In this update3
Full notes
Full Shifting Sands update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Gameplay
- Events
- UI and audio
Shifting Sands changes
Next Fest is over... here's what the numbers and your feedback told us, and what we're doing next.
Thousands of you played the demo. Average run: right in the sweet spot (~40 min). And the share of you who wishlisted after playing blew past the usual benchmark... so when you sat down with it, the loop landed. That's the signal we needed. [dynamiclink href="https://store.steampowered.com/app/3986410/Shifting_Sands/"]
Thank you. Seriously.
If you streamed or made content about the demo: we see you. Thank you. We're going to keep improving so there's more to show... and more reasons to come back.
What's in the build → gameplay
New prototype bosses. Ferox got an upgrade and we've added the Giant Mimic Crab and Sand Specter. More "what did I just find?" moments. Steam post image
Combat is more rewarding. Enemies can now drop guns. Take them, use them, sell them (soon dismantle them for parts). Every fight can juice your run with gun drops. Steam post image
Gear Utility. The tool, gun, and comp can all harvest... different modifiers, different payouts. This is a big step towards stronger differentiation and playstyles for each major gear item. Invest in your gear to become a melee monster, a sharpshooter, or energy manipulator. Steam post image
Pacing: Punishing day events (raids, rampages) don't fire until day 10... so early game day events are more helpful. Early runs are learnable; difficulty ramps.
- WorldVendor and vehicle recovery fixed. Secret Collector NPC. New special encounters. New zone backgrounds, updated storm waves, shooting stars, rare UFO sighting. Chest and cache spread so loot isn't clustered.
- ProgressionResearch tabs and gear flyout panels so you can inspect plans without getting lost. Battery slots wired up. Stash and gear position fixed.
- CompanionsWrangler, Gearhead, Botsworth rotation and recovery fixed.
Juice & items: Omnipack upgrade feedback and harvesting FX for all gear types
Controller: We've made numerious gamepad updates for QOL.
What you told us → what we're doing
Intro / first run. We've shipped more tuning so the first 10 minutes feel open stronger, though more improvements are planned.
Demo ending when the loop clicks. We're rethinking how we cap the demo (content limits vs. day limits) so it ends on "I want more."
Combat / early pressure. We're tuning telegraphs, dodge/block, and inner-ring density so combat feels like a choice that comes with risks AND rewards.
Controller & UI. Keep the feedback coming... we're reading it and adding more and more QOL improvements as we go!
What's next
One goal: a demo that shows run based desert survival (scavenge → research → forge → see how far you get) and ends in a way that makes you want the full game. We're using your feedback to get there.
Wishlist if you want more. It helps us stay visible and keeps you in the loop. We'll keep posting as we tune and move toward release.
Watch the trailer: [dynamiclink href="https://youtu.be/Ct-8ipD8A98"]
Source
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