Party of Sin is a shared-screen puzzle-platformer for up to four people. You and as many as three friends guide the Seven Deadly Sins from Hell toward Heaven, solving environmental puzzles, fighting enemies, and facing bosses along the way. Its seven characters give a small group a wide set of abilities, while the game’s “coopetitive” idea means those powers can help teammates or get in their way. It is local co-op on one computer; Steam Remote Play Together can stream that local session to friends, but the game does not offer native online matchmaking or a separate network co-op mode.
Seven powers in one party
Each Sin has a distinct ability set, and those powers matter in both puzzles and combat. The group is not divided into a fixed healer, tank, and damage dealer lineup. Instead, the characters are tools for interacting with the room: moving through a gap, changing a platform’s behavior, handling an enemy, or making a route for someone else. The seven-person cast is larger than the four-player limit, so not everyone can control a separate Sin at once. In a full group, each player takes a different character, and the game lets you change characters when another player is not currently using the one you want.
Greed’s grappling hook is an especially clear example of how movement and teamwork meet. It can pull down flying angels and reach higher places. Greed can also help another Sin get to a high platform, opening another route for the party.
Other powers change the geometry or rhythm of a room. Sloth can slow moving platforms, which gives your group more time to cross or changes when a jump is possible. Pride’s short thrust can carry her over a gap. Wrath’s charge can break through walls and activate switches. Gluttony can swallow blocks and enemies, then spit objects back out. Lust can create a temporary platform or use pheromones to turn an enemy’s attention. Envy fires a beam that works against foes and can also affect the other Sins. These are not just seven different ways to attack: they give the game distinct interactions to build its puzzles around.
The cast also keeps combat from feeling like a separate minigame bolted onto the platforming. Enemies and bosses occupy the same rooms as switches, ledges, moving platforms, and breakable sections. A character that solves a traversal obstacle can also contribute in a fight, and attacks may have consequences for teammates standing nearby. You can use a power to help the group, but the same interaction can create a nuisance if it catches a friend. The result is a co-op game where positioning and timing can matter even when the room is not a formal puzzle.
Rooms built around powers
The campaign is organized as a journey through Hell, Purgatory, Earth, and Heaven. Its more than 20 levels combine platforming, puzzle rooms, enemy encounters, and five boss fights. A complete run is estimated at six to eight hours, though your pace will depend on how quickly your group reads each room and handles its challenges. The four regions give the escape a changing backdrop, from infernal spaces to the earthly and heavenly parts of the route, while the basic loop remains readable: move forward, work through obstacles, and overcome the next encounter.
A puzzle often presents a physical problem rather than a single prescribed sequence. A gap might need a character’s movement skill, or a switch might need a charge. A slow platform may turn a rushed jump into a manageable crossing. Blocks can become objects to relocate, consume, or launch. The solution depends on noticing what the environment will respond to and which Sin can interact with it. When several abilities can affect the same room, the group can try a different route without having to wait for a dedicated puzzle phase.
That openness can make a solution feel satisfying when your friends spot a useful interaction. It can also make the next step less obvious. The game expects you to experiment with the available powers and the objects in front of you; it does not turn every obstacle into a clear list of tasks. That makes it a better fit for a group that enjoys testing possibilities than for one looking for a constant stream of clearly signposted objectives.
The level count and boss roster provide a campaign shape without making every room identical. Bosses such as the Demon Narwhal and Airship Captain are larger encounters that interrupt the sequence of smaller obstacles. They draw on the same mix of movement and character powers, while adding enemies or attack patterns that can put pressure on the whole screen. The campaign moves across four worlds and ends with a confrontation against Saint Michael, so the story has a definite destination rather than an endless set of disconnected arcade stages.
Cooperation with a mischievous edge
The game’s central joke is that the Sins are not a perfectly cooperative rescue squad. Their abilities can affect other players as well as enemies. A player can help a friend climb or cross a hazard; another power can disrupt a teammate’s position or otherwise punish them. That risk is part of the design, not just an accident of everyone moving around the same screen. The word “coopetitive” fits because the party is trying to escape together, but the characters’ powers leave room for friction.
That balance is clearest when a power has both a practical team use and a disruptive effect. Envy’s beam can drain an opponent’s health or redistribute health between two Sins. Greed can grapple himself to an angel or help another Sin reach a high place. The same abilities that answer a room’s problem can turn into a moment of friendly interference if they hit the wrong person. It gives the game a different texture from a strict puzzle co-op title where every interaction only advances the shared goal.
The campaign also offers forbidden apples to collect and a shop where you can upgrade the Sins. Apples add a reason to look around beyond the direct path, while upgrades give the party a form of progression between sections. The game includes individual performance awards, so there can be a competitive note even when everyone is moving through the same level. This is a lighter layer than a separate versus mode: the main structure is still a shared campaign, and the competitive side comes from the scorekeeping and powers that can affect one another.
A four-player session has more characters and abilities in motion, but the same shared view also means more visual activity on screen. With a pair, each person can take a character and pay closer attention to what that character contributes. A trio or full group has more powers immediately available, though the single-screen layout can get busier as everyone moves around. Since different characters are needed for different interactions, the roster can encourage swapping; however, another player must not be controlling the Sin you want to take over. The seven-character pool provides options, not a guarantee that every player has a permanently exclusive role across the whole campaign.
One computer, with a remote-play option
Party of Sin’s native co-op is local shared-screen play for one to four people, with up to four input devices. Keyboard and mouse together count as one device. Gamepads are the straightforward choice for a group sharing one computer.
There is no native online co-op, LAN mode, or matchmaking. If your friends are in different homes, Steam Remote Play Together offers a way to stream the owner’s local session: the person who owns and runs the game hosts, and invited friends connect to that shared play. That is a platform streaming feature rather than a separate network mode built into Party of Sin. It depends on the host’s session and the remote stream, so it is worth distinguishing from a game that has its own online lobby, matchmaking, or dedicated servers.
Party of Sin is currently available for Windows. A single computer hosts a shared session for one to four players, so your group needs enough supported inputs for everyone joining. If you want each friend to launch a separate copy and join over the internet directly, that is not the mode Party of Sin provides.
Who fits in this party?
Party of Sin is a better fit for friends who enjoy a small-scale campaign with a mixture of platforming, combat, and room-by-room problem solving. Its seven powers create concrete reasons to look at obstacles from different angles, and the shared screen lets everyone see the same puzzle and enemy encounter. The coopetitive effects make the party less polished and solemn than a pure teamwork puzzler. A well-timed power can open a route, but it can also interfere with a friend; whether that sounds funny or frustrating depends on your group’s tolerance for that kind of chaos.
The limits are just as relevant. The game’s co-op is built around the couch or a streamed local session, not native online play. Its platforming can feel loose, while the unusual character powers and puzzle ideas give the rooms their appeal. Groups that want precise, forgiving platform controls or a quiet puzzle experience may find the shared screen and character swapping demanding. Bosses and less obvious room solutions can also bring difficulty spikes. Friends looking for a compact, slightly unruly adventure with abilities to experiment with may find it a good fit.