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Butterscotch Shenanigans Butterscotch Shenanigans
Follow us @BscotchShenani 

Butterscotch Shenanigans, LLC is a fiercely independent, critically acclaimed game studio founded by three brothers (Seth Coster, Sam Coster, and Adam Coster) located in St. Louis, MO. We make sass-filled games that will soak your brain in pure entertainment. Our core game portfolio (Crashlands Quadropus Rampage, Towelfight 2, Flop Rocket, and Roid Rage) spans the mobile and PC markets using our BscotchID system, which allows for crossplatform play and cross-game content unlocks. Crashlands, our most recent title, currently stands as one of Metacritic's Most Critically Acclaimed games of all time on the App Store.

Contact Us

The Coster Brothers

The Coster brothers (Seth Coster, Sam Coster, and Adam Coster) founded Butterscotch Shenanigans in 2012. They are multidisciplinary hackers with diverse backgrounds and skillsets, who all took totally different paths to becoming game developers. Until the launch of Crashlands in January 2016, the brothers collectively ran and were the entirety of Butterscotch Shenanigans. After those years of struggle, the Butterscotch family has begun to grow! (See for career postings.)

Carol Mertzbusiness developer and community manager
Carol became interested in games, design, and web development at a young age, eventually bringing her to pursue a BA in Interactive Media from Webster University. There, she met the folks she would team up with in 2010 to co-found Rampant Interactive (which eventually expanded to include Happy Badger Studio), where she was a partner for 6 years. Carol helps to support the St Louis indie games community by organizing networking and educational events, giving talks, participating in mentorship events, and co-organizing local game convention PixelPop Festival. She has worked on a number of game projects, most recently a satirical card game about corporate AmericaPass the Buck: A Game of Corporate Responsibility Management. Explore more of the work she’s done on her website, and keep up with her bad jokes on Twitter.

Andy Greenweb developer and data analyst
Andy has always been fascinated with creation, both artistic and scientific. His thirst for problem solving led him to Jacksonville State University where he studied Geographic Information Systems and Computer Science. As a student, Andy discovered a love for programming, and incidentally for Butterscotch Shenanigans. While pondering his career path he stumbled across a job posting for for Butterscotch and realized that making video games would be perfect or him. As a part of the Butterscotch team he’ll be using his love for problem solving and creation to help Butterscotch Shenanigans continue to make great games and entertainment! Follow Andy on Twitter.

Shi Chengame programmer
Before joining the Bscotch family, Shi (pronounced like "shirt", without the "t") studied both Psychology & Cell and Molecular Biology during undergrad, marketed rental real estate at his first job, and coached an amateur League of Legends team while working at Riot Games as an office admin. From childhood favorites like The Legend of Sword and Fairy, to modern blockbusters like Mass Effect, Shi has always lost himself in the unique interactive experience that games provide. Inspired by the Butterscotch Shenanigans games and the Costers' journey, Shi eventually threw his hat in the game dev ring and started training to be the Game Mechanic. Shi is tasked with taking care of the existing Bscotch games to make sure they continue to run smoothly and be become more awesome.

Seth Costergame programmer
Though he had been passionately interested in game development for years, Seth had been unable to find an accessible entrance into the industry. And so he continued along a more "traditional" path, studying finance and economics at University of Northern Iowa, passing the CFA exam after graduation, and finally starting a joint Law/Business graduate program. Seth grew restless, and continued trying to self-learn programming. And then, serendipity! Sam stumbled upon a game development platform designed for easy entry and introduced Seth to it. From that moment on, all of Seth's free time was spent making games. He slowly came to realize that it was going to be possible, if he worked his ass off. And so, without a second look back, Seth left grad school and did work his ass off. Seth is now a GameMaker wizard, and is responsible for all of the new game programming.

Sam Costervector artist and outreach/marketing
Without Sam, Butterscotch would not exist. It all started during college at Washington University in St. Louis when he created the first St. Louis Game Jam (a 48 hour game development weekend now held three times per year). Sam had never made a game, nor really done any programming, but in preparing for the jam stumbled across the newb-friendly development platform GameMaker. Having made his first game that weekend, Sam realized that GameMaker was the key to Seth's dream of becoming a game developer. As Seth's GameMaker skills subsequently grew, the potential for making this a Real Job™ became clear. And so after completing his Bachelor's in Psychology Sam joined Seth in making games full-time. Sam expertly crafts all in-game art assets, does user interface dsign for all Bscotch stuff (incuding games, websites, and BscotchID), and takes care of most studio promotion and outreach.

Adam Costerweb developer and data analyst
Like his brothers, Adam took a round-about path to becoming a game dev. His first love had always been Science, and he pursued this interest fervently from college at University of Chicago all the way through a successful PhD in Cell & Molecular Biology at University of Texas Southwestern. During those biology-focused studies Adam taught himself computer programming because it "seemed useful". He was later amazed at how much of an understatement that turned out to be. In the lab, Adam wrote programs to automate everything—from controlling robotic microscopes to analyzing the thousands of resulting images—which allowed him to quickly complete his dissertation. Adam learned something important during grad school: he loved Science™, but maybe not the practice of science, and really he just loved solving problems. So why pass up the chance to create a video game empire with two of his favorite people? Adam created and continues to develop BscotchID the Crashlands Creator, and the rest of the web stuff.


Knowledge Drop

We peddle the knowledge we gain from making games back into the community. If you are an indie dev or just want to learn more about how to make games, feast on the content below, and BE MERRY. There are articles, interviews, and presentations galore. We recommend the presentations, as they're most focused on MAKIN' GAMES.


Popular Articles

Why Quadropus is Free to Play
June 6th, 2013
Seth takes a moment to explain why Quadropus Rampage signaled a large shift for us as developers, away from a "premium" model and into the freemium market. A must read if you're planning on launching a paid app.

How Piracy Saved Gerblins
February 8th, 2013
Seth explains how piracy can be a good thing, and definitely was, when it came to one of our first games, Gerblins.

5 Things Jamming Teaches You
January 29th, 2013
Sam goes through the way that we got our start as developers and why you should hop on the jamming band wagon.

Why We Can't Have Nice Things
October 27th, 2014
Adam digs through the impact of free-to-play on our studio and outlines our plan for the future.


Quadropus and Marketing with Appetite App Marketing Podcast
June 14th, 2013 via Jeff Rutherford of Appetite PR - Podcast 
We chatted with Jeff Rutherford about Quadropus' bungled launch, our marketing efforts, and how we strive to have the lowest overhead possible.

An In-Depth Interview with Mike Dennen
June 13th, 2013 via Mike Dennen of Gamewoof - Written
We fielded a bundle of questions on everything from inspiration to working together as brothers.

Quadropus and Design with the Portable Podcast
June 11th, 2013 via Carter Dotson of 148apps - Podcast
We talked with the wonderful Carter Dotson about Quadropus' launch, some of our design strategies, and a few other things. A good banter sesh with a little knowledge mixed in.

The Rebellious Android Gets an Eyeful
June 10th, 2013 via  Brian Houghton of The Rebellious Android - Written
Brian takes us through a deluge of questions about process, character design, and other aspects of being an indie studio.

Indie Game HQ Goes Tentacles Deep
May 31st, 2013 via  Nathan of The Rebellious Android - Written
Indie Game HQ attacked us on all fronts in what was our first written interview request OF ALL TIME. We talk about sleeping patterns, why Tack is so angry, and how many weapons there might be in Quadropus Rampage.

Gamezebo talks Crashlands and Cancer
April 29th, 2014 via  Andy Chalk - Written
Andy and Sam go in-depth on Crashlands and its development, as well as how the cancer he was diagnosed with in October, 2013 affected the game's design and overall direction.


Towelfight 2 Post Mortem and The Lessons We Learned
June 3rd. 2013 @ Riot Games, St. Louis 
We joined members of our local Game Dev Meetup and the St. Louis IGDA to give an in-depth analysis, including sales numbers, of our flagship game, Towelfight 2 : The Monocle of Destiny. We then change our model and show how we applied it to Quadropus Rampage, which came out a few days later. Special thanks to fellow indies the Happy Badgers for filming.

OH EFF! Monetization
October 21st, 2013 @ Captivate Conference, Austin TX
We took a critical look at our monetization practices in Quadropus Rampage and Towelfight and discuss the ways we went wrong, as well as propose a new way to think about monetization. It's not some enemy of the game developer, but rather an integral part of the design philosophy. Treating it antagonistically leads to results your players can feel, in a very bad way!

Loops and Rockets - Theory of Game Design
May 21st, 2014 @ Riot Games, St. Louis
Seth broke down a theory of game design to help others in attendance to identify where their game may've gone wrong. Was the game not fun? Or did it not get launched properly? This talk is so packed with information your eyes might explode. Take some NOTES.

June 2nd, 2014 @ Riot Games, St. Louis
We tackle the WHO, WHY, and HOW of makin' games fast, which is our creative bread and butter. If you want to know how to jam better or how to achieve a higher creative output this one is for you.

Microtalk Series
July 24th, 2014 @ Riot Games, St. Louis
Seth speaks on how to RIDE THE RISK DRAGON and Sam dives into the concepts of PROCESS. Lots of laughs and tears in this one, be aware!

Art for 2d Games - Indie style
July 24th, 2014 @ Riot Games, St. Louis
Sam speaks on INKSCAPE and makes the case for using it to make all your in-game assets. Other presenters demo cool tools for pixel art, creative inspiration, and kinematic animation.

Process - Tackling Cancer with Game Design
August 1, 2015 @ Pecha Kucha Presentations, 3rd Degree Glass Factory, St. Louis
In this emotional talk Sam outlines how dealing with cancer and designing games share much of the same language. May require a tissue.

Building a Game Studio
September 15, 2015 @ PixelPop Festival, St. Louis
Adam and Seth take a deep dive on our method for developing Butterscotch Shenanigans into a powerful game dev studio, and also touch on common pitfalls and misconceptions in the development of a studio.