Posted by Bscotch

February 15th, 2017

Our team just keeps growing! We’ve added a new Butterscotch to the family (again) and we’re thrilled!

In early January we set out on a search for a Studio Wrangler, and we were IMMEDIATELY crushed under a plethora of applications from many qualified people. Once we sifted through the monstrous pile, we were able find our newest Bscotch – Monique Parasram.

Monique is a Florida native who somehow made her way to Baltimore, and then, by the power of wizardry, ended up in St. Louis. Her varied experience with event planning, administrative tasks, and marketing makes her a great addition to our team, as she will handle all those non-game-dev things things that keep popping up like moles in that one game where you smash moles with a hammer. She’s also a lawyer, but one of those cool ones that wears giant sunglasses.


[EP 86] Barrier to Entry

Posted by Monique Parasram

February 15th, 2017

This week we tossed up a buoy for some much needed help as we were drowning! We hired a Monique, you’ll have to listen to find out what that means. We also chat about dope fatheads, a new and interesting update to Steam, and answer a few of your questions. Subscribe on iTunes (, Stitcher (, SoundCloud (, or pretty much anywhere. Submit questions at

[Ep85] Happy Bawguary!

Posted by Bscotch

February 8th, 2017

Avoid news fatigue by listening to this episode, wherein we tell the story of an epic D&D adventure.  Also, we explain why we aren’t interested in licensing even our favorite IPs, and discuss whether parks should be happy or litigious about Pokemon Go. Subscribe on iTunes (, Stitcher (, SoundCloud (, or pretty much anywhere. Submit questions at

[Ep83] Muskrat QA

Posted by Bscotch

January 25th, 2017

So much news this week we can BARELY CONTAIN IT. OH wait, we couldn’t contain it at all, so we had to go over time to answer questions: That’s 10% more podcast for the same price! We’re also pretty sure no one even reads these posts, so maybe we should stop writing them… If we’re wrong, Tweet at us with the message “HEY @bscotchshenani you’re totally wrong about podcast posts on your blog!”

Subscribe on iTunes (, Stitcher (, SoundCloud (, or pretty much anywhere. Submit questions at


A new Butterscotch emerges!

Posted by Bscotch

January 24th, 2017

IT’S THAT TIME AGAIN! Time we added a new Butterscotch to our Shenanigans, that is.

As you may recall, we opened up a position for a 2D artist a few months ago. We were immediately BURIED in applications, and it took weeks to sort through them all. But in that deluge, we discovered a truly glorious human to add to our ranks. Her name is Tiffany “Tiffa” Minsal, and she’s an art machine the likes of which the world has never seen.


Over the weeks of essays, interviews, and art tests, we got to know Tiffa quite well, and the more we learned, the more impressed we were.


Crashlands Anniversary: an enormous thanks (and a documentary)

Posted by Adam Coster

January 21st, 2017

What a ride.

5 years ago today, Sam and Seth joined forces for their very first game jam, at the St Louis chapter of the Global Game Jam. At that time, Seth had been learning to program for a mere 6 months and Sam had barely done any art in his life. Together they made Towelfight of the Gods, and then thought, “HEY maybe we could find a way to do this for a living…”.

And so Butterscotch Shenanigans was born.

1 year ago today, we launched Crashlands. By then, we had already launched four major titles, I (Adam) had joined the team, and Sam had crushed cancer twice. We’d made no money and Crashlands was pretty much our last chance to prove we could do this for a living. Amazingly, we are still here today, able to finally pay ourselves and even provide a living for a few new Butterscotches, and have built up enough of a runway to develop our next major title. While we had done everything in our power to make that happen, in the end success wasn’t really up to us.


[Ep82] E.T. NDA

Posted by Bscotch

January 18th, 2017

It’s a big week for St Louis makers! The Global Game Jam is this weekend, which is also the one year anniversary of Crashlands and the 5 year anniversary of our studio. To celebrate, local film makers Forever an Astronaut are launching their documentary about the making of Crashlands ( Also, fellow St Louis game studio Hive Jump launches their first independent title TODAY ( Otherwise we just ramble on about weird stuff as usual: we talk spooky stories, finding meaning in your work, and then specifically don’t discuss Adam’s alien encounters.


Job Opening: Studio Wrangler [now closed]

Posted by Seth Coster

January 6th, 2017

UPDATE: The application for this position is now CLOSED. To hear about future job opportunities with us, sign up for the newsletter at

HEY! Are you organized? Do you get warm fuzzies when you check things off a to-do list? Do you become joyfully exuberant when seeing things in neat rows? Do you know about businessy things like payroll, contracts, and taxes? If so, we might have a job for you!

Since the launch of Crashlands we’ve been growing the studio and doing all kinds of crazy things. But as it turns out, growing a company and doing more cool things requires a lot of organization, documentation, and a whole bunch of other businessy stuff. So far, we’ve been spreading the responsibilities for all these administrative roles across everyone in the studio, but we’re realizing more and more that we simply can’t make satisfactory progress on our new game projects unless we can focus on development. So we’re looking for a magical administrative wizard to aid us in our quest!


Crashlands Gets TouchArcade & Gamezebo 2016 Game of the Year Award

Posted by Seth Coster

December 23rd, 2016

WELL, FOLKS.  Crashlands just got TouchArcade’s 2016 Game of the Year. This is a surreal, humbling, and deeply emotional moment for us. Looking back, we never expected to make it this far, and in many respects, we weren’t even sure we would be around at this point.

Six years ago I couldn’t write a single line of code, Sam could barely draw a stick man, and Adam was intent on becoming a scientist. Five years ago I dropped out of law school to try to make games full time. Four years ago Sam and I left the studio we were working at to strike out as Butterscotch Shenanigans. We made Chauncy the Rabbit. It was bad, and it failed. We made Gerblins. It was sorta bad but kinda okay, and it failed. We made Towelfight 2, and it got great reviews, but barely anyone played it, and it lost a ton of money. We made Quadropus Rampage, and it got great reviews and 2 million players, but still made just enough money to pay only one of us, right at the poverty line.