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Sinner: Sacrifice for Redemption

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Sinner: Sacrifice for Redemption

Oct 18, 2018

Main game

2.72 average rating based on 18 ratings

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Sinner: Sacrifice for Redemption is a boss battler action-RPG. Face eight abhorrent bosses, the first seven each based on one of the deadly sins. Before each epic clash, you must sacrifice a stat and level down to enter combat. Each fight will be tougher than the last as you wage war against sin itself.
Release Dates
Oct 18, 2018 (Worldwide)
Nintendo Switch, PlayStation 4, Xbox One
Oct 22, 2018 (Worldwide)
PC (Microsoft Windows)
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User Stats
181
In Collection
26
Wish Listed
0
Playing
113
Backlogged
How Long Is Sinner: Sacrifice for Redemption?
Main + extras: 2.8 hours
Total completions: 1
Torgo
Torgo gave Oct 26, 2019
Torgo gave Oct 26, 2019
Sinner Review
This review is for the PC (Microsoft Windows) version

Sinner: Sacrifice for Redemption is a kind of souls-like game, boiled down to remove most of the RPG elements, lore, complexity and exploration, and thus we are left with the well-known stamina-based combat system and a series of boss fights. You're dropped into the game in a hub area where you can fight the 7 main bosses in any order, each boss themed upon one of the seven deadly sins. There is also an optional boss, several final bosses, and other challenges one can attempt after completing the main game.

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The first thing you'll noticed about Sinner is the level of quality. Everything from the sound, the visuals, the animations, textures, music, etc. It all has a hand-crafted refined AAA feeling to it, unusual for an indie game on Steam. Apparently the devs were actually disgruntled Blizzard employees (or some other major studio) who were unhappy with the current direction of the industry and left to make their own smaller project. Similar to how Hellblade was a small but high-quality indie product.

I really enjoyed Sinner. It's a very challenging game and it wears its influences on its sleeve. The combat feels very souls-like with all the dodging and rolling, …

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Sinner: Sacrifice for Redemption is a kind of souls-like game, boiled down to remove most of the RPG elements, lore, complexity and exploration, and thus we are left with the well-known stamina-based combat system and a series of boss fights. You're dropped into the game in a hub area where you can fight the 7 main bosses in any order, each boss themed upon one of the seven deadly sins. There is also an optional boss, several final bosses, and other challenges one can attempt after completing the main game.

enter image description here

The first thing you'll noticed about Sinner is the level of quality. Everything from the sound, the visuals, the animations, textures, music, etc. It all has a hand-crafted refined AAA feeling to it, unusual for an indie game on Steam. Apparently the devs were actually disgruntled Blizzard employees (or some other major studio) who were unhappy with the current direction of the industry and left to make their own smaller project. Similar to how Hellblade was a small but high-quality indie product.

I really enjoyed Sinner. It's a very challenging game and it wears its influences on its sleeve. The combat feels very souls-like with all the dodging and rolling, healing with estus, etc. Each boss and boss arena is unique and full of multiple phases and peculiar surprises. After you defeat each boss, you become progressively weaker: you have less HP, less stamina, less heals, you deal less damage, etc. So there is some strategy involved in choosing the order of bosses. In the end you fight the final boss in a very crippled/weakened state. I thought this was a really bold game mechanic; basically punishing the player as they progress (levelling down instead of levelling up).

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It's a fun, short game (about 8 hours) with extra content if you want to increase the difficulty further. I'm subtracting some points because this game was a Discord store timed exclusive, so I had to wait an extra 12 months to play it. The game is sleek and beautiful and a delight to play. A simple concept, but perhaps it didn't really bring enough to the table to make itself unique or to stand apart from others in the genre.

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Krauzer
Krauzer gave Oct 30, 2025
Krauzer gave Oct 30, 2025
Krauzer's review of Sinner: Sacrifice for Redemption

This title is an action game, often described as a “Souls-like boss rush.” Instead of exploring vast worlds or gathering loot, the game narrows its focus to a series of intense boss encounters, each representing one of the Seven Deadly Sins. This minimalist design gives it a unique rhythm, there’s no filler, no side quests, just pure combat and consequence. Its defining mechanic is that, before each fight, the protagonist must sacrifice a part of his strength. Health, stamina, defense, and even healing items are gradually stripped away, meaning that as you progress, your character grows weaker rather than stronger. It’s a bold inversion of traditional RPG progression that fits perfectly with the game’s themes of guilt, redemption, and punishment.

The combat itself borrows heavily from Dark Souls, emphasizing deliberate movement, stamina management, and punishing precision. Each boss presents a distinct challenge, from fast and agile foes to towering monstrosities that fill the arena. Mastery comes from learning their attack patterns and exploiting small openings, which creates moments of real satisfaction when a long-fought victory is finally earned. The boss designs, both visually and mechanically, show care and variety, giving each fight its own identity despite the game’s small scope. …

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This title is an action game, often described as a “Souls-like boss rush.” Instead of exploring vast worlds or gathering loot, the game narrows its focus to a series of intense boss encounters, each representing one of the Seven Deadly Sins. This minimalist design gives it a unique rhythm, there’s no filler, no side quests, just pure combat and consequence. Its defining mechanic is that, before each fight, the protagonist must sacrifice a part of his strength. Health, stamina, defense, and even healing items are gradually stripped away, meaning that as you progress, your character grows weaker rather than stronger. It’s a bold inversion of traditional RPG progression that fits perfectly with the game’s themes of guilt, redemption, and punishment.

The combat itself borrows heavily from Dark Souls, emphasizing deliberate movement, stamina management, and punishing precision. Each boss presents a distinct challenge, from fast and agile foes to towering monstrosities that fill the arena. Mastery comes from learning their attack patterns and exploiting small openings, which creates moments of real satisfaction when a long-fought victory is finally earned. The boss designs, both visually and mechanically, show care and variety, giving each fight its own identity despite the game’s small scope. I dare to say they rival bosses from the Dark Souls series.

Visually, it adopts a dark, desaturated art style that complements its somber tone, but it lacks the atmosphere and world-building depth of its inspirations. The minimalist environments can feel empty, and the OST, though serviceable, rarely elevates the tension in meaningful ways. The storytelling is deliberately cryptic, offering glimpses of lore through brief dialogues and item descriptions, yet never developing the emotional or narrative weight that could have tied the journey together. While this approach may appeal to fans of sparse storytelling, others may find it too detached to be memorable.

It’s the kind of title that challenges you for a few hours, delivers its message, and ends before its mechanics wear thin. Ultimately, this game stands out as a creative but uneven experiment within the Souls-like genre. Its core idea, growing weaker with every victory, is brilliant in theory and effective in execution, turning each new boss fight into a test of adaptation and perseverance. Yet the limited scope, lack of progression, and uneven presentation hold it back from greatness. For people who enjoy difficult combat and thematic minimalism, it’s worth a look. But those seeking rich worlds, intricate lore, and long-term depth may find the experience too fleeting.

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Torgo
Torgo updated their status Oct 10, 2019
Torgo updated their status Oct 10, 2019

Five bosses dead, 3 to go.

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