Store data
- UK price
- £1.79
- US price
- $1.99
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 23 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 1 | -1 | -50.0% | 0 | -95.8% |
| October 2026 | 1 | -1 | -50.0% | 0 | -93.2% |
| September 2026 | 2 | — | — | 0 | — |
| Region | Currency | Regular | Current | Discount | Historical low | Last change |
|---|---|---|---|---|---|---|
| United KingdomGBP · GB | GBP | £1.79 | £1.79 | 0% | £1.79 | No change recorded |
| United StatesUSD · US | USD | $1.99 | $1.99 | 0% | $1.99 | No change recorded |
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| PeruPEN · PE | PEN | S/.5.65 | S/.5.65 | 0% | S/.5.65 | No change recorded |
| PhilippinesPHP · PH | PHP | P69.00 | P69.00 | 0% | P69.00 | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
INK ABYSS WALKER is a first-person, ink-wash deckbuilding roguelike. Carrying a dying lamp, you walk painted corridors floor by floor into the deep — exploration plays in first person, combat is turn-based cardplay, and what you see is not always what is true.
Enemies stand in rows: melee can't reach the back line, and knockbacks, fills, ambushes and lamplight rewrite every fight
180 cards across eight archetypes: Combo, Gu-poison, Thorns, Blood, Taboo, Growth, Heavy, and Common
Chain cards to build Ink Momentum — at 9 chains, the sky itself spills ink
Road of Dying Lamps, Phosphor Grotto, Violet Miasma, the Judges' Hall, the Abyss Floor, and the Void — each floor plays by different rules and whispers different lies
A three-phase nightmare waits at the bottom; beyond the first Cycle, the Faceless and the Matriarch fight by crueler rules
Madness pollutes your deck; fall into a Delusion and friend and foe blur together
Ink the stone: every death settles into permanent upgrades (Body / Edge / Sight, three ranks each)
Three walkers to unlock: the Walker, the Lamp-Keeper, the Gu-Master — the latter two must be earned by how you play
New Game+ Cycles: winning is not the end. Affixes rot the floors, and the abyss grows crueler each round
The Archive: six volumes, 179 entries to uncover
27 judgments (including hidden ones), a daily challenge and five trial runs
Fully procedural ink-wash rendering, playable in English and Chinese
It remembers what you did. The merchant knows your face. The idol keeps your tab. And the Matriarch… knows you too.
| # | ||
|---|---|---|
| 01 | Yang 02 | 28.5% |
| 02 | Yang 09 | 28.5% |
| 03 | Yang 01 | 21.4% |
| 04 | Yang 03 | 21.4% |
| 05 | Wu 01 | 14.2% |
| 06 | Wu 02 | 14.2% |
| 07 | Yang 05 | 14.2% |
| 08 | Yang 06 | 14.2% |
| 09 | Yang 08 | 14.2% |
| 10 | Yang 11 | 14.2% |
| 11 | Yin 02 | 14.2% |
| 12 | Yin 03 | 14.2% |
| 13 | Yin 04 | 14.2% |
| 14 | Yin 06 | 14.2% |
| 15 | Wu 03 | 7.1% |
| 16 | Yang 07 | 7.1% |
| 17 | Wu 04 | 0.0% |
| 18 | Yang 04 | 0.0% |
| 19 | Yang 10 | 0.0% |
| 20 | Yang 12 | 0.0% |
| 21 | Yin 01 | 0.0% |
| 22 | Yin 05 | 0.0% |
A journey with a clearer rhythm The first seven floors now follow a scout–prepare–trial pace: two early card picks, and shops and bonfires placed before the fights that matter. Seven specialty encounters (the swarm, the serpent-and-candle, the lamp guard, and more) are foreshadowed before you commit, and two optional double-wave side paths let you bank opening Ward and energy for the floor's main battle. The journey map now shows the full route, plus how your preparation and deck changed at each stop. Cards and impacts you can feel Cards are larger with two lines of body text; new cards animate from the deck, mid-combat draws slide into place, and played cards leave an after-image. Hit effects land on the enemy's body, and health bars keep a fading wound trail. Blades, Gu, and talismans each have their own material sound and stereo position. Every monster's attack, hit, and death anim...
Read full update on Steam ↗The journey now spans eight floors Elegy Rill and Ink-Tempering Pool arrive with their own floor rules, encounters, event art, and descent vistas. We also reworked or reinforced the silhouettes, lamplight, and combat backdrops across the abyss: an old bronze guardian falls as you approach it on the Road of Dying Lamps, and the ink beasts in the Hall of the Judge turn and whisper as you draw near. Earlier choices return deeper down The life coin you pick up on the Road of Dying Lamps finds its answer on the broken bell in the Hall of the Judge. A poem carried away from Elegy Rill shows its missing half on the fallen tablet in Ink-Tempering Pool. How you handle them changes later text, your next battle, and your clear summary. Story clues now sit on guaranteed nodes, so a standard first Cycle has about 70 playable nodes. Cards read more clearly Slashes, sweeps, poison, and guard each ha...
Read full update on Steam ↗This update addresses player feedback that card effects were hard to notice: Block feedback: Armor cards now play a sound with a badge pulse, and the "Block N" indicator lands right next to the badge; when enemy attacks are absorbed, "Blocked N" is shown Live damage on Combo cards: Combo cards display their current actual damage on the card face (e.g. 4→6), with a vermilion highlight when stacks grow, plus a dedicated ink-ring flourish when played Conditional card highlights: Cards like Cornered Beast, Inksurge, and Counter now show a vermilion border when their condition is met — no more hovering to guess Clearer enemy info: Intent badges now have distinct shapes (round seal for attack / shield for defense / diamond for debuffs / ink spots for poison); enemy Thorns are now visible; melee cards are labeled "· Melee" School tag disambiguation: School tags renamed to "Combo School / Gu...
Read full update on Steam ↗Thanks for the feedback! This update fixes: 1.Saves being shared between Steam accounts on the same PC — each account now has fully separate saves, judgment collection and archive. Existing saves migrate automatically on first launch; no progress is lost 2.Achievements occasionally never unlocking (an unlock while Steam was unresponsive could be lost permanently — now re-synced automatically on launch) 3.Stutter when entering the final boss fight 4.Seam artifacts on some monster animation frames 5.Card viewer scrollbar style not matching the UI Duplicate names indistinguishable on leaderboards, and the empty "duration" column in local records If you run into anything else, please let us know in the community hub — we'll keep fixing.
Read full update on Steam ↗Thanks to our first players for the feedback — a hotfix is already live: 1.Fixed saves being shared between Steam accounts on the same PC (each account now has its own save; existing saves migrate automatically, no progress lost) 2.Fixed stutter when entering the final boss fight Fixed seam artifacts on some monster animation frames, the card viewer scrollbar style, duplicate-name display on leaderboards, and more More reported issues are being tracked down. Keep the feedback coming!
Read full update on Steam ↗A journey with a clearer rhythm The first seven floors now follow a scout–prepare–trial pace: two early card picks, and shops and bonfires placed before the fights that matter. Seven specialty encounters (the swarm, t…
The journey now spans eight floors Elegy Rill and Ink-Tempering Pool arrive with their own floor rules, encounters, event art, and descent vistas. We also reworked or reinforced the silhouettes, lamplight, and combat…
This update addresses player feedback that card effects were hard to notice: Block feedback: Armor cards now play a sound with a badge pulse, and the "Block N" indicator lands right next to the badge; when enemy attac…
2 concurrent players — the highest daily peak recorded at that point.
Thanks for the feedback! This update fixes: 1.Saves being shared between Steam accounts on the same PC — each account now has fully separate saves, judgment collection and archive. Existing saves migrate automatically…
Thanks to our first players for the feedback — a hotfix is already live: 1.Fixed saves being shared between Steam accounts on the same PC (each account now has its own save; existing saves migrate automatically, no pr…