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My Time at Sandrock News

OPTIMIZATION: What Are Our Team's Efforts?

[h3]Howdy Builders,[/h3]

It has been over a year since the Early Access launch, and as we approach the final release of Sandrock, we have received valuable feedback regarding performance throughout the year, specifically related to loading times and frame drops within the town. Today, we would like to provide you with a comprehensive overview of the challenges we have encountered in these areas and share the proactive measures we have taken to address them. By reading this, you will gain insight into how design considerations can impact performance and learn about our ongoing efforts towards the 1.0 release version. If you have any further questions after reading, we encourage you to join the discussion in the comments section.

[h2]Table of Content[/h2]
1. Causes and Challenges of Performance Issues in Sandrock
2. Our Solutions
3. New problems and solutions
4. Our goal for the full version

[h3]Causes and Challenges of Performance Issues in Sandrock[/h3]
One of the main concerns raised by some Builders revolves around the loading times and laggy/unstable frame rates experienced within the town. Let's address this topic first.
When launching the game from the main menu or loading your saves, various game assets such as scene visuals and code need to be loaded to ensure smooth gameplay. The amount of resources that require loading directly impacts the duration of the loading process. Due to its complexity, we have encountered new challenges that we never encountered in Portia. To put things into perspective, let's compare Sandrock to its predecessor, My Time at Portia. In terms of building assets alone, Sandrock utilizes five times more resources than Portia. As a result, Builders may notice a significant increase in loading times when starting the game.
Similarly, whenever players enter or exit a building or dungeon, the game's backend process involves unloading the outdoor scene and loading the corresponding indoor scene (dungeon scene). Consequently, during the early stages of the Early Access release, some players experienced longer loading times when transitioning between buildings or dungeons.

Firgure 1: A detailed comparison of the material quantity in the start scenes of Sandrock and Portia

Besides, The game design philosophy of the My Time series has always aimed to create an immersive experience, ensuring that Builders never feel lonely in the game world despite in its single-player mode. We strive to make the game world feel vibrant and alive, with NPCs contributing to a sense of liveliness. This approach allows players to look back on their time in the game with fond memories. Therefore, NPCs in the game have their own daily routines and activities. You will observe them going to work, taking breaks, engaging in conversations, and interacting with each other, much like real individuals. Even if players can't currently see these NPCs, the system continuously tracks their positions, determines their routes, and assesses their ongoing actions. Consequently, loading NPC AI also requires a substantial amount of time.

For exmaple, in Sandrock, the median number (middle number in the list of all numbers ) of behavior tree nodes for a single NPC AI reaches approximately 800, which is nearly ten times more than in Portia. The loading process for several dozen NPC AIs naturally incurs a significant amount of time. To mitigate initial loading time, we implemented a strategy of loading only the behavior trajectories initially, without loading the character models. This means that NPCs remain active in the background as soon as the game is launched, and their models are loaded only when they come into the player's field of view within the current frame. This approach effectively reduces the initial loading time. However, it can introduce sudden frame rate drops and stuttering when character models are loaded in that frame.

And frame rate instability can be influenced by various factors. For instance, performance during nighttime scenes is affected due to the addition of dozens of new light sources, each contributing numerous additional shadows, resulting in lower frame rates at night. Furthermore, the absence of a well-planned Level of Detail (LOD) system from the beginning has also contributed to reduced and unstable frame rates in the overall scene. LOD involves utilizing different models for objects based on their distance, displaying low-polygon models for objects in the distance to optimize performance.

Figure 2: Night light sources dramatically increased the Shadows amount

[h3]Our Solutions[/h3]
Now that we have identified the causes and challenges of the performance issues, the next step is to find ways to resolve them.
Optimization of Loading time
Regarding the issue of loading times, our solution involves caching the main scene resources in the computer's memory, eliminating the need to unload and reload them every time a player enters or exits a door, as was done previously. Since implementing this approach in the 'Logan Strikes Back!' update last year, the loading times for entering and exiting doors have significantly decreased for the majority of Builders. However, it doesn't work well for players with lower memory capacities, such as 8GB, may still experience suboptimal loading times as certain resources need to be unloaded. We highly recommend using 16GB of memory for an improved gaming experience.
However, it's important to understand that this method doesn't solve everything. Some Players may still encounter longer loading times when entering and exiting mining and combat dungeons. These dungeons contain a substantial amount of resources, comparable to those in the main scene. For instance, the Northern Spaceship dungeon features a similar number of models as the main scene. Moreover, mining dungeons utilize Voxels (description), resulting in significantly larger data volumes. As a result, when entering mining dungeons, the system needs to unload a portion of the main scene resources from memory to ensure the stability and smoothness of the dungeon experience.
Furthermore, we have introduced a different approach to loading NPC AI behavior trees. Previously, all NPC AI behavior trees were combined into a single tree. However, we have now divided each NPC's behavior tree into separate trees based on their usage environment, such as the main scene, rooms, dungeons, and quest scenarios. This simplifies the individual behavior trees and reduces loading time.

Figure 3: Here is a part of Arvio's behavior tree nodes (This reflects the current version, and we will continue to further optimize the behavior trees of NPCs in the future.)

[h3]Optimization of the Frame rates[/h3]
To address the issue of frequent frame drops caused by loading NPC models, we have implemented optimizations to improve the loading process. Previously, all NPC models were loaded within a single frame. However, we have now adopted a different approach by dividing NPCs into multiple components and loading them gradually over the course of 3-4 frames. This loading process takes place in the background, ensuring that players won't notice any visual differences in the appearance of the NPCs themselves. However, from a gameplay perspective, this approach significantly reduces the occurrence of frame drops. The image below provides a visual representation of this distributed loading concept.

Figure 4: Backend Loading (This diagram serves as an illustrative representation of the loading process.)

In addition, we have also implemented more detailed plans for Level of Detail (LOD). As mentioned earlier, Sandrock boasts a rich variety of scene resources, including numerous visually stunning buildings in the town, each consisting of a significant number of vertices and polys. When players are in close proximity to these buildings, they appear highly detailed and visually impressive.
However, as players move further away from the buildings while still being able to see them, the game continues to render the buildings with the same level of detail as when they were up close. This means that the system is still processing and rendering a large number of vertices and polygons, even though the buildings appear smaller and less detailed in the distance. LOD addresses this issue by dynamically adjusting the LOD based on the player's distance from the objects.
By utilising LOD, we lowered the polygon models for distant objects which dynamically reduce the computational burden on the system, improving performance and optimizing resource utilization. Our team is actively working on further refining this aspect to achieve a better state for the final release version.

New problems and solutions
Many Builders may have a question: After experiencing noticeable improvements in loading times and frame rates following the optimizations implemented in the 'Logan Strikes Back!' update last year, why does it seem that the performance has went worse with subsequent updates?
To address this concern, we need to consider the new changes that have been introduced to the town in these updates. Firstly, in our efforts to present a more visually appealing Sandrock and reflect the evolving atmosphere of the storyline, we have added additional small details throughout the town. These include small pottery jars near Amirah's Shop, an upgraded Catori's Game Center, and a telescope on top of the Research Center, among others. Individually, these small decorations may not consume significant resources. However, when combined, they contribute to an accumulated performance overhead.

Figure 5: Recent updates have added many details to the Sandrock world

The images from figure 5 depict a comparison of the town scene details before and after the updates. Can you spot the differences?
Furthermore, as the storyline progresses, rain begins to fall in Sandrock. Optimizing the particle effects and physical collisions of raindrops (to prevent rain from passing through buildings) has presented significant challenges. Currently, we are working on reducing the particle effects of rain in the distance to alleviate some of the performance impact.
In the design of Sandrock, our goal is to allow players to see as many detailed models as possible at a glance. For instance, when standing at a high point in the town, you can observe distant areas with intricate visuals, and many of these areas are exploitable. Unlike other game designs that employ simplified models to occlude most scenes, this approach inherently incurs more performance demands for the town scenes in Sandrock. As you can see, with each version update, Sandrock becomes more vibrant and visually appealing, but it also places increased demands on performance. Our focus remains on optimizing performance while ensuring an enjoyable gaming experience.

Figure 6: Cliff buildings are in progress.

For example, we are currently exploring ways to reduce the number of moving colliders to mitigate the performance impact caused by physics. Specifically, we have disabled unnecessary collisions associated with the rotation of gears on workshop machinery, and we have replaced certain programmatically controlled scene object movements with lower-consumed Tweener animations ( a technique used to create smooth transitions between different keyframes in animations). Although these changes may not be visually apparent, they effectively reduce performance overhead, particularly for lower-end machine configurations.
It is worth mentioning that previously, each character in Sandrock had multiple colliders serving different functions, such as attack detection, hit detection, and interaction with surrounding objects. We have now consolidated these colliders into a single one, further reducing performance demands. These examples only scratch the surface of our ongoing optimization efforts. Game optimization encompasses various aspects, and we are diligently working to address these issues, ensuring that players can experience a well-rounded and optimized final version.

Figure 7: Key optimization tasks assigned in our team

[h3]Our goal for the full version[/h3]
In conclusion, we would like to share our optimization goals for the official release of Sandrock. Our aim is to ensure smooth gameplay performance for Builders with mid to high-end systems, allowing them to enjoy the game at a consistent 50-60 frames per second (FPS). For those with lower-end configurations, we are committed to maintaining a stable frame rate of around 45fps with minimal laggy.

Figure 8: Here are the optimization goals we are currently trying to achieve for the full version

During the Early access of Sandrock, we have introduced multiple updates such as "Logan Strikes Back," "Builder Bonds" "Hey! Old Pal" , "The secret behind the Mask", and the "Knives Out" . These updates have shared the story of the planned ACT 2, and throughout this period, we have never ceased our efforts to optimize the game, aiming to deliver a better gaming experience for every Builder. However, there were something we could done better but didn't. As a result, some builders may still encounter varying degrees of performance issues during their Sandrock journey. But we are trying our best to address issues and continuously optimizing the game to ensure a better and smoother gaming experience for all Builders. These issues are what we plan to address step by step in the full version release and even post release.

Don't forget Sandrock will be out of early access on Sep. 26, available on Steam, Epic, Nintendo Switch, Sony PlayStation 5 and Xbox one/Series S/X上. All Sandrock main stories and romanceable NPCs side quests will come to a conclusion at that time! All Early Access player will free update to the 1.0 full release version.
https://store.steampowered.com/news/app/1084600/view/3695813264931598464

P.S. Regarding the PlayStation 4 version, we have encountered technical issues related to the engine, which means it will be released later than other platforms. We will provide updates on its progress, so please stay tuned for further information.
P.P.S. The multiplayer feature will be fully released on PC alongside the full launch, and prior to that, we will conduct an open Beta test where you can participate and your progress will carry over to the full version. However, the release of multiplayer on console platforms may be delayed due to the porting process. We will keep you informed about the timeline for console multiplayer availability.

Catch us for more information:
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Join Sandrock during the Steam Summer Sale! 🏜️🛍️


[h3]Exciting news, Sandrock Builders![/h3]
Get ready to embark on an unforgettable adventure as Sandrock joins the exciting Steam Summer Sale! Experience the captivating post-apocalyptic world and enjoy juicy discounts that will make your summer gaming dreams come true.

🏜️ Sandrock Base Game: 20% OFF
🎵 Original Soundtrack (OST): 20% OFF

Buy it now and get ready for the full launch in the late summer!

About Sandrock: Just like My Time at Portia, My Time at Sandrock takes place in a wholesome post-apocalyptic world 330 years after the Day of Calamity destroyed most modern technologies.
After accepting a job offer to become Sandrock’s newest Builder, you’ll arrive in the wild and rugged city-state, where it’s up to you and your trusty tools to restore the community to its former glory. Gather resources to build machines, befriend locals, and defend Sandrock from monsters — all while saving the town from economic ruin!" paraphrase this a bit

Join the Sandrock Community:
Remember, Sandrock is not just a game; it's a thriving community of passionate My Time series players. Engage with your fellow Sandrock enthusiasts, share tips, showcase your in-game achievements, and be part of the vibrant community that makes Sandrock a truly immersive experience.
Subscribe to Youtube Join our Discord Sandrock Instagram Sandrock Twitter Sandrock Facebook Sandrock Official Website

Important Kickstarter Deadline: Submit Your Custom Design

[h3]Howdy all Custom Tier Backers,[/h3]

We would like to take a moment to extend our heartfelt gratitude for your generous support and belief in our vision.

We are writing to inform you that the window to submit custom designs for your personalized items will be closing soon. This is the final opportunity to make any custom design submissions before we move forward with production. To ensure your custom designs can be added into the Full Release on time, please note that the deadline is 23:59 pm, July 10th, GMT+8. If we do not receive your designs by that time, they will have to wait until after the September full release.

Below is a list of specific custom designs we are still waiting for from these backers. If your backer ID matches any of the items listed, please pay close attention and check your email for the guidelines. Backers will be able to find their backer IDs by clicking on "View pledge" in the blue banner located at the top of the project page or by going to their Backed projects page and clicking on the blue "+" button for the corresponding project. If you can NOT retrieve the guides and submit the designs before the deadline, please reach out to us at dedicated support email at [email protected]. We are here to assist you every step of the way.

[h3]Name in Sandrock Pack:[/h3]
  • Missing the name you want us to write in Sandrock somewhere (Backer IDs: 2303, 7705)


[h3]All Blind Box Figurines + Design Starter pack:[/h3]
  • Missing Custom weapon and art (Backer IDs: 829, 2060, 2314, 2933, 3642, 4327, 4967, 5226, 5886, 7048, 7285, 9866)
  • Missing Custom art only (Backer IDs: 2757, 9922)
  • Missing Custom weapon only (Backer ID: 8947)

[h3]Supreme Physical Gift + Voice Actor Pack[/h3]
  • Missing custom weapon, art, and haircut (Backer IDs: 23, 682, 3436, 6654, 7024)
  • Missing custom art only (Backer IDs: 5934, 7504)
  • Missing custom weapon only (Backer ID: 7504)
  • Missing voiceover (Backer IDs: 5, 140, 303, 435, 682, 989, 1041, 1615, 3436, 4596, 5046, 5529, 5934, 6654, 7504, 8633, 9146)

[h3]Honorary Designer Pack[/h3]
  • Missing Voiceacting, monster design, and side quest design (Backer IDs: 1406, 2209)


[h3]Supreme Designer Pack[/h3]
  • Missing Voice acting, monster design, side quest design, pet design, boss design (Backer ID: 10019)


Thank you once again for your incredible support. Your contribution has been invaluable to the success of our project!

https://store.steampowered.com/news/app/1084600/view/3695813264931598464?l=english

The full release of My Time at Sandrock, which will arrive on September 26, 2023, will be available on Steam, WeGame, the Epic Game Store, Bilibili, Nintendo Switch, Sony PlayStation 5, and Xbox One/Series S/X.

Wishing you all the best, catch up with us around the web for more Sandrock information:
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NPCs on Launch | What to expect

Howdy Builders,

We received an overwhelming response to our last Q&A session and we're thrilled to see your engagement. We have found additional questions and concerns, particularly regarding the NPCs. In this post, we will focus on addressing these NPC-related inquiries and discussing the design intricacies. Let's go check them out!

[h3]Table of Content[/h3]
  1. How many NPCs can be romanced in the full version of the game? What considerations were made for the non-romanceable NPCs?
  2. Why do I have to break up with certain NPCs I'm already in a romantic relationship with to experience their exclusive storylines after the Early Access update?
  3. How does the development team decide on the popular characters? What are the differences in their storyline arrangements?
  4. Why can't we add all NPCs from Portia to Sandrock and have them together?

[h3]Q1: How many NPCs can be romanced in the full version of the game? What considerations were made for the non-romanceable NPCs?[/h3]
In the full version, you'll have the chance to romance a total of 21 NPCs (Find the image below). When we designed these characters, we divided them into two categories: the residents who call Sandrock their home and the travelers passing through. Our aim was to make each NPC feel real, with their own lives and dreams. That's why some NPCs, like Avery, are actually visitors from other towns. Even though they appear in Sandrock, they have their own permanent residences elsewhere, making romance off the table. And then there's Haru, a fascinating character you'll get to know better in the final story update. He's a determined young man with personal aspirations, so pursuing a romantic relationship with him is not a good timing at the moment.
But, here's a little something to look forward to! In the future story update, you'll witness some exciting moments in Sandrock. We're talking about NPCs from other cities paying a visit to our beloved town. Remember that twin-tailed idol girl you've seen on the street posters? Well, she is Ernest's younger sister, bringing her own flair to Sandrock. And guess what? Mayor Gale from Portia will also grace us with his presence, along with a few other familiar faces from Portia. They won't be available for romance in Sandrock, but they sure spice up the My Time universe, don't they? It's like a colorful tapestry, where each town has its own vibe, yet they're all connected through the Alliance of Free Cities. We hope you'll enjoy the dynamic interactions and understand the reasons behind these design choices in the game.



[h3]Q2: Why do I have to break up with certain NPCs I'm already in a romantic relationship with to experience their exclusive storylines after the Early Access update?[/h3]
First of all, we're really sorry for any inconvenience our Early Access players may have experienced with this issue. We totally get how frustrating it can be to have to break up just to experience the exclusive NPC storylines. We would like to share our reasoning with you: during the early access phase, our writers had to create quests under tight deadlines. We initially unlocked all the interactions with NPCs because we knew that players would want to befriend multiple characters during early access. However, this caused some issues as we started adding more storyline and sidequests for each NPC with each update. Some players received quests from NPCs they already had a deep relationship with, without any context. And those who had a romantic relationship with an NPC were not able to unlock their side quest due to the development progress of their romantic relationship with NPC and the relation to the newly addedd side quests.
This design choice resulted in some NPC storylines not smoothly connecting with the previous content.
That's why we had to implement the requirement of breaking up and starting a new relationship in order to experience certain NPC's exclusive storylines. This way players will have the chance to even better know their partner before their relationship blooms. We completely understand that this situation is not ideal, and we acknowledge that finding a perfect solution during the early access stage can be very challenging.
However, please know that we're actively working on addressing this issue. The impact is limited to the NPC confession storyline, while other romance-related quests can still be experienced as usual. Plus, in the full version, we'll make further adjustments to the favorability system and quests to ensure that NPC reactions and their relationship levels are better aligned. Our goal is to make the game experience smoother, allowing players to fully enjoy the romantic stories with NPCs.

[h3]Q3: How does the development team decide on the popular characters? What are the differences in their storyline arrangements?[/h3]
When we're designing characters for the game, our main focus is on figuring out which ones players will love the most. Usually, we rely on our past experiences to make these choices. For example, when we first started developing Portia, we handpicked NPCs like Gust, Ginger, Emily, and Mint because we had a strong feeling that they would be fan favorites. But, sometimes the popularity of the characters we choose doesn't exactly match what players expect.
Initially, we thought Ernest from Sandrock would get a lot of love, but it didn't quite turn out that way. On the other side we thought characters like Logan, Dr. Fang, Owen, and Qi would be super popular male NPCs. From the female characters Mi-an was one of our top picks. We wanted her to be a guiding light and an awesome companion, just like Emily in Portia. Another character that we knew would be a hit is Nia. She has this background as a childhood friend, which appeals to both male and female players. And of course, there's Amirah, who's got those stunning looks that are hard to resist. Now, Catori was a bit of a unsure for us because she's a character type we've never tried before. But our goal was to bring life to Sandrock by introducing characters with diverse personalities and backgrounds. And you know what? The results of multiple surveys and player votes matched up pretty well with our initial vision of popular characters.
Now let's talk about how we handle storylines for these characters. When it comes to the main storyline, we make sure that each character's involvement and role make sense. For example, members of the Civil Corps join players on dungeon quests, and the mayor and church members get involved in city development. We want each character to have a purpose and not do things that don't fit their role.
But when it comes to side storylines, we take popularity into account. Characters who already have significant roles in the main storyline might have fewer individual side stories. After all, their main storyline already gives players a good sense of their character development. Take Elsie as an example. At first, players might find her mischievous, but as the story progresses, she goes through some noticeable growth and even steps up to help others. Since her growth is already covered in the main storyline, her individual side storyline takes a bit of a backseat.
Oh, and when we design these NPC characters, we consider a bunch of other factors. Portia has this fairy tale-like atmosphere, so we try to create characters that fit that relaxed and friendly vibe. But as to the Sandrock, we want to add a touch of mystery and excitement to the game, so some characters might have conflicting personalities.
By creating such a diverse cast of characters, our hope is that players will form emotional connections with them. We want you to discover the unique qualities and traits of each character, going from initial dislike to gradually growing fond of them. These emotional transformations really make the game come alive and bring that extra level of enjoyment.

[h3]Q4: Why can't we add all NPCs from Portia to Sandrock and have them together?[/h3]
This is actually a challenge due to the way the game's code is structured and the amount of work involved. Portia and Sandrock have completely different underlying structures and their codes just don't play nice together, making it technically difficult to make them coexist.
On top of that, the art style in Sandrock has been revamped with a new rendering process, giving it a fresh and improved look. So, if we were to bring Portia into Sandrock, we'd have to recreate all the art assets from scratch, including the character models and textures, and that's a whole lot of work which we can't afford.


Besides, the design vibes of Sandrock and Portia are like night and day. Sandrock has this cool Western theme going on, while Portia has that fairy tale-like charm.
Also, let's not forget about the 3D modelings themselves. The ones in Sandrock are super detailed, with an average of 10,000 polygons for characters, whereas Portia's models usually have around 5,000 polygons. That means the characters in Sandrock have way more intricate details and almost double the polygon count.


And the architecture is different! Sandrock boasts these Western-style buildings with more polygons and finer model details. The building models in Sandrock have over 10,000 polygons, and they use different models to really highlight all those architectural details. Plus, thanks to some fancy technique called Physically Based Rendering (PBR), the lighting and reflections in Sandrock can show off the textures of materials like metal, leather, and fabric. In Portia, they go for a hand-painted texture style, which can't quite achieve the same level of detailed texture as in Sandrock.


So when we add up all these technical and artistic differences between Sandrock and Portia, like the underlying code, art style, model details, and texture rendering, it's a real challenge to directly connect the two places into one game. With that being said, you will still have the opportunity to meet not only new faces in Sandrock, but also some familiar ones from Portia. As we revealed earlier in the article, Mayor Gale and a few other Portians will make an appearance in your journey.

We hope these answers have addressed your questions. If you have any further concerns or if there's anything else you'd like to know about the game, please feel free to ask more in the comments, our Steam forum, or join our Discord community! Additionally, make sure to check out our latest post for more information. https://store.steampowered.com/news/app/1084600/view/3695813264938762747?l=english for more
We wish you an incredible journey filled with joy and unforgettable experiences in the vast world of Sandrock. Together, let's continue to make Sandrock even better.

https://store.steampowered.com/news/app/1084600/view/3695813264931598464?l=english

Catch up with us around the web for more Sandrock information:
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Top Burning Questions with Sandrock's Director

Howdy Builders,

After announcing the highly anticipated release date of September 26th for the full version of Sandrock, we were thrilled to see an outpouring of questions from our dedicated community. Understanding the importance of addressing these, we managed to carve out some time with our esteemed director, Xuzhi. Join us as we delve into the details and provide insightful answers to the queries that have been on everyone's minds. Let's dive right in and get the answers straight from the source!

Table of Content:
1. How many main and side quests will be added in the Sandrock Full release version on September 26th?
2. Is the Late May/Early June update on schedule?
3. With such tight deadlines, can quality be ensured?
4. Will all NPC stories be fully implemented in the full-release version?
5. Will the promised features, such as having Kids, Greenhouse, and the factory, be implemented in the full-release version?
6. Currently, there are many empty areas on the map. Will there be changes in the full version?
7. How about Logan and Nia's story?


[h3]Q1: How many main and side quests will be added in the Sandrock Full release version on September 26th?[/h3]
A: Our team is currently working on developing the grand finale content. There are still many stories to be told, including the storyline of Greening Sandrock. Compared to the current version, we have planned around 13-15 main quests and an additional 20 side quests. This means that, excluding NPC's side quests, players will have the opportunity to undertake approximately 30-40 more main and side quests in the Full Version. Additionally, the game will include over 30 captivating story cutscenes to enhance the immersive experience and story. As for NPCs side quests, players will have access to nearly 80 new quests, providing an abundance of exciting adventures to enjoy.
The following image shows the confirmed quests yet to be filled in. As you can see, the current workload requires 189 working hours/per person to complete. So, the tasks are quite tight.



[h3]Q2: Is the Late May/Early June update on schedule?[/h3]
A: Our goal is to have all the story content ready for this next update. However, we are not certain that we can finish it by June. We will work hard to release the update in July instead, but it is subject to the development progress. Otherwise, the update will be part of the full launch.
Some may wonder why we don't release a smaller portion of the content to meet the original timeline. Those familiar with software development understand the challenges of managing multiple development branches. If we were to do so, we would need separate branches for the update, bug fixing, future content, and the full release. However, having too many branches introduces complexities and instability to the game project. Here's an example from our previous branch merging process, highlighting multiple yellow exclamation marks indicating merge conflicts. Resolving each conflict requires individual attention and verification, leading to a significant increase in workload.



We value player feedback and hope to incorporate it for better adjustments. The purpose of the Early Access version is precisely to steer development based on feedback for each update. However, whether we can release an update in July depends on the specific development progress. After all, our top priority is delivering a good quality game on the release date.

[h3]Q3: With such tight deadlines, can quality be ensured?[/h3]
A: Currently, the story scripts are almost complete, with only minor adjustments possibly needed for the grand finale. We have also made substantial progress in implementing those scripts into the game, with about two-thirds of the main quests already done.
We are actively working on optimization and performance, and we've set specific goals for the desired outcome. The following table presents some results regarding loading speeds obtained from previous version testing and outlines the general directions we are striving for. Additionally, we will provide detailed updates on the progress later.



[h3]Q4: Will all NPC stories be fully implemented in the full-release version?[/h3]
A: Upon the full release, we will ensure that each romanceable NPC receives a well-developed storyline and a corresponding ending. NPCs who play a significant role in the main storyline may have fewer dedicated side quests, while those with less prominence will receive additional side quests to enrich their character and story. Furthermore, based on valuable feedback and player preferences from previous player surveys, we have added more content for the NPCs that garnered high popularity.
For NPCs that have captured the hearts of players, we remain open to the possibility of adding their stories and additional content even after the full release. Our ultimate goal is to deliver a rich storytelling experience and ensure that every NPC receives the attention they deserve.
Here is the promised new romanceable NPC we're working on:



[h3]Q5: Will the promised features, such as having Kids, Greenhouse, and the factory, be implemented in the full-release version?[/h3]
A: Yes, all these promised features will be included in the Full Version. As the kids grow older, they will interact more with the builders. You can enjoy the wonderful feeling of going on family outings.
Regarding the feedback about limited post-marriage interactions, it's because the marriage feature in the April version was basic, and post-marriage interactions weren't implemented yet. However, we've added a lot of post-marriage content during this time, which you can experience in the full release.
Additionally, we're introducing a factory in the Full release to provide more automation features and increase Builders' efficiency. For farming enthusiasts, the greenhouse system will be even more satisfying, with automation features integrated.
And that's not all! We're also introducing an exciting new game event called the Sandy Buggy in the full version.
Please keep an eye on our community channels for more details to be revealed!

[This is the factory feature in development]

[h3]Q6: Currently, there are many empty areas on the map. Will there be changes in the full version?[/h3]
A: In the final part, the main scene of Sandrock will undergo major changes to align with the storyline, as the focus of the greening and afforestation. Although certain scenes may initially seem unfinished in the current version, rest assured that we will introduce fresh gameplay elements on the map in the full version. As the main storyline unfolds, the entire map will undergo various transformations. Furthermore, there will be 3 brand-new dungeons waiting to be explored. We hope that Builders will derive a strong sense of accomplishment and satisfaction when they witness the transformation they have brought to Sandrock through their hard work.

[Can you guess where this is?]

[h3]Q7: How about Logan and Nia's story?[/h3]
A: The romantic tales of Logan and Nia are nearly finished, and their journey toward marriage is going smoothly. We've also included many cutscenes in their storyline, offering you the chance to relish captivating story CGs. Some of these CGs are even more intricate than those in the main story, which has playfully led our hardworking CG composing team to push their creative boundaries and showcase their exceptional talent.




That's all of our answers to the community's top burning questions. We will continue to share more details and information about the full version on another occasion. Stay connected with our community channels to keep informed and learn more, and as always, thank you for your support and love for Sandrock. You are truly the best!

https://store.steampowered.com/news/app/1084600/view/3695813264931598464?l=english


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