Inside the Inklets Sketchbook: Skins, Pages, Platforms, and Rare Inklets
The Inklets Sketchbook is the answer to a question every climbing game eventually faces: what do all those coins actually buy? In Inklets, the coins you grab mid-match, the risky side jumps while two other players race past you, turn into a collection that repaints the game itself. This post is a tour of what lives in the Sketchbook and how the pieces change your runs.
If you have not read about the game itself yet, start with our first look at Inklets; this post assumes you know the basic loop of jump, dodge, grab coins, and outlast.
What the Inklets Sketchbook holds
Think of the Sketchbook as a scrapbook your matches fill in. It collects:
- Climbers and skins. Every Inklet you have unlocked or generated, from the Voidling you start with to skins like the Barrel Courier, Box Kid, Sleepy Paper Bat, Green Forestling, and rarities like the Bored Ape.
- Generated Inklets. Characters you create with the AI Inklet Generator are saved here too, so the box kid you described in a prompt sits next to the skins you earned.
- Page backgrounds. New looks for the paper you climb.
- Platform styles. New looks for the ledges you climb on.
- Trinkets. Small equippables with their own loadout slot.
- Monsters. The page creatures you add to the page.
The throughline: almost nothing in the Sketchbook is a number going up. It is all drawings, and most of it changes something you see in play.
Rewards that repaint the climb
The piece we care most about as designers is that Sketchbook rewards are not just profile decoration. Backgrounds and platform styles change the page everyone climbs in your runs. Unlock a ripped night sky and your matches happen under it. Unlock slime platforms and the ledges themselves change character.
In a sketchbook game this matters more than usual. The sketchbook style is the world, so a new background is not a palette swap; it is a different page of the same notebook. Collecting becomes a way of customizing the climb, not just the climber.
Loadout: what you bring into a match
From the main menu, your loadout has dedicated slots that the Sketchbook feeds:
- Skin. Which Inklet you climb as. Swappable right up to the lobby countdown.
- Trinket. Two slots at launch.
- Page. Your active background.
- Platforms. Your active platform style.
The menu keeps all of this one tap from the Play button on purpose. Inklets is a short-session game, and we want the time between “open app” and “on the page” measured in seconds, with the Sketchbook as the place you wander when you want to, not a gate you pass through.
Coins, risk, and why grabbing them matters
Coins are earned inside matches, and the placement is deliberately mean: the best clusters sit a risky side jump away from the safe climbing line, while the ink rises and the other two players keep moving. Every coin is a small bet that you can afford the detour.
That is the economy in one sentence: take risks in the match, spend the proceeds on drawings that make the next match yours. Coins become unlocks, stamps, and rare Inklets.
Rare Inklets and the launch-only skin
Some Sketchbook entries are rare by design, and one is rare by calendar. The first 100 confirmed waitlist signups get a launch-only skin we will never draw again. It arrives in your Sketchbook on day one of the game and never returns to availability afterward.
We like launch collectibles that stay scarce because a scrapbook is only honest if the pages mean something. A sticker everyone can get later is decoration; a sticker from being there is a memory.
When you can start collecting
Inklets is planned for iOS and Android in Summer 2026, free at launch, with competitive last-one-standing climbing as the launch mode. The Sketchbook, the AI Inklet Generator, and the loadout slots described here are all part of that first release.
The waitlist at inklets.app is the way in. Members hear about the release window first, and if you are among the first 100 confirmed signups, the first rare entry in your Sketchbook is already reserved.