Update log
Full SAND: Raiders of Sophie update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Server
- Balance
- Store
- Gameplay
Servus Allies! With both Part 1 and 2 of the October playtest now behind us, we're back with another Development Update to catch you up on what we've been up to in the time since and answer some of the more prominent questions we've received these last few weeks!
What were the key takeaways from the playtest?
Feedback for the core game was exceptionally positive and you guys seem to really enjoy what SAND: Raiders Of Sophie brings to the table but there's some outstanding issues we need to iron out before we're good to bring you all back to the planet.
During this playtest, we identified a number of issues across the project and were able to address several of them immediately. The feedback and data we gathered has helped us find a number of issues not present during our internal testing rounds, from server-side system issues to small visual glitches, and more, all of which we've begun to address or have already fixed in the most recent builds.
What are or immediate focuses development wise following the playtest?
Our current focuses are on improving, implementing or fixing the following:
- Server stabilityThere were a few issues during the playtest, such as long wait times and server crashes, which we've identified the cause of and will have resolved in time for the launch.
Trampler towers: This particular "meta" proved to be one of the only viable options during the playtest and this needs to change. We've gone into detail below on how we plan to address this.
Progression balance: Throughout the playtest, we noticed that unlocking content was too quick and easy for players, meaning players burnt through all of the unlocks much sooner than we had anticipated. To keep progression engaging and challenging, we’re reworking the system to make it more intuitive and rewarding as we move forward.
Shooting at moving tramplers: Online shooters always have to deal with ping, and while there are many tricks to reduce the impact, none can fully bypass real world latency. Combat on moving Trumplers adds extra complexity, since your position depends not just on your input but also on how both platforms stay synchronized across the network.
Our current rollback system struggles with these fast, moving scenarios, so we’re working on upgrades to make gunfights feel smoother and more reliable.
General Balancing: The playtest made it clear that a lot of weapons (yes we're looking at you, shotguns...) were in need of fine tuning, so we're doing just that! We're combing through feedback we received during the playtest to identify what needs balancing and will address as necessary.
Crew sizes: One of the most prominent items of feedback we received was regarding crew sizes, so the current plan is to change the system to the following - Solo: 1 player, Small group: 2-3 players, Large group: 4 -6 players, we'll also adjust the UI to display each size so people know what they're getting into.
- TutorialsOne key item of feedback we received was how difficult it was to understand what to do, where to go and the basics of playing SAND: Raiders of Sophie for new players, so we're working on a basic tutorial intro that will show players everything they need to know before setting off on an expedition.
How will we address tower builds?
Currently, building tower Trampler offers advantages without any real drawbacks, making it the dominant strategy throughout the recent playtest. So we’re now working on adjustments to the Trampler’s movement mechanics. The idea is simple: the higher
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