27 October 2011
This summer Toxic Blob announced Sin or Win would be released in September. I should have used the more appropriate term “soon”. I don’t want to launch a compromised Sin or Win so today I’m announcing that my new target is to release soon. Towards the end of 2011.
That I’m not releasing in September likely isn’t much of a surprise - September has flown past - so what happened? Why delay?
Toxic Blob exists to make awesome games and to fulfil my passion for cross-disciplinary creativity. But it’s not a day job. Not yet. For the past year, between visual effects projects, I have been self-funding Toxic Blob’s development of Sin or Win.
Some VFX work early in 2011 earned me several frugal months of Sin or Win development. No one noticed the delay because Toxic Blob was still in stealth mode. This summer I was presented with an opportunity to do some modelling, rigging and animation on Tarsem Singh‘s Untitled Snow White film. I needed the money and it was a fantastic opportunity; I’d be working with old friends & talented artists on what’ll be a beautiful sequence. After careful consideration I decided to work on Snow White.
Problem was… Sin or Win was taking slightly longer than expected to polish and I quickly found it impossible to balance family and VFX and Sin or Win development. If I worked insane hours I could work on both the film & Sin or Win, but I’d have to neglect sleep and my family. Years ago I vowed to work smarter, not longer. So I set aside Sin or Win until after I completed my work on Snow White.
The upside of today’s announcement is that my subconscious didn’t stop thinking about the game. When I was in the shower, at my bowl of cereal or waiting for files to download, ideas were germinating. I find taking time from the nitty gritty of development does that. I now have even more great ideas on how to expand Sin or Win! I think you’re really going to enjoy them.
There is a dichotomy when playing Sin or Win; players either play to earn a high winning score, or for a sinning score. The trick is that sinning poorly causes the game to end. Sinning well requires the player to be a damned fine talent. As I’ve had such a superb response from people who have played Sin or Win as it is, I’ve made the decision to release after polishing. Then in the new year I’ll expand the experience.
I want to thank everyone who has been incredibly supportive and for your anticipation of Sin or Win. I’m now focusing solely on Sin or Win and will be keeping you informed of any news and developments here at ToxicBlob.com. And, soon, I’ll be announcing the specific release date.
21 July 2011
Sin or Win now has a website, SinOrWin.com. ToxicBlob.com will remain the source for development progress and information on our upcoming projects, while SinOrWin.com will be the “official” website for our first iPad game.
In exciting development news we’re currently adding Game Center integration. I think we’ve got some pretty exciting achievements lined up.
Not all achievements will be visible initially as I’ve seen how excited people get when playing Sin Or Win and they discover something new is possible. Their faces suddenly brighten and realise other ideas could be tried too. People then start playing creatively and experimenting. This past weekend I watched as two teenagers shared one iPad. Both with fingers flying as they took control of a region of the screen each. They’d shout to the other tips on what they’d discovered was possible. Together they got one of the best beta test scores I’ve seen yet, and showed me a play style I hadn’t imagined. Their enthusiasm drew a crowd of other kids who then also had a go. Having spent months crafting this experience it was wonderful to see such a positive reaction. I can’t wait to see how others react.