Update log
Full SAND: Raiders of Sophie update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
- Performance
- Server
- Maps
Servus Scavengers!
With the announcement that SAND is coming to consoles earlier this week at the tinyBuild Connect, we thought it was only fair we give some updates to our PC players on what's going on at the Hologryph HQ and how development is coming along!
So today, we asked Maksym, the head of studio at Hologryph what he and the team are doing and how SAND is shaping up. Let's take a look at what he had to say...
What are the current focuses for the development team at this stage?
Currently, the team is focusing on three main areas:
Throughout April and May, we created many prototypes and searched for a final gameplay form that would address the issues we identified with your help during the last playtest. In the coming months, we’ll be finalizing the elements that passed internal testing and building balance around the new set of features.
Optimization and bug fixing.
Porting the game to PS5 and Xbox Series (together with support from an external studio). The external studio is handling most of the work. Our involvement is limited to providing guidance on project structure, and occasionally doing tasks that are significantly faster for us to complete. This does not affect the release timeline for the PC version.
Do you have any new/unannounced content or features in the works?
We have a number of new features currently in development. Not all of them will pass internal testing, so I can’t talk about all of them just yet.
What you can expect in the playtest:
Weapon Modifications – Different weapons will have variations that can be crafted or found during gameplay.
Turret Deployment – You'll be able to place and remove turrets during an expedition, which ties in with the next point.
Turret Conditions – Turrets will come in various states, ranging from “rusty” to “fresh off the shelf.” The condition affects certain turret characteristics, such as rotation speed and reload time.
How are optimizations coming along/what has been done?
As part of the console porting process, we’re currently optimizing the game for launch on Xbox Series S, which will also result in stable fps on many PCs with similar performance levels.
At this stage, the optimization process has touched nearly every aspect of the game:
How the terrain is generated, stored in memory, and unloaded
Trampler compartment models, including the number and quality of their LODs
Visual effects like reactor smoke or explosions from destroyed Trampler units
Character animation system
Loot generation system for islands and points of interest
Network data format for certain systems
And some more extremely cool stuff we're not ready to share just yet, but we'll show you in the near future...
And of course, the work is still ongoing...
What has changed lately from previous playtests?
New islands and partially reworked old ones
New types of firearms + a grenade
Crafting stations on certain islands, and a crafting compartment for the Trampler. Plus a wide variety of crafting resources scattered across the map
Ability to swap out cannons during an expedition
Many cannon variations, including several [REDACTED] -grade cannons
New compartments
A progression system that gradually unlocks access to more advanced compartments
An orbital station shop where you can sell your findings and buy basic expedition supplies
A loot distribution system after each expedition to ensure everyone gets what they need
You can name your Trampler now
Boost rods that temporarily
Source
