Inkulinati artwork$24.9986%Very Positive
Deckbuilding pick

Inkulinati Medieval madness, drawn by hand

Command sword-wielding rabbits and absurd beasts in turn-based battles, reshaping the parchment battlefield with your own giant hand.

Is Inkulinati worth it?

Inkulinati is worth it if…

  • you like turn-based tactics where positioning decides more than luck
  • you enjoy absurd humor and art that looks like a medieval comic
  • you want a local multiplayer duel to settle scores with friends
  • you like games where each run unlocks new tools for the next one
  • you enjoy slow, careful planning over fast reflexes

Screenshots

An army drawn in living ink

Your units are Beasts, and you draw them onto the page yourself. Sword-wielding rabbits, dogs with spears, human-eating snails: each has its own skills and class abilities, and unlocking new ones is part of the fun. Ink is what it costs to summon them, so every deployment is a decision. You push enemies off ledges, set up combos between Beasts, and watch a well-planned turn unravel the other side. The art is the joke and the appeal at once: these are the bizarre creatures medieval monks actually scribbled in their books, brought to life with smooth, expressive animation. Medieval people laughed at the same silly things we do, and this game proves it.

Your hand is a weapon too

Beyond your Beasts, the Inkulinati Master on the page has Hand Actions: battle-turning moves performed with a giant drawn hand. Smash an opponent's unit flat, draw obstacles to block a path, slide your own troops across the page with a push of a finger, or explode your own troops for pure chaos. Your opponent has the same powers, so every fight is a duel of two hands rewriting the board. Each Master can also carry their own Talents, which give you another way to specialize and swing a close battle.

Battlefields with a mind of their own

Every battlefield is its own domain, with dangers to dodge and opportunities to exploit. Exploding Pots of Beans, roaming Hell's Maws, Clouds of Blessings: the objects scattered around the page can decide a fight if you use them well. And just when a plan comes together, an Apocalyptic event can flip everything: fires, plagues, the Memento Mori itself. It cuts both ways, because when you are on the ropes, an apocalypse might be exactly what turns the tide in your favor. Positioning matters enormously here, and a shove toward the wrong edge of the page can end even a boss.

A bestiary that grows run by run

This is a roguelite, so each journey ends and each one plays out differently. You collect perks to unlock hidden powers, learn secret techniques for drawing new Beasts and Hand Actions, and choose the composition of your army as you go. Finishing runs unlocks more creatures and abilities, so the next attempt starts with a wider toolbox. You can build an army of rabbits one run and water Beasts the next, and talents picked after bosses let you lean into a style. It rewards the planner: fights are low on random luck, so a loss usually means a plan to revise, not dice to curse.

Hot-seat duels at one screen

Because the turns alternate and luck plays a small part, these duels come down to reading the board and outsmarting a human who is sitting right next to you, which is its own kind of humiliation when a snail eats their knight. Short, social and easy to set up, it turns an evening into a best-of series nobody agreed to.

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