Inscryption

Inscryption

Bewertungen
Inscryption ist eine rabenschwarze, kartenbasierte Odyssee, die Deckbuilding-Roguelike, Rätsel im Stil eines Escape-Rooms und Psycho-Horror zu einem blutigen Smoothie pürieren. Finster sind die Geheimnisse, die auf den Karten zu finden sind ...
96%Steam-Bewertungen135.220 Bewertungen85Metacritic/10086OpenCritic/100
Erschienen: Oct 19, 2021
Card Game · Story Rich · Deckbuilding · Horror · Dark
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Preisverlauf

Letzte 36 Monate · täglich aktualisiert
Allzeit-Tief~ 5,35 €2025-12Aktuelles Tief über alle Shops~ 7,13 €Steamzum historischen Tiefstand+33%
~ 8,34 €~ 11,86 €~ 15,39 €~ 18,91 €25-1026-0126-0426-0726-10~ 5,35 €

Die Preise umfassen Steam und 39 autorisierte Shops; gezählt werden nur reguläre Angebote. Das Diagramm zeigt wöchentliche marktweite Tiefstände und Steams offiziellen Preis über die letzten 36 Monate.

Der Preisverlauf wird in USD erfasst. Die gezeigten Beträge sind zum EZB-Kurs vom 2026-10-05 in EUR umgerechnet und dienen nur zur Orientierung; was du tatsächlich zahlst, steht auf der Shop-Seite.

Mitwirkende

Entwickler
Daniel Mullins Games
Publisher
Devolver Digital
8.5
Gesamtwertung
Externe Wertungen96%Steam-Bewertungen135.220 Bewertungen85Metacritic/10086OpenCritic/100
Grafik
6.5
Sound
9
Gameplay
9
Story
9.5
Umfang
7.5

“An indie smash fusing deckbuilding, puzzles and meta-narrative — the surprise lands once, so go in blind”

Unser Fazit

An indie phenomenon that swept the trophy table

Set Inscryption back in the moment it launched and its showing is the stuff of phenomena.

What the trophies actually mean

Inside three months it cleared a million copies — a vanishingly rare number for an indie card game with no big-studio backing and "anti-formula" as its pitch. The honours are louder still. It is the first game ever to take both Game of the Year at the Game Developers Choice Awards and the Seumas McNally Grand Prize at the Independent Games Festival, the two highest prizes handed out respectively by working developers and by the indie circuit, never before claimed by a single game in one sweep. At the festival it also walked off with Excellence in Design, Narrative, and Audio, then drew Best Independent Game and Best Sim/Strategy nominations at the year's big awards show. The trade voted for it, the indie circuit voted for it, the critics' year-end lists voted for it — a three-way clean sweep you can barely find a second example of in indie games.

These are not participation ribbons. They underwrite the verdict this whole review has been making: Inscryption's greatness is not that any one part hit the ceiling, but that it wove several not-quite-ceiling systems into a whole nobody saw coming.

Years on, those badges read less like a victory lap and more like a ledger. They explain why the game still surfaces in best-of-the-decade conversations, why developers still cite it when they talk about what the medium can do, and why a small candlelit card game with no marketing budget to speak of refuses to fade out of the discourse.

Who should buy, and who should walk on by

In the end Inscryption is not a game for everyone, and its strength rests squarely on one clear trade-off.

Who this game is for

If you are happy to be led by a story and glad to pay in for one fresh, peculiar experience, it is close to essential — and you need not be a card-game veteran at all. Plenty who finished it barely touched cards beforehand; what they loved was a story they could not shake. Flip it around: if what you want is a hardcore building tool to mine for hundreds of hours, forever tuning the optimal deck, Inscryption will likely read as shallow at the table and thin on replay, and Slay the Spire serves that appetite better. It also carries sustained psychological dread and an official content warning, so anyone genuinely averse to that pressure should tread carefully.

On editions there is nothing to agonize over: the standard release is the complete experience, and Kaycee's Mod — the one that turns the first act into an endless mode — is a free add-on you own the moment you own the campaign, no extra gate at all. In the end, the thing no one can copy is also the yardstick for whether you should buy: it makes your expectations about card games into the gameplay itself, and that surprise cannot be felt twice. So if you have not played it, the best move is to shut every guide, look nothing up, and walk straight to that table.

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