SEE IT IN MOTION

    Gameplay & Feel

    Until the full trailer is ready, here’s a peek at how Inkblade moves: early GIFs of the Paper Knight, rats and the first dungeon scenes. Replace the placeholders below with real captures from your builds.

    gameplay

    This block is a placeholder for an embedded YouTube trailer or a full-size gameplay GIF.

    • Idle animation
      Paper Knight breathing in the dark corridor.
    • Sword swing test
      Hitting a rat and knocking it into a pit.
    • Platforming snippet
      Torches, ladder, first safe camp.
    • Early boss silhouette
      Something huge behind the paper wall.
    • Notebook UI
      Level title written like a page header.
    • Death & retry screen
      Simple, but emotionally heavy.
    LORE & MEANING

    A story written in a child’s notebook

    Inkblade is not horror in the jumpscare sense. It’s horror in the “I still remember that night in my childhood room” sense. The game quietly talks about fear, shame and finding courage when you feel small and fragile.

    Somewhere in a quiet room, years after it all happened, an adult finds an old notebook. Inside — crude drawings of a knight, monsters and narrow corridors. The game is that notebook, opened and lived through again.

    The Paper Knight is not a power fantasy. He’s a defense mechanism, a story a child told themselves to survive. The dungeon is home, school, streets and memories, folded into a single underground world.

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    “You were small. The world was huge. So you drew someone who wasn’t afraid.”
    DEVELOPMENT

    road to the first peblic build

    Inkblade is being built slowly and deliberately: combat first, then level flow, then polish and story.

    Below is a rough look at how the work is structured. Exact dates will be updated as the project grows.

    HIGH-LEVEL TIMELINE

    torch
    Phase I • Combat core

    Movement, attacks, hit reactions, basic enemies.

    Now
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    Phase II • First chapter

    Dungeon layout, story beats, test build for players.

    Next
    torch
    Phase III • Public demo

    Steam/itch.io demo, feedback, tuning difficulty curve.

    Planned
    torch
    Phase IV • Full release

    More chapters, bosses, narrative routes.

    Future

    MODULES

    • Core movement & physics Done
    • Sword hitboxes & damage model In progress
    • Enemy AI (rats, mimics, shadows) In progress
    • First dungeon chapter (vertical slice) Planned
    • Trailer & Steam page Planned
    • Extended story content Later
    BEHIND THE NOTEBOOK

    who is making inkblade?

    Inkblade is an indie project built “drop by drop” in spare hours — by a developer who also runs restaurant tech, writes children’s stories and builds an entire dark-fantasy world on the side.

    igor

    Igor Vorobyev

    CREATOR • DEV • DESIGN

    Game design, programming, art direction, combat feel, story and marketing. Inkblade is his way to talk honestly about fear, courage and childhood.

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    Future collaborators

    MUSIC • QA • ART

    As the prototype grows, the project will look for composers, testers and illustrators who resonate with Inkblade’s mood.

    knight

    You

    PLAYER • FEEDBACK

    The way you move, die, retry and finish levels will shape balancing, pacing and even some story choices in the final game.

    Enter the paper dungeon

    Wishlist Inkblade, follow the devlog or just keep an eye on this page. When the first public build is ready, you’ll be among the first to know.

    No spam, no noise — just occasional honest updates about how the game feels and where it’s going.