Articles News

Tinker Shot Is Out Today, and Things Are About to Get a Little Experimental

Tinker Shot has changed quite a bit on its way to today’s launch. CodeRed has spent the past year putting its turn-based roguelike in front of players through demos, playtests, and Steam Next Fest, then making changes based on what they had to say. New cards have arrived, systems have been reworked, and the developer has continued adding to the Underground Ruins ahead of the full release. Now it’s finally time to head inside.

Tinker Shot launches today, with 89 cards to find, four playable heroes, three levels, 28 different enemies, and three bosses.

Let’s Build Something

The big idea behind Tinker Shot is its skill crafting system. Instead of finding a completed ability and deciding whether it fits your current build, you’ll collect different components during a run and combine them yourself. Effects can be mixed with upgrades and other modifiers, giving you plenty of freedom over what your finished skills actually do.

With 89 cards available at launch, there’s a lot to experiment with. Items and relics add even more options, and what you find along the way will determine what you have available for your latest attempt. That means you’re unlikely to leave the Underground Ruins with exactly the same collection of skills twice.

It also means there’s probably going to be a fair amount of tinkering involved. I mean, the name did warn us.

Now Try Hitting Something With It

Building a powerful skill is useful, but combat in Tinker Shot has another part to it. You need to aim. Battles are turn-based, giving you time to line up your attacks before firing them across the battlefield. Physics also play a part in what happens next, so enemy positions and the layout around them can change how useful a particular skill is.

It’s an unusual combination. You’re essentially putting together the attacks you want during a run, then working out the best way to use them once something gets in your way.

Fortunately, there’s no timer rushing you into making a decision. You can take your time, look at what’s in front of you, and hopefully avoid sending that carefully constructed attack somewhere completely useless.

Four Heroes Are Heading Underground

There are four heroes available to play at launch, each giving you another way to approach the Underground Ruins. Three levels are waiting below, filled with 28 enemy types and three bosses. Encounters and other scenarios are mixed up between runs, while the cards, relics, and items you discover will continue changing the builds you can put together.

CodeRed currently estimates around five hours to work through the launch content, although Tinker Shot is built with repeated runs and experimentation in mind. The developer has also said more content is planned after release, including additional cards, relics, items, enemies, bosses, and other additions.

The Tinkering Starts Today

It’s been a busy road to launch for Tinker Shot. The game appeared at Steam Next Fest earlier this year, while its demo has given players several chances to experiment with the skill crafting and physics-based combat before release. Feedback from those players has helped shape a number of the changes made along the way.

Today, everyone gets access to the finished launch version. The free demo is also still available for anyone who wants to try building a few skills before heading into the full game.

After all those demos, playtests, changes, and additions, there’s only one thing left to do… Start tinkering.

Leave a Reply

Join the discussion

Comments are for AllRogues members. Sign in or create a free account to leave a comment.

Sign in to comment