

Inscryption
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Inscryption
Inscryption blends dark card-based play with deckbuilding, escape-room-style puzzles, and psychological horror. Assemble woodland creature cards and uncover the secrets in Leshy’s cabin. Steam player rating: 96% from 135,634 reviews. Release date: October 19, 2021. Supported interface languages: Simplified Chinese, Traditional Chinese, English, French, German, Spanish, Japanese, Korean, Russian, Italian, Portuguese-Brazil, and Turkish.
Credits
Lowest recorded in 36 months
$5.992025-12-08 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Turkish | Yes | Yes | — |
Steam PC edition data · 2026-10-16
02Before you buy
Gameplay
The Steam PC version is single-player. It combines deckbuilding, escape-room-style puzzles, and psychological horror.
Language
English is one of the supported interface languages, with subtitles listed.
03Frequently asked questions
What do you do in Inscryption?
You build a deck of woodland creature cards and uncover secrets in Leshy's cabin.
What genres does it combine?
Its description combines a deckbuilding roguelike, escape-room-style puzzles, and psychological horror.
Can it be played solo?
The Steam PC version is categorized as single-player.
“An indie smash fusing deckbuilding, puzzles and meta-narrative — the surprise lands once, so go in blind”
Our Verdict
An indie phenomenon that swept the trophy table
Set Inscryption back in the moment it launched and its showing is the stuff of phenomena.

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.

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.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I think most of the people who write reviews for this game would back me up on this. PLEASE make a full game based on the rougelike mechanics of the first third of the game. There is so much potential, maybe making different selectable hosts with their own boards and rules, or maybe just combining them all to make an endless Inscryption rougelike. I'm in love with the story they created and the card game they put passion into. I just want them to expand on it, could turn into the best card game since Yu-Gi-Oh or Magic The Gathering.Show moreShow less
I find myself wishing for a mixed opinion option. I find myself angered and frustrated by what I was sold versus what I eventually got. The advertisement, demo, and what drew me in are the first part of the 3 parts to the game. The biggest issue is the game and trailer seem to hint that there's MORE to the cabin but in all actuality, if you watched anyone go over the information about the secrets in the cabin, then you've basically seen them all except for 2/3 extra things that are needed to progress the plot and then leave the cabin. My biggest issue is that the cabin becomes short if you know what you're doing. Even ignoring the game forcing you through a few extra loops in order to have enough time pass to actually unlock certain things, (That's fun to learn there are hard limits. Although you can surpass a soft-limit if you get lucky and are good enough at understanding the mechanics) the cabin is relatively short compared to the other 2 parts of the game. And that's kind of problematic. The first part of the game is my favorite, and I argue, the best part of the game. The mechanics have the right feel, relative balance (there are a lot of unbalanced cards purposely put in there to make sure you are 100% guaranteed to progress at some point), and a very good aesthetic. The mechanic of the side deck with the squirrels is one of my favorite parts. I generally dislike card games but this deck builder scratched my itch. But, if you've read any of the negative reviews, you then run into the big issue. I won't go into detail for spoiler reasons but the game changes twice more. The second part felt like the longest but the 3rd part was probably actually longer. The second is essentially a traditional collectable card game. You have to build your deck for the duels and it introduces a bunch of new mechanics. But the main issue for me is that lack of side deck. I have had fights be over quickly because of insanely bad draws. Some of the 4 factions just kind of suck. It's also not helped that you are literally getting 4 different mana types that all function differently compared to the cabin where you have 2, the sacrifices and the bones. The second part is a slog for me. It's not fun and has no interest to me. If the game had just been the second part, I would not have bought it or played it. The 3rd part is a variation on the first. Although the 3rd part eventually uses a lot of the mechanics of the different factions from the 2nd part. The worst feeling though is that the cards you get just didn't interest me. The system involved what was essentially a mana system like Hearthstone, only you can increase it faster with some card effects. The 3rd part at least has the side deck and some interesting mechanics but it doesn't have some of the better deck building aspects of the first. There is no resetting your deck. It just keeps growing larger with a few minimal ways of removing cards that are not repeatable. I consider this a double edged sword. I also found the cards a lot less interesting in the 3rd part. I don't know why but the abilities just didn't draw me in. The lack of variety in your side items also didn't help me. The side items are essentially set in stone with a refresh every checkpoint. There's not the assortment you get in the 1st part. Funnily enough there are also 4 bosses in all 3 parts and the 1st part has the best bosses. I had to actually think about how to approach each boss and got caught on their gimmicks the first time. The second part I can't really evaluate because I just hate the system, ignoring the bosses. The 3rd part, I can comment on 3 of the bosses. One of them is laughably easy because of it's save-state type gimmick IN YOUR FAVOR. Another boss is kind of easy with how things are designed if you know your computer and where its oldest and largest files are. The final of the 4 bosses is insanely dumb. It is so RNG based that it took way too long in order to finally win it. And I only won because of someone else because of how the gimmick works. It wasn't a hard won victory. It was baffled relief that I didn't have to attempt that fight again. Now for the story. I'm going to keep it big picture and just say that the straight story kind of made sense. At least, the plot of the characters within the game. The larger plot didn't coalesce for me. I probably missed a bunch of secret information or something. The reason I say this is because I got to the end, saw it, and then went, "Is that really how they ended this? Why?" It's not the worst ending but I saw someone ask if there were alternate endings because of just how baffling the choice they did for the "RL" plot was. I expect there will be some analysis videos by youtubers that will be required for me to even understand half of what's being hinted as happening. End Summary: I do not want to say this is a bad game. It isn't. The problem is that it's deceptive in how it advertises itself and the best part IS the beginning. And that's my biggest issue. The beginning set up expectations and I was let down by the rest of the game. Edit: After a second time through in order to gain the achievements I didn't get because achievements weren't fully working on launch, my opinion has stayed the same. The 2nd Act is a type of game I don't enjoy and the 3rd still has its same issues and actively sabotages you by offering you way too many cards when a small consistent deck is much more important in Act 3. Especially since there are no easy ways to remove cards if you get too many.Show moreShow less
Stop reading reviews. It's worth it, go in as blind as possible and enjoy the ride.Show moreShow less
I like this game a lot. But the marketing is misleading so I feel I can't recommend it without drawing attention to the "twist." After you are done with the spooky cabin section (which is amazing but only took me 3 hours to beat) you will then be thrust into a Pokemon meets deck-builder game and the mystique of the cabin and the aesthetic all goes away while shoving a ton of new card mechanics at you at one time. The game-play remains but all the set dressing is gone away. I cannot stress enough that the cabin in the woods is only a small part of this game and if you were expecting it to be the entire thing you will be disappointed.Show moreShow less
EDIT: guys, i did not make any official inscryption content, it was just music for a fan made mod and i did it for free because i enjoy the game a lot >be me, autistic and stupid >dont really enjoy card games >play this >have lots of fun anyway >understand everything perfectly >memorize every single sigil >start hyperfixating >start making irl version of the game >expand on irl version to include 2 extra campaigns >join the discord >make friends >make music for my irl campaigns >contacted by mod devs >now make music for mod >more people than ever hearing my music >crying from happiness >write this reviewShow moreShow less
I recommend 1/3 of this game.Show moreShow less
the less you know the better the game isShow moreShow less
So I finished the game. The game had me hooked right from the start. Mystery was building, the villain was compelling, the atmosphere was dripping with suspense and I was almost entranced while also being constantly kept me on my toes. But then it changed. This might be considered SPOILERS; so here's your chance to look away. The game takes an abrupt left turn in order to tell a story, which I personally just wasn't interested in or felt was very compelling. Throughout the rest of the game, I was still secret hunting and hoping for some more twists and turns to come up, but unfortunately I basically predicted the entire plot from then on. (the hidden backstory plot didn't help soften the whiplash you get from the change to act 2) Mullins, I know you're the ''Meta guy''. But the meta aspect is so brute-forced into the game that I just didn't find it compelling or enjoyable either. And honestly, I think that if you had stuck with the act 1 portion of the game and fleshed out the story, the cabin and gameplay the game could have been absolutely amazing. But as it is, it feels like a simplified predictable mess. The gameplay itself also takes a nose-dive after the first act. The additional gameplay elements are mostly gimmicks and the one prevalent strategy is just playing aggro. The fact that you only draw one card per turn and have such a tiny hand size and no worthwhile available draw option makes most of the attempted complexity pointless, as they lose to the aggro strategies before you can even attempt to use half of your collected cards. Here's hoping that you make a standalone version of Leshy's game. It might be a pipe dream, but it would be a great thing. The game is a borderline bait & switch as it stands.Show moreShow less
Trust me, this game has Overwhelmingly positive feedback for a reason. We need a hard copy board game!Show moreShow less
I feel giga blue ball'd. The content that I liked about the game is fairly short and shallow. There is some deeper story for people that do care about it, but for me I liked the rogue lite, horror-ish, card game that the game starts with. I just wish there were more of that.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.