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Krasue Games
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Sin Spire - One Week Later...

Hello everyone! I hope you’ve all had an interesting week. I know I have.

Sin Spire released a little over a week ago, and the reception has been… good. Surprisingly good. I expected more pushback around difficulty, and while that feedback definitely showed up in reviews and discussions, the game also seems to have clicked with a much larger audience than anticipated.

Before getting into anything else, I want to share one important announcement:

Sin Spire has sold over 40,000 copies on Steam!

I won’t share revenue numbers, but just to clarify: due to refunds and regional pricing differences, it might not be as high as you’d expect. That said, it’s not low either.

To say the game broke containment would be an understatement. I was fully prepared to open this post with “We did it, 1,000 sales!” but despite fierce competition (which I wasn’t fully aware of at the time) and the game’s obtuse nature, it found an audience.

Whatever games I make next probably won’t be as difficult as Sin Spire. Despite some speculation, the difficulty here was a deliberate decision, though it looks like some people bounced off quite early. The one choice I genuinely regret, though, is setting the orb count to 4 for most dungeons. I’ll address that shortly, but first, let’s get the obvious out of the way.

Sin Spire Updates

I think it’s fair to call the game successful, relatively speaking. So, what does that mean going forward? Honestly, I’m not entirely sure yet.

I've already started planning for future projects and I had hoped that after release, Sin Spire wouldn’t demand too much attention. But I did say that if the game did well, I’d continue supporting it. 30,000 players later, here we are.

In the short term, updates will mostly focus on bug fixes and minor improvements, like yesterday’s patch. After that, I still plan to put the game to rest and shift focus to something new. I need both a general and creative break from Sin Spire, and the best way I've found to mentally reset is by working on something completely different.

That said, because of the overwhelming support, I do plan to add something more substantial in the future. So, to make a long story short, Sin Spire’s content update status has gone from “no” to “eventually.”

As a side note, one topic that keeps coming up is the orb count. As mentioned earlier, I actually agree that it’s too high and I don’t think there’s much reason to keep the requirement at 4 beyond not wanting to devalue existing playthroughs. Reducing it to 2 would still allow optional runs for players who want to get stronger, and make sure that players who don't want to deal with all that can move on at their own pace.

I’d genuinely like to hear what you think about this. It’d be a fairly big change and it's something I’ve been debating since the game’s alpha. In practice, it wouldn’t drastically alter the game beyond allowing some players to reach certain encounters a bit under-levelled.

Non-Steam Versions and Steam Keys

This has come up several times since release, so I want to address it clearly.

First, an important clarification: The Supporter tier has always provided early development builds. It has never included Steam keys for the final release. I understand that this may be disappointing to some, but that was never promised.

The original plan was simple:

However, in mid-2025, Itch.io de-indexed paid adult games. Free adult games were later re-indexed, but paid releases were not. On top of that, Itch’s payout system has reportedly been inconsistent, which I’m currently testing to see if it’s reliable again.

If payouts do in fact work, I plan to use Itch.io as the non-Steam option for Sin Spire. It likely won’t be discoverable through the site's search, but I can directly link it via Patreon, Discord, and other channels for people who can’t purchase the game on Steam.

That said, I strongly prefer Steam due to its automated updates. A non-Steam version requires manual updates, which makes releasing things like hotfixes difficult. Because of that, I plan to wait until Sin Spire is mostly stable and past major updates before releasing an Itch version.

I’ve also seen suggestions like “just hand out keys” or “give keys to anyone who paid more than the game costs.” Unfortunately, it isn’t that simple:

If I hand out keys to a few people, many more would understandably ask. From Valve’s perspective, widespread key distribution can look like bypassing the storefront entirely, and I don’t want to risk complications there. I’d rather explore a proper non-Steam option for people who are region-locked.

For now, I’ll continue testing Itch.io’s payout system. If it ends up working, I’ll prepare a build as soon as possible. Apologies for the delay. In the future, I’ll try to plan better for situations like this ahead of time.

A Week Concluded

This week wasn’t the rest I hoped it would be. Instead of Sin Spire slowly exiting my life, it’s consumed it. Reading reviews, watching videos, responding on Discord, handling partnerships, and dealing with endless key requests. Balancing friendly and firm responses is exhausting. My brain is fried.

I can’t promise a regular posting or update schedule for a bit. You’ll probably see less of me once I finally take a break. I still have a lot of non-game-dev admin to deal with before I can get back to doing what I actually love.

Thank you all, genuinely. This has been life-changing in ways that are both good and complicated.

See you later.

Comments

Whats the discord? I’d love to talk with other players on this game!

Jordan

I finished the game and have mixed feelings. I liked everything, but the dungeon grind ruins it. Once you pass a level, press “M” to see the exit on the map, look at the top of the screen, you have 30 seconds to run there, that's it, run, and so on 10 times, then you have to leave the location for a new generation to occur, and so on 4 times, run through 40 levels, pass the boss, and start all over again. And then do it again 5 more times. It was tiring just to run, just run around the enemies and, most importantly, get to the exit. I think the author should change the style a little, leave the first dungeon as it is for variety, and make the rest so that the boss starts patrolling immediately and the spheres are immediately scattered over 10 levels, focusing not on running but on finding the spheres. In the next location, remove the exit marker from the map, and in the last location, remove the map altogether. Exploring the location once out of 10 levels will be much more interesting than running through them 4 times 10 times.

Jason Brody

Hi the author , forgive my English isn't my mother language.I bought this game at the Steam and I have finished the purify her ending just now ,then i was regreting about that ,i want to see the another endings but i forget save my data before the final BOSS battle ,so i can't see another ending unless i start the whole game again?I don't want to play it form zero again,so,do you have any suggestions? Looking forward to your reply, thanks and for bearing my badness English again.

源 李

I found this game by chance due to a recommendation from playing Lunacid, glad I did because its a pretty fun game despite the brutal start in the first dungeon. I would like to report a bug that came up when taking part in Orphelia's second scene. After I got the five orbs and give it to her. I got the second scene with her in the house you wake up post-tutorial. Turns out that while your talking to her and getting a lore dump, the game doesnt pause and your sanity can drain completely if you let it wait. This can lead to funny sequence break where the tutoral monster (That white long limbed creature tied to an achievement for waiting outside the spire too long) to attack and break you away from the scene with Orphelia, leading to have you getting jumpscared by the monster instead. Ending the scene pre-maturely and respawning at the spire while the scene with Orphelia is still going on. Not sure if anybody else had happen to them, but this was a funny surprise. Overall, the game is pretty good for whats it worth. Though I am disapointed that the Gun-wielding Clayface girls have their rear-scenes not be new and instead have their fingers bug out due to using the same animation as the long-armed women monsters, just at a incorrect height. That and the ghost women only having one scene was a let down too, she needs a new scene added! Great work on the game though, some rough edges but a very sold expierence.

ARMA ENGINE FR4

Thank you! Difficulty is always tricky to tune because everyone has a very different idea of what is and isn't difficult. I also understand that lowering the Orb count would let people finish the game sooner, and in some cases hit a difficulty wall with the boss fights much earlier. Repetition is easily the most common point of feedback I see. A lot of people also mention a lack of variety, but I think that feeling is amplified more by the mandatory dungeon runs than by the actual content itself. As for my next project, I don't plan on moving away from 3D or first-person games. That said, between larger projects I'll likely experiment with other genres and formats. I plan for my main games, like Sin Spire, to generally follow a similar design approach.

Krasue Pisac

Hello! As mentioned in the post, this is something I'm currently exploring. Please check the "Non-Steam Versions and Steam Keys" section for more information.

Krasue Pisac

Thank you! I really appreciate that. Despite all the feedback encouraging me to change the Orb count , and me generally agreeing with it, I'm still hesitant to put out an update that does that. I'm not entirely sure why, honestly. I'll try to work through that in my own time. In the meantime, there are other parts of the game to fix and update.

Krasue Pisac

Thank you very much! The same day Sin Spire released, a borderline-NSFW horror game also came out. Some people decided to pit the two against each other, despite them being clearly different in genre, tone, and level of explicit content.

Krasue Pisac

Hopefully, it's just the start!

Krasue Pisac

Thank you!

Krasue Pisac

It'd definitely be nice to get the game on there, but first I'd need a Japanese translation. Censorship isn't too difficult to implement, I actually experimented with a mosaic filter back on HotPW. I don't really know what the steps are to get a game on DLSite, so that's also something I'd need to look into. Overall, though, thanks for sticking around for so long! I remember having chats with you quite a long time ago now. Hope things are going well.

Krasue Pisac

Are you planning on releasing it on other platforms? I cannot legally buy it on steam in the UK WITHOUT a credit card due to age verification.

UKBEAST 89

Loving this game, shockingly, as a game. It has a really satisfying loop. Also the animation work is top notch, with the Stalker expressions being a standout. I think changing all dungeons to two orbs would be a most sensible change. By the end of dungeon one on hard difficulty I was already feeling like I had almost everything I needed.

Display Name Here

Fierce competition from what? I haven't seen anything like this. Also great job and congrats, had a lot of fun with the game.

SECURITY BREACH!

Could this be considered your signature work?

斯卡里茨的亨利

Love your game dude, keep up with the good work!

Raymond Deutch

Are there any plans to release the game to DLsite? I understand that censorship would need to be implemented, but I just think that there's such a larger Japanese audience that would absolutely adore this game. Edit: Loved the game, looking forward to a happy/happier ending, when you decide to revisit Sin Spire.

Daniel Bonners

This game woke up something in me.... i have no regrets

Ercle

i love you

fkall

ayy congratss looking forward of your next games 👍

MikeyyGGR2233

I still bought the steam version. I think you deserve it. Its a very unique game with creative enemy designs, smart map generation system and interesting story and atmosphere. About the difficulty I never found problem. Sure the start can be tricky, but once you manage to buy few stats and find yourself at least one ranged weapon it gets significantly easier. If you plan to change anything maybe do not allow you to die once you get resurrected by the girl and collect the money in the house so you have something you can buy for yourself once you enter the church. If you manage to lose it on the way to the church game gets harder for you. But its not a major problem, just something I was thinking about. About the orbs I think game is okay. If you reduce the requirements it will do one thing, you will be able to finish it sooner and I think there is no need for that imo. I wonder tho, can you find the blessing to unlock your talents in chests or is it strictly from bosses? It would be cool if you could find blessings in golden chests as a rare drop. I really enjoy your game and I hope the next project will be something similar again.

Acerbitas


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