I am only myself, nothing less.
We spent a solid 3 months and a portion of our Kickstarter funds getting this one right, enjoy!
When in doubt, make a post-it wall! That's what our gameplay designers did and now we all feel better knowing there's a tangible, organized progression...
Last week we realized we were at a pivot point. This week we've decided just what that pivot is going to mean for our development. We'll be removing a...
Getting honest feedback from so many people at the same time has been our fantasy for months now, but we're finding it's impossible to satisfy everyone...
Sloth gets a tricked-out teddy bear, our engine gets a thorough scrubbing, and the GUI gets oh so beautifully gooier!
Recently the team has decided to go into a final crunch-mode, and we're bringing in the big guns this time: Project Management Systems. Read more to see...
Dan and Matthew from Baltimore Gamer sit down for a chat about game design.
This week we've been to E3, enhanced Purgatory's art style, and made some major changes to the game's core mechanics affecting difficulty level.
Attention all indie development teams stuck in development hell (who isn't?!): here's a 3-step guide on how to crank up the objectivity and productivity...
Last week I had a chance to attend the Ottawa Game Conference (OGC). Yes, Ottawa has a game industry! I was delighted to meet all the great people from...
Check out Party of Sin's brand-new in-game GUI and meta-gameplay elements!
Party of Sin is getting a makeover for its date with Steam including updated code, animations, and level design.
Our Seven Deadly Sins will be tearing through GameScape in Baltimore on July 20-22. Be there or be square!
Dan blogs about blogging, giving us some insight into his idols and personal writing style.
Every Friday or Saturday I want to do these weekly updates as a way to keep everyone up to date on what is going on with Party of Sin.
Ever considered the relationship between character shape and game type? Here's a developer's perspective.
Dan gives some insight into his first step into full-time indie development.
Dan, our project lead, announces that he's quit his day job in order to fully commit to indie development! Woot!
Here's a quick debrief of all that the Seven Deadlies got into at PAX this year, enjoy!
Party of Sin will be at PAX next weekend, booth #873. Drop by to play our up-to-date demo and grab some sinful gear!
Here is a log of our week at GDC 2012. We’ll be at PAX East in two weeks!
Whoo! We did it! $8,000 on our Kickstarter fund. There's still time to pre-order and get Kickstarter-exclusive rewards!
Dan gives commentary while running through the first level of Hell in our first trailer to exclusively feature gameplay!
Dan tells the story of presenting the game at IGDA and a few changes to the game's Kickstarter.
We reveal all the fun stuff we've been up to since MAGFest.
Pre-Order Party of Sin and get a free wallpaper and mention in the game's credits!
We show off our new trailer for Party of Sin and give a shout out to all the great people at MAGFest.
Crankshaft Games gives you a content update on everything from Sin theme-songs to new angels to Hell's boss.
Crankshaft Games dishes out the details on the game development conferences we'll be attending and what we'll have for everyone who comes to see us.
The team spills the beans on the plans we have for the future, including an all new game to be built on the Orange Box engine!