


It was weird (OBVIOUSLY!), and I told Seth about it the third or fourth time it happened, sometime in mid July. Quadropus’ launch also signaled the arrival of an odd, repeating daydream for me – when I walked into a room I’d occasionally see in my mind’s eye a dragon, composed entirely of blood, emerge from my chest and burst through a nearby wall. The game didn’t get much attention on iTunes, but developed a sturdy enough following through Google Play that we saw our first ounce of income. In those first 8 months we created a critically acclaimed financial disaster ( Towelfight 2) and found our first bit of success with Quadropus Rampage. It was June of 2013, less than a year from the time my brother Seth and I quit our jobs and started Butterscotch Shenanigans. This is the story of Crashlands, a massive 2D action-RPG crafting game I’ve been working on with my two brothers since I was diagnosed at the ripe age of 23 with Non-Hodgkins Lymphoma.
CRASHLANDS FIND THE HAAST SHRINE HOW TO
It stripped out all the petty, superfluous aspects of life and demanded just three things when it struck me in 2013: survive, find meaning, and figure out how to look good bald.
CRASHLANDS FIND THE HAAST SHRINE SERIES
What you’re about to read is the first of a series of articles by Sam Coster as he fights for his life while developing the game he always wanted to make with his brothers, Seth and Adam.Ĭancer is a great clarifier. However, since it involves illness, family, and other things which we honestly just don’t feel like we could ever do justice reporting on, we did the only thing that made sense- Offer them a platform on TouchArcade to write about the experiences that have led to the development of Crashlands. When we found out about the incredible story behind their studio and the motivations behind shifting gears to their current project, we wanted to share it with everyone. Editor’s Note: We met the three brothers that make up Butterscotch Shenanigans at GDC this year.
