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Dev Log #4 | Three Ways To Play

[p]To Administrators, old and new![/p][p]Today, we are looking at the three game modes available in Sintopia at launch. Whether you’re interested in learning the ropes through an epic story, enjoying a limitless sandbox or progressing through randomized missions, we’ve got you covered.[/p][p][/p][h2]True Story 📜[/h2][p][/p][p][/p][p][/p][p]As a fresh Administrator working for Hell Inc., your recommended course when first launching the game is to play Sintopia’s narrative campaign. It starts with 2 tutorial maps, then escalates into an epically absurd story spread across 6 brand-new maps never shown before.[/p][p][/p][p]Our goal with the Campaign Mode is to immerse you in the lore of the game while introducing new features with each map. Contrary to the other game modes where everything is unlocked from the start, each campaign mission focuses on a few systems, acting as puzzles where you learn new tools to face new threats. It’s the best way to onboard and learn the nuts & bolts of the game, and by the time you finish the campaign, you should have everything you need to face the other game modes. We know some players were surprised by the number of systems when launching into Challenge Mode during the playtest, which were not covered by the 2 tutorial missions. The Campaign answers this by unlocking features progressively.[/p][p][/p][p]After the tutorials, campaign missions can be played in any difficulty, and their playtime will range from 1h to 3h depending on their complexity. They contain exclusive gameplay content that was never part of playtests and have special rules compared to Challenge Mode. For example, you keep the technologies you unlocked from a mission to the next, giving you an increasing power at start.[/p][p][/p][p]Story-wise, the campaign introduces a cast of characters (some of which you may already know) with dialogues and cutscenes which are fully voice-acted. We won’t spoil anything here, but the narrative thread will see the stakes get higher as you take full responsibility for your job as the new Administrator. To the curious players, it also gives answers to many questions about the lore, such as: Why do you punish Humus? What happened to the last Administrator before you came in? Can an old Humu get it on with a Succubus?[/p][p][/p][p]Although we advise you to play the Campaign before anything else, the other two game modes will be available from the start – if you’re up for it.[/p][p][/p][h2]Try everything🎵[/h2][p][/p][p][/p][p][/p][p]We introduced Sandbox Mode briefly in a past devlog. From the setup screen, you will be able to fully customize your game and play endlessly, without objectives. The only condition to keep playing is, well, to keep your Temple standing.[/p][p]You will be able to select any map, including the exclusive campaign maps if you completed them in Campaign Mode. Then, you get a truckload of sliders to decide what the world should contain, which gameplay elements, how dense is your Hell, how numerous are enemies, and so on. The custom difficulty screen allows you to select starting resources and change various game parameters for a hand-picked experience, from sin generation to building cost. You may also selectively activate world modifiers that you encounter in Challenge Mode, including some which are exclusive to Sandbox Mode to give you more leeway. For example, a new modifier unlocks all the technologies from the start, if you just want to test everything without the need to earn Hearos. For those of you who want a curated experience without touching all the sliders, we also offer some presets to try out, which add a twist to the vanilla experience.[/p][p][/p][p]As playing the Campaign Mode is useful for Sandbox because it unlocks new maps, so is playing Challenge Mode: any Role Model Boon you unlocked in Challenge Mode may be activated in Sandbox, without a limit. Yes, that means you can launch a game with 48 Boons active at once. No, it does not mean you should. Please, don’t.[/p][p][/p][p]With Sandbox Mode, we want players to experiment, to enjoy the parts of the game they like the most, to break the systems, to pull off insane Hell layouts within impossible constraints, all without caring about winning or losing: you’re in for the journey, not the destination. And if you don’t like Guacas or Atonement Crises, nobody will judge if you disable them. [/p][p][/p][h2]Test your limits 🦾[/h2][p][/p][p][/p][p][/p][p]This last mode will be familiar to players who tried out our previous demos and playtests. If Campaign Mode is meant to onboard players with ease, Challenge Mode is the real deal. It pushes players into random worlds and pits them against various objectives and modifiers. We wanted this mode to have a high replayability and offer dozens (or hundreds) of hours of gameplay. To face these challenges with the right tools, we created the Role Models. Think of it like meta-progression wrapping all your games together, where you gain experience with each game and use it to unlock powerful traits for the next. In that context, Role Models are similar to character classes in a RPG game, each offering unique powers allowing you to customize your game and refine your playstyle.[/p][p][/p][p]When playing a Mandate (fancy name for mission), you gain Prestige Points (fancy name for XP) for each completed objective. With Prestige Points, you can then unlock the next available trait in the Role Model of your choice, higher-level traits having steeper costs. Then, you can assign traits to available slots before your next Mandate, effectively changing the game’s rules. By mixing traits from various Role Models into your available slots, you essentially create your Adminstrator’s build. The design philosophy behind traits is to push the game to its limit. They’re meant to both break the rules and feel powerful. This is not your usual “+1% Health” node in a RPG progression tree, but more like “You know that thing you learnt during the Campaign? Well, it does not work like that anymore.”[/p][p][/p][p]For players who are familiar with our playtests, you’ll be right at home. However, compared with what you experienced so far, you will notice a few differences, such as Role Models being progressively unlocked as you complete Mandates, and the 6 campaign maps being available to roll if you completed them once in Campaign Mode. New random gameplay elements, introduced by the campaign, will also pop in Hell and the Overworld to spice things up. And you will discover two new Role Models, Lust & Pride, to tinker with. We’re eager to see the builds and layouts players pull off in Challenge Mode. After all, this is where all the lessons you learnt come into action, pushing your administrative skills to the max.[/p][p][/p][h2]This part has French words in it ❓[/h2][p][/p][p][/p][p][/p][p]That’s it for game modes! At launch, Administrators will have three distinct ways of approaching the game, depending on their gaming profile. We’re eager to see what you think of each one. Before we wrap it up, a final word (which has nothing to do with game modes).[/p][p][/p][p]As you may know, Piraknights is an indie company based in France. We wanted to take the opportunity of this devlog to announce something that we find super cool, but also something that only French-speaking players will enjoy: full FR voice acting! We know having voice acting in all languages would have been amazing, but this was impossible to achieve with our budget. Only English was planned at first, and we could obtain a FR version very recently. Other languages will have the whole game text translated, of course, but with English voices. Or, you know, you could set the game in French even if you don’t speak the language, for the extra challenge and curse words.[/p][p][/p][p]That is all for today! We will now end this devlog addressing our FR Administrators in their mother-tongue. See you soon™ for more information about Sintopia’s launch! [/p][p][/p][p]À nos Administrateurs français ! Après une âpre bataille, nous pouvons confirmer aujourd’hui que Sintopia aura un doublage complet en français dès sa sortie ! Pas seulement les dialogues de campagne, mais aussi toutes les phrases contextuelles en jeu. Et tout ça, par de vrais acteurs complètement humains. Pour être franc, c’est quelque chose que l’on souhaitait ardemment, mais on avait fait une croix dessus très tôt en production, simplement parce que ça coûte beaucoup d’argent. Étant tous français dans l’équipe (savoyards, même), c’était quelque chose de très important pour nous. Aujourd’hui, nous sommes fiers d’annoncer que c’est devenu une réalité, et nous espérons que vous apprécierez le travail de nos acteurs qui se sont dépensés pour donner vie à Sintopia dans notre langue natale. À très bientôt pour plus d’info croustillantes sur la sortie de Sintopia. 😀[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]
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Your Playtest 2 Stats Are In!

[p]Administrators, [/p][p]You were certainly busy during Sintopia Playtest 2! It was an absolute pleasure to see you all jumping into your mandates and leaving valuable feedback – thank you.[/p][p]Here's an infographic to summarise your sin-punishing adventures:[/p][p][/p][p]Quite the story...[/p][h3]What's next? [/h3][p]Next week, we'll be posting a Dev Log that delves into the three game modes included in Sintopia. Whether you’re interested in learning the ropes through an epic story, enjoying a limitless sandbox or progressing through randomised missions, we’ve got you covered. Stay tuned![/p][p][/p][h3]Wishlist Sintopia[/h3][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p]

Sintopia Playtest 2 is Now Offline

[p][/p][p][/p][p]Administrators 👋[/p][p]Playtest 2 has now concluded! A huge thank you to all who participated, and an extra thanks to everyone who took the time to fill out the in-game survey and share feedback. We have hundreds of responses to read through and digest over the coming weeks! We'll action your feedback the best we can to refine Sintopia further, ready for its full release this year. [/p][p][/p][p][/p][h3]Release Date[/h3][p]We know many of you are keen to find out exactly when we'll be shipping Sintopia in 2026, and rest assured – we have a date agreed internally. Our next steps involve fleshing out the release date announcement and further optimising Sintopia, thanks to your invaluable feedback. [/p][p][/p][h3]Your Content [/h3][p][/p][carousel][/carousel][p]Here are some of our community's Hell layouts and Overworlds from Playtest 2. You can share yours and chat with us! Just simply join our Discord server! We post sneak peeks in there every week, and we’re always available to discuss and read feedback.[/p][p][/p][p]Thanks again for playing Sintopia! [/p][p][/p][h3]Wishlist Sintopia[/h3][p][dynamiclink][/dynamiclink][/p]

Sintopia Playtest 2 is LIVE!

[p]Administrators, [/p][p]Your next mandate awaits! Playtest 2 is NOW LIVE, running through close on February 16th at 12pm GMT.[/p][p][/p][p][/p][p][/p][h3]👋 Existing Players[/h3][p]Sintopia Playtest app should be in your Steam library to update and play.[/p][p][/p][h3]✅ How to join the playtest (new players only): [/h3]
  1. [p]Head to the Sintopia Steam Store Page [/p]
  2. [p]Click 'Request Access' [/p]
  3. [p]Check your Steam Notifications and/or Email for access instructions [/p]
  4. [p]Install the 'Sintopia Playtest' in your Steam Library[/p][p][/p]
[h3]CLICK HERE FOR PLAYTEST 2 CONTENTS & IMPROVEMENTS [/h3][p][/p][h3]📈 Playtest 1 Assessment[/h3][p][/p][p]Our administrators were busy obliterating Humus and wreaking havoc in Playtest 1! Your choices will be collected and summarised again in Playtest 2. We're intrigued to see how the stats compare! [/p][p][/p][p][/p][p][/p][h3]New to Sintopia? [/h3][p]Check out our latest overview video covering the Overworld 🌏[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][h3]📽️Streaming & Content Creation[/h3][p]Please feel free to create Sintopia Playtest 2 content, whether that's livestreaming on Twitch or uploading videos to YouTube! [/p][p][/p][h3]🤔 Feedback[/h3][p]We hope you’ll like what you see in this build, and that you’ll complete a lot of mandates for Hell Inc. You’ll see a short feedback survey accessible in the game if you’re interested in giving your opinion (don’t hesitate to, this is golden to us). And if you want to see new features as we work on them, join our Discord server! We post sneak peeks in there every week, and we’re always available to discuss and get feedback.[/p][p][/p][h3]Sintopia Launches in 2026[/h3][p][dynamiclink][/dynamiclink][/p]

Sintopia Playtest 2 Contents & Improvements

[p]Administrators, assemble![/p][p]To kick-off the new year, we will be rolling out a second Playtest on February 10th at 6pm GMT. Like the November’s Playtest, you will be able to play a new version of Sintopia for about a week, discovering new features we added for the occasion.[/p][p]The annoying reminder: the Playtest build is English only (translation is ongoing), and your progression from previous Playtest will be reset. Now that it’s out of the way, let’s discuss the new stuff you’ll be able to try out![/p][p][/p][h3]👋 Existing Players[/h3][p]Sintopia Playtest app should be in your Steam library to update and play on February 10th at 6pm GMT.[/p][p][/p][h3]✅ How to join the playtest (new players only): [/h3]
  1. [p]Head to the Sintopia Steam Store Page [/p]
  2. [p]Click 'Request Access' [/p]
  3. [p]Check your Steam Notifications and/or Email for access instructions [/p]
  4. [p]Install the 'Sintopia Playtest' in your Steam Library [/p]
[p][/p]
Atonement Crises
[p][/p][p][/p][p][/p][p]This new system threatens administrators with intensive trials in late-game. In the Overworld, you will find Pillars of Atonement which slowly fills as sin is generated anywhere (which can be controlled to an extent, but never prevented). When a pillar is filled up to its maximum capacity, it fires an apocalyptic Atonement Crisis which has devastating effects for the Humus. There are 4 of them chosen at random, and each one taps into existing systems: Zhumbie Apocalypse, Guaca Uprising, Demonic Invasion and Call of the Void. They last for a few days, during which you have to survive without losing your Temple.[/p][p]When receiving an alert that a Pillar is near its maximum power, you better prepare, as Atonement crises are designed to test your Administration to its core. The good news is, surviving a crisis rewards you with a ton of chests… but getting there is no easy feat.[/p][p][/p]
Hiring Demons
[p][/p][p][/p][p][/p][p]When facing Demons in the Overworld and defeating them, you can now choose to either banish them and earn Hearos (which removes them from the game like before), or to spend Hearos to hire them instead.[/p][p]This adds them to your workforce and comes with a daily Hearos Upkeep. You’ll then be able to assign them to buildings in Hell like you would do with Imployees. Demons boost buildings with powerful, unique effects, sometimes drastically changing the way they work. They don’t replace the Imp, it’s a layer on top. Demons are expensive, and will unleash again if you can’t pay their Upkeep cost, but the effects should be worth the investment. For example, assigning a Maw Tyrant to a Humunitarian Foundation gives a chance to drop reward chests in stockpiles in addition to the generated resources![/p][p]This feature also comes with a new UI when selecting Demons, names, voicelines for some of them (we’re in the process of recording the rest), a new system where they enrage and attack the Temple if they get below 50% while defending their node… In short: Demons overhaul upgraded Mk II over 9000![/p][p][/p]
Role Models
[p][/p][p][/p][p][/p][p]In the last Playtest, you discovered Ozhumandias, Archduke of Envy. We’re adding two new Role Models for you to try: The Singularity and Gabriel.[/p][p]The Singularity is Administration incarnate. It’s focused on the sin of Sloth, and will reward inefficiency: Imp Failures, Strikes, even long roads which require Imps and Souls to walk a lot! Beware that we reworked Sloth in this playtest, making it so that all lifepaths generate it while idling / waiting for a task (instead of just Citizens), so plan your Slothologists accordingly![/p][p]On the other hand, Gabriel is the virtuous one, the only Role Model that does not encourage sin but focuses on purity and Saints instead. With his Boons, holy administrations become viable, allowing you to generate Hearos when Humus turn into Saints and even punishing Saints in Hell Buildings like you would regular Souls.[/p][p]To help advanced players plan which Boons to use and combine together, we’ve added a detailed UI panel when clicking on a Boon, where we can be more verbose than before and provide all the information and variables for each effect. Similar to the previous Playtest, you will have enough Prestige Points at start to unlock and test everything![/p][p][/p]
New toys
[p][/p][p][/p][carousel][/carousel][p][/p][p]No new build would be complete without some new toys to play with. You will be able to unlock two new Hell Buildings: Total Hell Recall (upgrade for the Hellpet Show) and the 7D Omnisin Doctor (upgrade for the Omnisin Doctor).[/p][p]You also get Soulblast as a new Spell which consumes Souls from the Cemetery to be used as ammo, which effects depend on the Soul’s type. This is an advanced Spell, requiring you to invest a lot of Hearos, but its effects range from manually reducing sins to giving Humus direct orders, filling up stockpiles, enraging characters so they attack each other and much more![/p][p]Speaking of Spells, you will find new random gameplay elements scattered on maps, including Power Shrines which provide you free Spells to use and may contain one you can’t find otherwise: Rockalicious! This is just a big rock to toss around, really, but it’s free (and you get 3 of them per Shrine).[/p][p][/p]
Quality of Life
[p][/p][p][/p][p][/p][p]The content above is far from everything new in this playtest. Since November, we implemented new quality of life features, some being popular player requests, other just being fun additions! Here’s a list of the main ones, we let you discover the rest on your own:[/p][p][/p][h2]Overworld[/h2]
  • [p]Magmine is not affected by the wind anymore, making it easier to aim more consistently.[/p]
  • [p]Guaca Shamans now display their magic-resistance aura when selected, so it’s less obscure which units are affected.[/p]
  • [p]All enemies now have a “on-death” VFX, making it clearer when they’re done for good.[/p]
  • [p]Guacas now fight with Wargs on their way to the Temple during a raid, instead of ignoring them (and they’re extra powerful against them, RIP Wargs).[/p]
  • [p]Wooden logs can be found in the Overworld and Force Pushed around to inflict Damage.[/p]
  • [p]Improved Rangers squad behavior so members are less prone to waiting for each other, like when they’re buffed with Zap![/p]
  • [p]Priests don’t change the Sin they reduce mid-cycle anymore, preventing frequent personality swap when Rulers had Sins with similar levels.[/p]
  • [p]Cultists Offensive Blackguards activity now keeps them in Cultist mode until they complete their mission, preventing them from resuming their daily routine before reaching their objective.[/p]
  • [p]Cultists now participate in Birth Rate at night without the need to shaboink, except when other rules should forbid them to (ex: hunger or disease).[/p]
  • [p]Humus will now favor building houses around remote Resource Nodes to reduce travel time while working far away from town.[/p]
  • [p]Humus military will better react to Guaca raids and gather to defend the town.[/p]
[h2]Hell[/h2]
  • [p]Imployees “Work Timer” now only decreases while the Imp is working. It’s frozen if the Imp is waiting for a Soul.[/p]
  • [p]Corruptiles Fields now exist in all 7 Sins variants.[/p]
  • [p]Upgrading a Waiting Booth now keeps the Souls in the line instead of teleporting them all to Hell Plaza.[/p]
  • [p]Added an “Influence” rule in the Souls Dispatcher to sort Souls more precisely based on Influence.[/p]
  • [p]You can manually control the evaluation order of Souls Dispatcher exits.[/p]
  • [p]Hell Gameplay elements (Corruptiles, Abducting Pits, etc.) now have more information in the over-head UI badge.[/p]
[h2]General[/h2]
  • [p]Heavy re-balancing pass, to target longer games and higher Humus count. Forget everything you knew about difficulty, pacing and economy, it’s a fresh take! Keep in mind that balancing is a neverending process, and that this new take won’t be perfect, but we’ll refine it before launch.[/p]
  • [p]More screens have been added to the “Stats” menu (Souls in Hell / Cemetery).[/p]
  • [p]Added tooltips everywhere in the Stats menu.[/p]
  • [p]Objective number is now visible for secondary objectives on the map selection screen.[/p]
  • [p]Some Tutorials sections have been simplified / made clearer.[/p]
  • [p]Rewrite pass for most tooltips and gameplay text.[/p]
  • [p]The worldwide Sin Vulnerability given by the Ruler is now displayed on their crown in the HUD.[/p]
  • [p][/p]
[p]Our final word: like last time, we’ll have a small survey available in-game to collect your opinions on what you see. Such feedback is priceless to us, as it allows us to shape Sintopia into a great game for launch. Feel free to fill it in again if you already filled it in during our last Playtest.[/p][p]Thank you for reading, Administrators. Now, brace yourselves for the flow of Souls coming your way on February 10th! [/p][p][/p][h2]Join us on Discord 👋 [/h2][p]We post these sneak peeks early, every week, on our community Discord. You can join us 👉 HERE 👈 for instant updates, direct access to devs and more. [/p][p][/p][h2]Wishlist Sintopia[/h2][p][dynamiclink][/dynamiclink][/p][p]
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