$9.66Sinner Maker Keep Sinners Alive for 33 Days
Run a village of flawed little souls after the Rapture, juggling homes, food, love lives and sins to earn your way into heaven.
Is Sinner Maker worth it?
Sinner Maker is worth it if…
- you like designing characters in absurd detail and then watching them live with your choices
- you enjoy colony sims where the drama between villagers matters as much as the food supply
- you want a management game with a dark joke always waiting in the dialogue
- you like short, replayable runs where each village turns out differently
- you can forgive a rough edge or two in a game that is still growing
Screenshots
Make anyone, then let them ruin everything
Character creation is where this game earns its keep, and it goes deep: faces, bodies, clothes, tattoos, traits. Every choice feeds into a sinner's stats, so a tattoo is never just decoration, it says something about the soul wearing it. Once your creations move in, they live on their own. They fall in love, cheat, make up, have kids who look like a mashup of both parents, and carry traits like addiction or murderous tendencies into village life. The customization is a highlight, and making custom parts yourself is easy to pick up. You can spend an hour in the creator before a single villager knocks on a door.
A god who grades daily
The premise is simple and mean: survive 33 days after the Rapture and you go to Heaven. The catch is that God watches, and he wants to be pleased every single day. You hold sermons, collect candles, keep the church running, and appease him by any means necessary, because an unhappy god punishes the whole village. Around that core you manage food, jobs and resources, study upgrades at the church, and solve the problems your sinners generate faster than you can fix them. It is a time management game where the deadline is salvation itself.
A colony of people, not units
If you like colony sims where every settler is a person with needs, moods and bad ideas, this is that, with a twist: you made all of them. Homes get built, jobs assigned, food gathered, and the stories come from what goes wrong. A sinner you designed turns out to be a liar. Two villagers who were friends last week are enemies now. Someone at the gate might not be human at all, and letting the wrong thing in costs you. You can follow the main narrative or treat the whole thing as a sandbox and let your society write its own disasters.
What should you know before playing?
Can you play it more than once?
Yes, and that is the point. Runs are procedurally generated, choices matter, and there are multiple endings, so each village plays out differently. The short 33-day structure means a full run fits in a few evenings, and the character creator alone is enough to pull you into a second run with a completely different flock.
How polished is it?
It is still growing, and it shows. Several things are under-explained, some systems feel thin, and bugs pop up often enough that you should expect things to occasionally go weird. If rough edges ruin a game for you, waiting is fair. If you like watching a strange, charming idea get better patch by patch, there is a lot here already.
What does a normal day look like?
You check who is hungry, chase down the sinner hiding behind a house to feed them, assign work, deal with whatever drama erupted overnight, hold a sermon, and try to keep God satisfied before the day ends. Then someone knocks at the gate, and you decide whether the person asking to join is actually a person.






















