SAND: Raiders of Sophie
Steam News 16 April 20261mo ago

SAND Development Update - April 2026

Servus Scavengers, We're back with another development update, and this month we want to share some more information about the features we mentioned in our last update and how they're progressing so far! All of the foll…

Update log

Full SAND: Raiders of Sophie update

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

Extracted changes

0 fixes5 additions14 changes0 removals
  • Store
  • Gameplay
  • Server
  • Performance
  • Balance
  • Workshop
changedAll of the following items have now seen at least a basic implementation into the game and are in the testing/iteration phase, with many near or already final:
changedAI Mobs ImprovementsUpior behaviour has been significantly improved, with polished and upgraded response time, general behaviour and pathfinding
addedAI Mobs ImprovementsAdditional sounds for Upiors have been added as well. They now have more voiceline variety and have more vocal reactions for certain interactions
changedServer Physics Calculation OptimizationServer performance has been increased following significant optimisation of the algorithms in which it handles all the physics calculations (these improvements are most noticeable in the large scale battles where the server tick rate suffered the most from excessive amounts of physics calculations)
changedServer Physics Calculation OptimizationThese optimizations will allow us to increase the maximum player count on the servers if needed or requested in the future
changedOverall Server PerformanceThanks to the Public Playtest and closed playtest ING last year, we were able to spot key flaws in our databases on the master server and fix them. This will improve the general server response time and also now we have some fallback mechanisms that will allow us to quickly react if similar issues were to occur in the future

Servus Scavengers,

We're back with another development update, and this month we want to share some more information about the features we mentioned in our last update and how they're progressing so far!

All of the following items have now seen at least a basic implementation into the game and are in the testing/iteration phase, with many near or already final:

AI Mobs Improvements

  • Upior behaviour has been significantly improved, with polished and upgraded response time, general behaviour and pathfinding

  • Melee Upiors are now more agile and will try to dodge player’s shots

  • Additional sounds for Upiors have been added as well. They now have more voiceline variety and have more vocal reactions for certain interactions

Server Physics Calculation Optimization

  • Server performance has been increased following significant optimisation of the algorithms in which it handles all the physics calculations (these improvements are most noticeable in the large scale battles where the server tick rate suffered the most from excessive amounts of physics calculations)

  • These optimizations will allow us to increase the maximum player count on the servers if needed or requested in the future

Overall Server Performance

  • Thanks to the Public Playtest and closed playtest ING last year, we were able to spot key flaws in our databases on the master server and fix them. This will improve the general server response time and also now we have some fallback mechanisms that will allow us to quickly react if similar issues were to occur in the future

Client Performance Optimization

  • Some Visual Effects were causing performance issues, specifically shadows and particle effects. We’ve optimized their performance so the client should be more stable and have increased performance on the machines that had issues with them. Shadows also had a visual overhaul and should look prettier

  • Also the Client Side of the Trampler Movement was also optimized. Now the large amount of tramplers around the player has a noticeably smaller impact on the client’s performance

  • Lots of core game systems were refactored and optimized further increasing the overall FPS on the client

  • Because of all these optimizations, the performance on the low end machines should now be 30%+ better with a bit smaller percentage on the mid and high end machines

Disconnect handling Improvements

  • The System was remade from the ground up with the direct emphasis on the stability and consistency. Now disconnecting from the game should feel way more consistent and robust. Players that often experience network instability will now have significantly better experience

Infantry Arsenal Expansion

  • We have a new Revolver Type and one Modification for it. Meet the new EB "Vita" Police Revolver which features improved range and reload speed. This revolver allows the player to reload a whole drum at once!

  • The Damage Falloff has been reworked for Rifles and Pistols

  • Recoil was reworked for SA Pistol making them more consistent in terms of accuracy

  • Custom Ammo has been added to further improve the gunplay and provide more utility tools for the player to outgun their enemies

  • Character Armor Visual Overhaul: Rolled out three distinct tiers of armor with unique regeneration stats

  • Since the 70mm and 40mm Cannons felt overpowered for a large part of the community we took some time to refine their interactions and balance them based on feedback

  • 70mm Cannon now also features damage Falloff as all of the infantry weapons do. This will keep its devastating damage up close but will make it less viable on mid-to-long ranges

  • All Cannons now have a recoil, but it’s most noticeable on the 40mm cannon. During the last

Source

Steam News / 16 April 2026

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