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Michael Sinadjan Games

The Contract (And The Arena Of The Seven)

Seven arenas. Live the sins to understand them.

PC Game Pixel Art Rougelite x Bullet Heaven In development

The story

What would you give to understand yourself?

You are The Wanderer who once chose to understand the Seven Deadly Sins completely, by living each one. You made a contract: incarnate into a world of seven arenas, live each sin, fight through it, and return as many times as needed until true understanding is reached.

But when you awaken, you forget the contract. All you know is that you must keep moving forward. Your body is fragile, but your real strength is your will. You are so powerful that you can crystallize thought into weapons.

And so when the seventh arena falls, you face All That Is, and fragments of your past lives surface. You are offered the light — or the same life again... And you always choose to return. With every return, a little more of your memory stays. Understanding, you said, is worth any number of lifetimes.

Seven deadly sin lords and ladies concept art
Concept art of the seven deadly sin lords and ladies. From left to right: Pride, Envy, Wrath, Sloth, Greed, Gluttony, and Lust.

World & tone

Arena of the Seven

Each arena is a pure form of one sin. The world does not explain itself. It tests you — through pride that makes you small, envy that steals what is yours, wrath that rises the longer you fight.

Arena of Pride

Everything asserts superiority. Victory feels like tearing down what believed it could never fall.

Arena of Envy

Power-ups, space, even momentum can be stolen. You fight while something valuable keeps slipping away.

Arena of Wrath

Everything hits harder the longer the fight goes on. Surviving means mastering your own rising intensity.

Arena of Sloth

Time feels heavier. Standing still is dangerous. You must stay active while the arena drains your will to move.

Arena of Greed

Temptation is everywhere. Taking the reward often makes things worse. Restraint matters as much as aggression.

Arena of Gluttony

More can be power or poison. Overindulgence turns against you. Balance is hard to keep.

Arena of Lust

Attacks curve toward you. Focus slips. Clarity is the real challenge.

How it plays

Body and weapon

Combat asks you to protect a frail body while commanding a weapon that can fight on its own. Dodge with one hand. Strike with the other.

Body

Move and survive. The body has no inherent attacks — only the will to stay standing while the arena presses in.

Weapon

One active weapon at a time, guided separately. Swords, spears, hammers, wands — each travels, strikes, then cools before it can move again.

Character design and battle system concept art
Concept art of the The Wanderer and battle system.

Together

How to walk with us

We are still making the game.

  1. Join the waitlist if you want to hear when there is something new to share.
  2. Follow Michael Sinadjan Studios for updates from the studio.
  3. Back us on Kickstarter if you want to help bring The Contract (And The Arena Of The Seven) into the world.

Early support is often just care from the right people. If this feels like a story you would stand behind, stay close.

Journal

Updates

Studio

Project page refreshed

The Contract page now follows the same layout as Diwa: clear story, arenas, and how to walk with us. More gameplay frames will land here as they are ready.