Inscryption

Published: 3 Apr 2026

title = Inscryption Steam Banner

Talking about this game without spoilers is practically impossible - the very nature of “tiptoeing” around this gives the game away somewhat, because while there are hints there’s more to the game that meets the surface, it definitely does make some real left-turns (apparently a Daniel Mullins staple?) that rely on said left-turns being left to be experienced for yourself.

First, let’s get this basic fact out of the way - Act 1 is clearly the best part of the game, for multiple reasons: - A competently made roguelike deckbuilder - perhaps a tad too easy once you get to grips with things, but the sacrifice mechanic built up (both in blood and bones) is genuinely a neat idea and is a strong theme combined with the rest of the horror aesthetics. - The atmosphere, perhaps a little thick and hackneyed at times, is evocative and envelops you in an appropriate send of dread and horror - it all polished enough aesthetically to make the experience cohesive. - The actual “gating” that this game does for progression, at least for me, felt relatively natural as well given my own learning with how the game worked (even if I think its a little lame in concept) and so each unsuccessful run felt like a proper cumulative effort, both my own understanding on how to win but also the slow uncovering of certain mechanics - this also tied into the few little puzzles to be solved around the cabin as another form of meta-progression within this first act. - Its perhaps not enough of a game to be a standalone experience itself, but it is a fantastic hook into a game by virtue of actually being relatively fun to play. Alas, it is nothing but a sacrificial hook, and the game doesn’t end here, for good or for ill.

Inscryption now decides to do something which feels rather incomprehensible, tearing itself apart and building itself anew in pursuit of some meta-narrative exploration. The problem is simple: The entire game is effectively subservient to these meta-narrative, crippling it in the process, and whatever is explored… just doesn’t come together in the slightest. - The problem with the initial “subversion” from Act 1 to Act 2, creating a whole new game etc. is that from now on I have to expect the game to completely rug-pull me and thus feel no need to mechanically engage with any future mechanics beyond the bare minimum to win. This is especially bad in the Act 1 to 2 transition, given it both changes itself into a TCG (allowing you to open packs and tailor your 20 card deck specifically for any given battle) and introduces 3 new “sets” of cards/mechanics which just felt overwhelming, especially due to the aforementioned “I only want to do the bare minimum” that was instilled in me in the first place. By contrast, Act 3 turns into an effective re-tread of Act 1, but instead switches from its roguelike, limited-path nature into more of a soulslike, exploration which is… still a downgrade. - The aesthetics - let’s face it, Inscryption’s initial horror setup is well done, and this gets jettisoned in a similar fashion as well. Act 2 switches from 3D to 2D and takes a more retro game aesthetic, which is a jarring switch and I never got to grips with visually parsing this sudden change. Act 3, akin to its gameplay elements, is another retread of Act 1 (hence we swap back from 2D to 3D again) but instead swapping the cabin for an abandoned factory look. Again, its not bad, but simply doesn’t have the same visual power as the initial Act 1 cabin. - Finally, there’s the meta-narratives themselves that Inscryption tries to explore, which… just doesn’t seem to add up to anything? I cannot possibly discern what is meant to be said here, and without any kind of messaging to reckon with all we are left with is a meta-framing device used to deliver both the Act transitions, but also a bunch of creepypasta, 4th wall breaking, ARG… stuff, with the thinnest shreds of plot scattered across, all culminating in an attempted emotional climax that the game simply does not earn. Worse still, after being absolutely baffled about what the hell I just experienced, I stumble upon the Inscryption ARG that was buried inside the game itself, which purports to uncover the mystery of the “OLD_DATA” and… the less said about it, the better. Meta-narratives, poking at the rules of games and subverting them are not inherently bad, but they don’t make something inherently good either - it needs to do something with said subversion and rule-breaking, and I just don’t see it in Inscryption, and by induction don’t see a purpose to Inscryption’s very existence as a video game, meta or not.