
A SNEAK PEEK AT THE FULL PAGE
The demo teaches you the alphabet. Here's a little of the sentence.
THE PAPER CHANGES UNDER YOU
Chapter One is plain paper. It doesn't stay that way.
Graph paper comes next, and the page starts building machines: pressure plates, ordered switch banks, counterweights, paper planes on fixed routes. Contraptions that need your ink to run — and that keep running after you've left.
Then lined paper, where the ink itself turns against you. Pen lifts you have to spend like currency. Zones where no line will take. Solvent pools that dissolve what you've already drawn. Panes of glass that hold you exactly once. Tear lines that open one route by closing another.
Then aged paper. That's where the marking starts.
SOMETHING IS READING YOUR WORK
You've seen the Red Pen in the demo's opening flipbook, high above the page. In the full game it comes down.
It patrols. It telegraphs. It strikes — and its corrections stay on the page as lethal red line, so the room gets smaller every time it misses. Later chapters make it faster and less patient. The B-sides make it cruel.
It isn't alone. Something rides your own drawn line from the beginning, following the exact path you took. Something else waits in a zone and, when it wakes, flies to the very start of your trail and runs the whole thing to find you. The more line you've written, the longer its road.
There's a chapter in the archive where you meet what's left of the first red pen. I'm not going to tell you how that one goes.
THE DESK
The last chapter isn't a page. It's the desk the pages are lying on — books, the pen cup, tape you can't draw on, and a clock whose minute hand is a platform you ride.
On some of those pages the clock is the level. Reach midnight with the work unfinished and the draft crumples on its own.
AFTER MIDNIGHT
Two chapters take place on black paper: chalk ink, jack-o'-lanterns, cauldrons where the inkwells should be, and bats across every page turn. There's a thing in there wearing a bedsheet that used to be a red pen.
EVERYTHING IN THE FULL BUILD
The campaign
- 70 hand-drawn pages across seven chapters, each on its own paper
- Two of those chapters on black midnight paper
- Eight B-sides, unlocked by gold medals — the same pages, rewritten to hurt
- Wordless story flipbooks open every chapter
- One page that isn't on any list or menu
- Scored on ink, not time: par is a stroke length, and gold means drawing less
Make your own
- The complete level editor, with live previews and one-key testing
- Steam Workshop: publish in one click, and subscribed pages arrive on your shelf automatically
- Remix anyone's page into your own take
- Set a reward ink on your page — finish it, and the author's color is yours forever
- A daily spotlight page, picked fresh every day
Compete
- Leaderboards on every page, campaign and community alike, with friend rivals on the level select
- Versus, local: one player is the Ink, the other takes the mouse and plays the Eraser
- Versus, online: eraser duels, ink races, and build duels over Steam
- One Sitting: the entire campaign as a single cumulative ink total
- Ghost racing against your own best line
- Report cards — the Editor grades every chapter you finish
Make it yours
- The Pen Case: 26 characters, three animation styles, drawn accessories, and a full ink mixer
- Achievements that unlock cosmetics as you go, and a few that won't say what they want
- Postcards: dress a victory and push it straight to your Steam screenshots
The fine print
- Full controller and Steam Deck support
- Steam Cloud saves
- Original soundtrack
- Rewind: three un-draws per page, because ink is permanent but mercy exists
DEADLINE — Coming Soon.
Fifty pages become seventy. The sentence finishes.