SAND: Raiders of Sophie
Steam News 26 March 20261mo ago

An update on the SAND Release Date

Hey all, We want to be completely up front and honest with you here, Sand: Raiders of Sophie will not be releasing this March, and we want to give some context on why here today. It’s been a difficult few months for us…

Update log

Full SAND: Raiders of Sophie update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hey all, We want to be completely up front and honest with you here, Sand: Raiders of Sophie will not be releasing this March, and we want to give some context on why here today.

Extracted changes

0 fixes2 additions10 changes0 removals
  • UI and audio
  • Server
  • Performance
  • Balance
  • Gameplay
  • Security
changedAI Mobs Improvements AI improvements are a key focus, as we continue to refine Upiors’ behavior, including response time, pathfinding and overall AI. Melee Upiors are being made more aware and agile, with the ability to dodge shots and adapt to the players actions. We’re also expanding their audio with more voicelines and situational reactions.
changedServer Physics Optimization We’re optimizing how server-side physics calculations are handled to improve performance, especially in large-scale battles. These changes are aimed at stabilizing tick rate and may allow for higher player counts in the future.
changedOverall Server Performance Backend issues identified during the playtest, improving database reliability and response times continue to be a key focus. Additional fallback systems are being implemented to better handle future issues.
changedClient Performance Optimization We’re working on optimizing heavy visual effects like shadows and particles, alongside broader general work to improve FPS. Trampler movement on the client is also being optimized to reduce performance impact. These improvements will significantly improve performance on lower-end hardware.
changedDisconnect Handling Improvements We’re rebuilding the disconnect system with a focus on stability and consistency, aiming to provide a smoother experience for users who disconnect from ongoing expeditions.
addedInfantry Arsenal Expansion We’re introducing a new revolver, the EB “Vita,” along with additional weapon interactions and customization. Ongoing changes include reworking damage falloff, refining recoil behavior and adding custom ammo types to expand combat depth.

It’s been a difficult few months for us here in Ukraine, with frequent severe power outages and air alert disruptions causing some major complications and resulting in a lot of key features that we had hoped to have finalised and implemented at this stage being behind schedule.

To keep it transparent, this is what’s either left on our to-do list or is in the final stages of implementation:

  • AI Mobs Improvements AI improvements are a key focus, as we continue to refine Upiors’ behavior, including response time, pathfinding and overall AI. Melee Upiors are being made more aware and agile, with the ability to dodge shots and adapt to the players actions. We’re also expanding their audio with more voicelines and situational reactions.

  • Server Physics Optimization We’re optimizing how server-side physics calculations are handled to improve performance, especially in large-scale battles. These changes are aimed at stabilizing tick rate and may allow for higher player counts in the future.

  • Overall Server Performance Backend issues identified during the playtest, improving database reliability and response times continue to be a key focus. Additional fallback systems are being implemented to better handle future issues.

  • Client Performance Optimization We’re working on optimizing heavy visual effects like shadows and particles, alongside broader general work to improve FPS. Trampler movement on the client is also being optimized to reduce performance impact. These improvements will significantly improve performance on lower-end hardware.

  • Disconnect Handling Improvements We’re rebuilding the disconnect system with a focus on stability and consistency, aiming to provide a smoother experience for users who disconnect from ongoing expeditions.

  • Infantry Arsenal Expansion We’re introducing a new revolver, the EB “Vita,” along with additional weapon interactions and customization. Ongoing changes include reworking damage falloff, refining recoil behavior and adding custom ammo types to expand combat depth.

  • Armor & Heavy Weapons Adjustments We’re updating armor visuals and tiers, each with distinct regeneration stats. At the same time, we’re rebalancing cannons by introducing falloff/recoil and adding custom shells.

  • Addressing the Tower Meta We’re developing systems to reduce the effectiveness of “tower” trampler builds without harming standard designs. This includes introducing a vertical center of mass and movement penalties for unstable structures, along with removing building elements that contributed towards this meta.

  • QoL & Anti-Cheat An anti-cheat system has now been implemented, alongside AFK detection, controller support with aim assist and improvements to the loading experience.

  • World & Economy Expansion We’re opening a new island, Raumnadel and bringing back Contracts (Pawn Shops) for item trading. Additional POIs are also in development that we hope to be present on launch.

  • General Gameplay Improvements We’re continuing to fix bugs, rebalance systems and iterate on gameplay based on playtest feedback.

There are a few other larger additions we’re working on based off of player feedback. These include onboarding to make the game more accessible for newcomers, improvements and expansion on the PvE elements of the game and long term progression. We’ll share more about these soon.

We will shortly release another development update with updates on our progress and details of a server slam we plan to hold in the interim that we hope to see many of you join us for. Thank you all for your understanding and patience, we appreciate that this isn’t the news you wanted to hear but assure you that this delay is purely in

Source

Steam News / 26 March 2026

Open original