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Jon Ingold

@jon.inkle.co
6.1K followers 735 following 3.7K posts

Narrative @inkle.co he/him Writer: TR-49 / EXPELLED! / A Highland Song / Heaven's Vault / Overboard! / Over the Alps / Sorcery! / 80 Days. ink co-creator.

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Jon Ingold @jon.inkle.co · 20h
(more 8yo than 16yo by some margin tho)
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Jon Ingold @jon.inkle.co · 20h
idk if the Diary of an 8-Bit Warrior books are what you'd call good, but my kid completely loved them
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inkle @inkle.co · 20h
New Kaleidiscope Episode! WHY I LOVE TEXT PARSERS Creativity, craft, and designing for text parsers, with the Crimson Diamond's creator @juliaminamata.bsky.social www.inklestudios.com/kaleidoscope...
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🔥 Napalm ErAnn🔥 @annlemay.bsky.social · 29/09/2026
Question (please share)! What games industry speaker and/or what topic (games or not!) would make you consider travel to attend a conference/convention? Or as a games industry person, what speaker from outside of games would like to see at a con? Or topics that are not games specific?
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Jon Ingold @jon.inkle.co · 29/09/2026
Worldbuilding and particularly world “look” designers from TV, esp costume, feels underused to me
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Stark Holborn @starkholborn.bsky.social · 29/09/2026
Nivalis Nights is out... today! Come watch us (3/4 of the writers room) play it and talk about how some of the weird and wild stories came to life. TONIGHT 8pm BST 👇 m.twitch.tv/calmdowntom/... @karlpoyzer.bsky.social @calmdowntom.bsky.social
Poster for a stream of Nivalis Nights, 8pm BST on twitch.tv/calmdowntom, with Thomas Welsh, Stark Holborn and Karl Poyzer
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Jon Ingold @jon.inkle.co · 29/09/2026
...... yup
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Jon Ingold @jon.inkle.co · 29/09/2026
The entire of Heaven Vault’s spoken language was built this way. Eg “Maersi” has a translation which shares syllables with “Elasra”, Aliya’s surname, enabling the decipherment of the true meaning of “Heavens Vault” in Book 4. Maersi is “Mars with a few more vowels”. (Iox is Io with an X on it)
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Nick Barreto @nick-barreto.com · 28/09/2026
In big personal news, I’ve resigned and will be leaving Canelo at the end of this year.
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Jon Ingold @jon.inkle.co · 26/09/2026
Paper
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inkle @inkle.co · 24/09/2026
"... I have... questions." "Answers will come. In time."
A Heaven's Vault robot, with a damaged chassis and a somewhat rounded, sleeker face. This definitely isn't Six.

As a little bonus for reading this, here's a quick fable from the Nebula. Skip it if you like.

Once there was a fisherman whose sole possession was a tiny, flat-bottomed boat. He would row out into the middle of the vast watery lake on whose shores he lived, and then ship the oars and peer out over the side, gazing down through the layers and layers of the clear water below. 
He would watch the strange creatures that crawled across the deepest rocks. He would follow the fish that swam above them, birds through a liquid sky. And then, when a fish swam close enough to shadow of his boat, he would raise a sharp-pointed metal spear and plunge it into the water, skewering his prey from above. 

The fisherman was patient and precise, but also vain: he considered himself to be like a God to the creatures beneath: unrelenting in his observation, ruthless in his judgement. He saw himself, not as hunter, but as a guardian, keeping the lower world firmly in its proper place. 

After many years of patient hunting the fisherman began to grow angry. First at his boat - it rocked! - then at the water - so cold! - and finally at the fish themselves. Why did they not respect him? Why did they wait so long before rising up to greet his shadow? Why did they not flock to him, turning sideways to expose their delicate gills to his spear? He decided, eventually, to punish them: he would watch over them no more. He would leave them to attend to themselves. He did not even push his boat out into the water: instead he shattered it, and threw the pieces away. Then he sat on the sloping shore by the lapping lake and waited for the fish to come to him.

When finally he died of hunger, his body slid down into the water, and there was skewered from below by a thousand tiny, beautiful teeth.
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Jon Ingold @jon.inkle.co · 23/09/2026
You’re very welcome and please buy the next game under our adhoc “subscription model”
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Jon Ingold @jon.inkle.co · 23/09/2026
Yeah. The golf thing was supposed to convince us their strategy works. The incentive was like 2% of the final sale if it happened. No idea why they were picking on *us* for this shit tho
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Sally Beaumont | BAFTA Breakthrough | Voice Actor & Writer @sallybeaumont.bsky.social · 23/09/2026
There's still tickets for Sunday which is packed with brilliant talks by @jon.inkle.co @sagarberoshi.bsky.social @baroness.bsky.social @grundislav.games @grickle.bsky.social @eviltrout.com @cressup.bsky.social @trsasamccabe.bsky.social and even... ME Full schedule here: www.adventurexpo.org/schedule
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Jon Ingold @jon.inkle.co · 23/09/2026
my exit strategy involves a box
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Jon Ingold @jon.inkle.co · 23/09/2026
i heard someone say "compost the rich" the other day, which I thought was good. I think they were vegan
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Jon Ingold @jon.inkle.co · 23/09/2026
i suppose if one had started a company that one didn't care about at all, making idk low-grade toilet brushes or something, then it'd be fair enough
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Jon Ingold @jon.inkle.co · 23/09/2026
anyway, being publicly traded is a bit different, i suppose, in that you can keep selling the company over and over without losing it, until someone you can't stop buys it off you
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Jon Ingold @jon.inkle.co · 23/09/2026
Entirely logical and completely, utterly useless
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Jon Ingold @jon.inkle.co · 23/09/2026
1) their boss barely works & mostly plays golf 2) they buy ten companies at a time 3) they buy a nice office with a sign and crew up to a few hundred people 4) they sell the companies to someone bigger for 20-30x the amount paid 5) they shutter the ones that don't sell
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Jon Ingold @jon.inkle.co · 23/09/2026
we were once approached by a company that wanted to buy inkle and i couldn't understand *why*: our back catalogue isn't especially valuable and our future projects aren't likely to be either. They explained quite cheerfully the following points:
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inkle @inkle.co · 23/09/2026
New Kaleidoscope episode! Set-ups, Attempts, Complications and Pay-Offs @joshmlabelle.bsky.social talks us through the process of managing expectations so that we start off strong, and end with a bang. www.inklestudios.com/kaleidoscope...
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Jon Ingold @jon.inkle.co · 22/09/2026
Ten year anniversary of a major professional milestone, completion of my first fiction tetralogy, the one that at the time I was pretty sure would kill me dead.
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Jon Ingold @jon.inkle.co · 22/09/2026
I often feel that games have managed flashes of moments like this - really profound connection - but I don’t know if any have bottled and sustained it across a run, which gives me hope that future games may yet still be more compelling and meaningful
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Jon Ingold @jon.inkle.co · 22/09/2026
Cling away! And I don’t want to subtweet you either. Just Got Me Thinking is all
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litotic (elise) @litotic.bsky.social · 21/09/2026
Interesting thread! part of my PhD research-creation project was about how to bring more emotional weight (or range) to small interactions in games, especially without using quantitative systems (hence ‘non-mechanical‘ in that sense) (it’ll be soon-ish available via an open access platform)
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Jon Ingold @jon.inkle.co · 21/09/2026
Fun doesn’t seem to be that important to me; it’s a subcategory of compelling
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Jon Ingold @jon.inkle.co · 21/09/2026
if you can get a flicker of compassion out of her, you call that a win
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Jon Ingold @jon.inkle.co · 21/09/2026
So the opposite of mechanical dialogue, maybe, is tentative dialogue. I wonder if you agree
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Jon Ingold @jon.inkle.co · 21/09/2026
Does it feel like sending a late night text message to someone you really care about? Does it feel like comforting someone whose pain you cannot possibly fix? Does it make you think, “how will this land?” — because if it does, then for that moment, the other character is believed to be real
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Jon Ingold @jon.inkle.co · 21/09/2026
so how can I tell when it’s working, and when it’s not, if there’s no “game” to it? Much like normal writing really. Does it make you feel vulnerable? Does it make the moment feel like it could go either way? Does it feel like reaching out, tentatively, for a connection, that might be refused
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Jon Ingold @jon.inkle.co · 21/09/2026
The game we’re working on right now - while being a deduction game really - has quite a lot of interactive dialogue in it. More than we’ve done for some time, the goal of the dialogue is to ground the player in the character not to achieve any particular goal.
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Jon Ingold @jon.inkle.co · 21/09/2026
The game becomes - if I say this, how will it land? What is the subtext and will it be understood? Did I understand the subtext of what the other character just said, and am I responding in kind? Am I empathising enough - but not too much - for this context?
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Jon Ingold @jon.inkle.co · 21/09/2026
So you take a punt, and you read the room for feedback. Did the joke land? Do people understand your accent, your mannerisms? are they accepting, or judgemental. Am I connecting, fitting in? Or am an outsider here? It’s a very visceral trigger, and we can capture it in game writing, I think
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Jon Ingold @jon.inkle.co · 21/09/2026
Public speaking. When you’re asking a question from the audience at a talk, when you’re teaching, when you’re in a new group. When you want to express your ideas and something of who you are, but you don’t know how you’re going to be judged.
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Jon Ingold @jon.inkle.co · 21/09/2026
It’s purely social risk. No values, all judgement. We don’t get that playing games because the score metric trumps everything else. (Ah, what a relief!) But maybe we feel it when we’re roleplaying - we certainly feel it when we’re meeting new people. But you know where it really happens?
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Jon Ingold @jon.inkle.co · 21/09/2026
In particular, what are we hoping for here? Ideally conversations feel significant, memorable, dramatic. Players pause before choices and feel like they’re taking risks - but without any calculable stakes on the table at all. Well, when do people feel like this in real life?
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Jon Ingold @jon.inkle.co · 21/09/2026
Was recording a GNK ep about conversation mechanics (out in Dec but it’s a terrific guest, anyway) and it got me thinking about the *non-mechanical* ways to make conversation options feel weighty. If points&stats encourage players to game the conversation for a goal - what guides players to invest?
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Dave Gilbert @wadjeteyegames.com · 21/09/2026
Nighthawks launches TOMORROW!! Creating this game has taken us eight years. A long time for humans, but just a blink of an eye for an eternal vampire. We are so excited you have no idea. store.steampowered.com/app/1221950/...
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AdventureX @adventurex.bsky.social · 21/09/2026
Wondering what’s included with your #AdvX26 ticket? Here’s what you can expect, by the numbers! Want in? Tickets available at buytickets.at/adventurexconferencescic/2339289. Find information, schedule, and FAQs at adventurexpo.org.
AdventureX 2026, 7-8 November. Included with your ticket: 2 days of programming, 2 afterparties with drinks and food on us, 2 amazing keynotes by David Fox and Graham Annable, 16 talks, panels and shows by 29 speakers and panelists, 36 exhibited games, 2 ticket rates, and 1 ticket tier. Bringing together developers, industry pros, and fans! An image of video game designer Charles Cecil in a grey athletic wear jacket pointing up during a speech at a previous AdventureX conference.
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Kitfox Games 🦊 @kitfoxgames.com · 21/09/2026
Help us get Thousand Hells to 100 Steam reviews. We're almost there!
Thousand Hells Steam page short description.

Recruit your team, choose your path, and descend into hell. Four heroes must overcome the trials of the underworlds in tactical narrative encounters. A new systemic storybook experience blending mythology and surrealism. From the designers of King of Dragon Pass and Six Ages.
ALL REVIEWS:
Very Positive 88
RELEASE DATE: 8 Sep, 2026
DEVELOPER: A Sharp
PUBLISHER: Kitfox Games
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Jon Ingold @jon.inkle.co · 21/09/2026
i've long maintained that interactive fiction is a development of oral storytelling; the grand homeric tradition of "this is scylla, she's a dragon" / "sounds boring" / "okay, but she's got 2 heads" / "2 heads? is that all? cereberus has 3" / "fine she's got nine heads ok nine" / "...oooh"
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Jon Ingold @jon.inkle.co · 21/09/2026
I remember him saying in an interview once, long ago, that he didn’t think interactive storytelling would work because people want to sit round and fire and be told a story. Of course, I agree with that
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Jon Ingold @jon.inkle.co · 21/09/2026
i suddenly had a great idea for a telltale-style TNG game
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Jon Ingold @jon.inkle.co · 18/09/2026
sort of youtube before youtube
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Jon Ingold @jon.inkle.co · 18/09/2026
Jeremy Beadle! Although it's better with teh scare quotes, tbh
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Jon Ingold @jon.inkle.co · 18/09/2026
i still can't get over how this guy is the spitting image of someone i went to school with, although tbf he doesn't exactly talk the same
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Jon Ingold @jon.inkle.co · 18/09/2026
great idea.
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Tom Granger @tomgranger.bsky.social · 17/09/2026
Delighted to share that PSYPHON, by @jon.inkle.co, is now available on the eenk stories catalog! "Courier job. Turn up at the hotel, port ready. Several terabytes, but you've cleared the space. Will get your mind back once it's done. Nothing's going to go wrong." 👇 t0mg.github.io/eenk/stories...
t0mg.github.io
Stories — eenk
Interactive Fiction Firmware for Xteink e-ink devices
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Jon Ingold @jon.inkle.co · 17/09/2026
ooh, he's turning that dial very quickly! she's sitting through that dialogue line like a CHAMP
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