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Sinners Landing News

Dev Blog: 03.27.2024

It's been a pretty intense couple of weeks. The BIG news, of course, is that we launched the EA. It went very well, all things considered. Sales have been strong, and the reviews have been pretty positive (THANKS!)

That being said, there were a couple of key bugs that were f-ing miserable to hunt down. While that was happening, we're frantically sorting out what the next steps for the game are. I'm writing, the artists are art-ing, and we're also discussing what the future looks like for our Patreon and other social outreach things - how can we improve them?

To be honest, it's just a lot all at once, and none of us have been able to focus down in the way we'd like. But that's game dev. It's starting to settle down a bit now, and we're hoping that over the next couple of months we can get Sinners to a more 'relaxed, predictable place' of development, like Paradise 2 is now.

But a LOT of that depends on me getting a lot further ahead with the writing than I am now... Which I am struggling with.

Buck is spending the week working primarily on the card game. One of the things we kinda realized on launch was that some asshole (me) added a bunch of cards into the dungeon and training activity rewards that had not really been tested yet... and a bunch of them are broken, and even more of them are unbalanced. We're going through and trying to rebalance/fix those now. The upside is... our game DID get a bunch of new cards. So... there's that.

Now, back to writing. - Chase

Oh and we're also making community items this week (backgrounds, badges, trading cards). Should be out soon!

Hotfix 0.2.2d

This one's a very small fix; some rooms (the Inn, Hotspring and Outcrop) got invalidated by recent changes, as did the Zinnia and Daffodil flowers. Fixed.

Hotfix 0.2.2

A huge thanks to everyone providing balancing feedback and bug-reports over the weekend; we’ve been hard at work, and are pushing out a hotfix today. Here’s some of the key issues resolved:

Quest Progression:
Fixed an issue when loading older saves, where the progression in Room 1 was reset
Cleaned up the death sequence and waking up
Fixed a Dawn
Fixed a bug where the “Fix the Bed” wouldn’t trigger for some people.
Fixed a case where you could break “Get Poison from Dawn” quest progression if you already had the flowers in your inventory


Bug Fixes:
Fixed an issue reported regarding picking Daffodil and Zennia flowers.
Fixed a potentially broken minigame (Fixing Bell 2 in the bell-tower)
Fixed a bug where you’d get locked out of the mines after completing Tyra’s questline
Fixed a weirdness when skipping in the painting minigame
Cleaned up the storey UI
Fixed not being able to access the Save menu when opening save/load from the pause menu

Card battle fixes:
Keep and Destroy cards now work correctly
Fixed a bug where story-combat elements were retained for the next random combat
Fixed a bug where temp-cards weren’t loading their sprites correctly.

Apart from that, we're part of the DeckBuilder Fest this week!

As always, if you have any issues, let us know. You can report bugs here, or come join our Discord (https://discord.gg/Tsy5znC) for realtime help!


Dev Blog: 03.21.2024

What more can we say? SINNERS LANDING IS IN EARLY ACCESS! You can grab a copy now. Or better yet, grab like 10 copies and send them to all your friends!

YES, there is a release discount: 20%. This will be about as cheap as it's gonna be for a very long time. We WILL be raising the price once it leaves Early Access, so the EA price is already a discount, and the additional 20% is as much as we'll likely be discounting that for quite a while. So... Now is the time.

We have actually timed our release to coincide with the "Deckbuilders Fest" happening at Steam in a couple days. We're hoping that this will provide additional eyeballs on the game, and more coverage. We'll see how that plays out.

There will be a LOT more information soon - including an Early Access roadmap for the game and other stuff... But for now, the team is just working on small bugs we found in the final testing process, planning the next content, and celebrating this huge step for all of us.

THANK YOU SO MUCH for being on this journey with us - and let us all pray to the Seven Goddesses that this launch goes well.

Praise Flaminia!



Dev Blog: 03.13.2024

We decided we wanted to have an "all team" playthrough today, from the very beginning of the game to see what we could improve in the game, what's bugging us, etc. - so we have a real hit list of tasks between now and Early Access.

FIVE FUCKING HOURS LATER we were still like 1/3 of the way through the content...

Seriously, this is a big game already. To be fair, we were stopping a lot, discussing things, etc. - but.... I had NO IDEA how much game we already have. Or, honestly, how good it is looking now. The dungeon is really starting to feel nice, actually. We redid the art for the dungeon events... and it feels really cool now.



There's a LOT of shit to fix, balance, improve - this is true. But.... We left the meeting with a lot of notes and improvements... But also a pretty upbeat attitude about what we're making.



Sadly, it's 2024. Making a good game ain't enough. SO MANY good games fail... And I am still SO worried that we'll make something beautiful, and nobody will know it exists... So this week, we'll be doing a serious meeting about marketing, and how we can better ensure that the world knows we exist.... Which is honestly more than half of the success of modern video games.