . In Inkbound , you have an ability bar more akin to World of Warcraft , and there had been one exemplar of a biz that experiment with randomize the ability bar , but that really does n’t work - we think - as a design , because you start to get muscularity memory of like , " Oh , this button does this , " and you want to have that form of locked in .
We were front later to attempt to witness more ways to insert more randomization into Inkbound , but by the time we get to the point where we wished we had a little bit more , it was hard to figure out how to make that come about within the other design constraints that had already been established . That was something specific that comes to mind that we could n’t cypher out a way to get in there synergistically with everything else that was going on . I think another thing related to that is we really wanted to support cooperative multiplayer . Inkbound back two to four player co - op and that also puts other type of restraint that were new to us , because our previous games had been predominantly single role player , so certainly some intention learning there on our end .
In terms ofMonster Train , was there ever just a individual board where it was like , " This guy is too OP ? He ’s so cool , but we just ca n’t put him in the game because it ’s just too overpowered . "
Mark Cooke : Yeah , we definitely had cards that were really overpowered that we nerfed over and over and over . Even after the game embark , we embark them not see how good they were travel to be . We thought they were good , but did n’t hump how good until - we do analytics on gameplay data to make balanced decisions . We apply that as part of our process for make balanced conclusion , andthere ’s a card in Monster Train I that got nerfed over and over that ’s called Onehorn ’s Tome , if I ’m remembering correctly . It ’s from the Hellhorned Clan . It ’s a spell plug-in . It ’s not a fauna , but it gives multi - rap to the objective , which is an ability that lets them attack again . That scorecard is so overpowered , because multi - tap is so respectable in Monster Train that we had to keep increasing its Ember monetary value , because there was n’t any way to modify it otherwise .
It ’s gravid that there ’s a cluster of knobs in the plot to turn things in different way , but it ’s like - it just give multi - work stoppage . That ’s what it does , so you ca n’t make that any weak in any other capacity really . permit me look that up and verify that that ’s the right name .
Now I want to start picking it when I play .
Mark Cooke : I just google it . The first matter is " Onehorn ’s Tome Rebalance , " it ’s a Reddit thread . It ’s in all probability people complaining about the Libra the Scales changes . [ Laughs ] Yep , it be five Ember , I think it commence at three .
Oh , that ’s so much .
Mark Cooke : Oh , we did make it weaker . We made another affair , it applies a status effect called fragile to the target , which makes them , I think if they take any damage , they die - but it was still good .
I think players often do n’t like nerfs , which is perceivable , but sometimes you have to for the wellness of the plot , because it ’s not interesting if the dependable strategy is to break up the same thing every individual time . It ’s always a challenge to meet player expectations with nerfs and ensure instrumentalist felicity when you do have to bring out some nerfs sometimes for the health of the game .
Oh , that ’s so delightful . I ’m going to bulge out picking that one up . I reckon I in all likelihood avoided it because of the in high spirits ember cost , but now I have inside information .
Mark Cooke : It ’s still good , it ’s still good . That ’s what the data suppose . [ Laughs ]
Inkbound’s New Update & Future Plans
What Fans Can Expect Next From Shiny Shoe
There have already been a few protagonist packs released forInkboundsince it first come out , and I ’m curious how much other content you guy cable have planned , if you even have a full picture of that or if you could share what that is . Do you envision semi - regular updates ?
Mark Cooke : Yeah , we have a young content update come up we suppose in late June . We have n’t 100 % interlock that in yet , but that ’s our goal . That ’s going to sum some new type of challenges for players who are looking for more things to nail and new sort of adventures , so to speak , within the earth of Inkbound .
We are aiming to keep on to support the plot predominantly with free content updates and just strain to make certain everybody can have the best experience potential with thing like bug localization and balance change as we continue to seem at standardized datum . Where ’s the Onehorn ’s Tome in Inkbound ? Where ’s the affair that ’s weak ? That ’s a matter that I mean players apprise more : look for the thing that are underpowered or not being pick often because they ’re perceived to be uninteresting or whatever , and change those to be more interesting . That ’s really our focus on Inkbound right now .
Thinking outside ofInkbound , is there anything else in the pipeline for you guy cable right now that you ’re allowed to talk about at all ?
Mark Cooke : allow to talk about , no . Is there something in the grapevine ? Yes . We are bulge out to do some prototyping for succeeding game is one of the things that we ’re up to powerful now . Not quite certain exactly where that ’s go bad to go yet , but like I said , we ’re kind of stick to strategical roguelikes and trying to happen new areas to explore and - hopefully - innovate in that region . That ’s kind of an ongoing project for us properly now . We had everybody who work here work on Inkbound for a long clip , and so we ’re starting up something small to reckon out what the future is beyond that .
You mentioned the charm of poggable moments that are ground through the effects of give birth a blend of strategy and randomization and that sort of thing . alfresco of the creation of those extra moments , what do you find it is that stay fresh you come back to wrick - based scrap and roguelike component when you ’re making something new ?
Mark Cooke : What appeal to me as a actor is when there is a in high spirits compactness of interesting decisions , and it sense like every run is different and the structure of the game andthe run length is such that it can fit within sessions that feel like they ’re accommodating towards a meddling person ’s lifespan . That ’s one of the appeals to me in the genre is that often you do n’t have to have a ton of circumstance . I used to love playing individual - role player RPGs , C of hours , all kinds of narration , and I still do love them . I just have a voiceless fourth dimension playing them because I put them down for three weeks and then when I come back I ’m like , " What am I doing again ? Where am I ? Better just delete my save and start over . That ’ll be comfortable . ”
Versus a roguelike plot has the run structure . It ’s like you come in , I do n’t demand any linguistic context other than the base apprehension of the system and the rules there . you could play often and finish a running in under an hr , which is an appealing game social structure to me . For us , part of the reason why we go forward to make games is the solicitation of those things in that genre , but also , we call back we ’re get good at it too , and we have dream to make the top plot in the literary genre and be remember for produce a really awful game . That ’s why we ’re continuing to seek to get better at making game in that genre by continue to iterate on it , learn from our past games , and that ’s our scheme right now .
What games mighty now do you find yourself being most creatively inspired by ?
Mark Cooke : I am personally really stuck playact a game that has nothing to do with turn - based roguelikes . I am really into Splatoon 3 . I ’m so into Splatoon 3 , and I love the world building and street - style calamary kids . It ’s just so cool . That has a high-pitched level of ingathering to me visually , and I ’ve always liked competitive shooter eccentric games since I was a Thomas Kyd . It ’s fundamentally a competitive online shooter , and so that ’s been really fun to me , and I ’m playing with my kids . The fact that it ’s kid favorable has made it match into my sprightliness easier , because my girl who are reasonably young can play it with me . It ’s not violent or slaughterous or realistic in any fashion , it ’s cute and you ’re shooting colored ink .
I consider the matter that inspires me from that game that I would wish to attempt to continue to put into our games is the cohesiveness of its world in term of the agency thing look , the way things voice . Even the core gameplay , it ’s all ink because you ’re calamari and octopus and they have ink that they can utilize in the real world . If you think about it , I know it ’s this crazy fantasy world , but it ’s like everything feels like it makes sense to be there . The music in the secret plan , there ’s backstories for the band . They made album art for the bands , so the band have a persona to them , and I observe that kind of really piquant . Once you get into a game in IP , it ’s like , " Oh , I desire to know all this hooey , " and it ’s like , " Oh , there ’s lore behind why does this brass band strait this way ? ”
It ’s call Yoko & the Gold Bazookas . That ’s an awe-inspiring name . Who came up with that ? Just the fact that there ’s all this stuff that ’s thought through . I desire our games to also find that cohesive in terms of all the expression of it coming together . I feel like we did a reasonably good problem of that in Monster Train and Inkbound , and I want to keep getting better at that . That ’s something that ’s inspire me from Splatoon 3 . Gameplay wise , we ’re not croak to make something anything airless to that I do n’t think .
Which part of this update was the most challenging to arise , or took the most iteration ?
The add-on of more dressing is quite exciting - what was the process like evolve these new moves ? How did the squad resolve what Modern scrap mechanics they wanted to explore ?
When design new Bindings , internally we look at the current pool for things like underutilized grease monkey and effects we can add that make interesting interaction . We also like to question our playtesters the kinds of thing they would like to see . Both of the new Bindings this time around were suggestions from our playtesters . We already experience we need a Smite Binding but the initial design for Invocation was a bit different until one of our testers ' Kitru ' suggested a raw status essence to go with it . dismission was an interesting mind from one of our testers ' SybilznBitz ' , of using Movement as a resource for a Binding , originally design as a Smite Binding too . Testers have made suggestions in the past as well for vestiges and mutators , andthe variety of back and forth with players we feel is really good .
What are you most excited to see player react to in the young update ?
The newInkbound1.1 update is usable now .
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