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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

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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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Full Release Arriving on Sep. 26

[h3]Howdy Builders,[/h3]

We're thrilled to announce that the long-awaited full release of My Time at Sandrock is finally arriving on September 26, 2023! Prepare yourself for the epic adventure of Sandrock's captivating story, available on Steam and Consoles.

[previewyoutube][/previewyoutube]
In this full release, all single-player quests will reach their thrilling conclusions, unraveling the secrets of Sandrock. We've also gone the extra mile to ensure that romanceable NPCs have their quests implemented, allowing you to embark on heartwarming storylines and experience beautiful love stories.

Additionally, the new sandbox multiplayer will be available right from the same day, where you can team up with friends and explore the world of Sandrock together!

We've planned dedicate time to optimizing the game, enhancing performance, and ensuring a smooth gameplay experience in the full launch version. Stay tuned for future announcements where we'll delve into our optimization goals and highlight the actual improvements we've made.

We are even more excited and would like to extend our heartfelt gratitude to all of you for your unwavering patience and support. To express our appreciation, we have prepared a special in-game item gift exclusively for our Early Access players. Stay tuned for further details on how to claim it, as we will be announcing the specifics very soon.

Leave your questions in the comment or review we'll check and address them! Thank you, Builders, for being an integral part of our amazing community.

[h3]Together, let's continue making Sandrock an extraordinary place to embark on thrilling adventures![/h3]



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Sandrock is participating in GWB Game event!

Howdy all,

We're thrilled to announce My Time at Sandrock is participating in the GWB Game event!

Sandrock, as a captivating simulation RPG, takes players on an unforgettable journey through a post-apocalyptic world. In Sandrock, you assume the role of a skilled builder who is responsible for rebuilding the city of Sandrock, which has fallen into economic ruin. Along the way, you will encounter over 30 unique and charismatic characters, each with their own story to tell.

Sandrock provides immersive gameplay. You can customize and expand your workshop land, create machinery, grow crops, raise animals, and many others.

With its captivating storyline, immersive gameplay, and countless opportunities for adventure, Sandrock is a game that offers something for everyone. Whether you're a fan of simulation games, RPGs, or just looking for a new adventure, Sandrock is definitely worth checking out.


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Multiplayer Explanations

[h3]Howdy Builders,[/h3]

We want to clarify the multiplayer situation a bit, as it’s apparent that our messaging wasn’t too clear in the previous article. In light of this, we planned another multiplayer beta test in June.

First, we didn’t arrive at the decision to take out the old story mode in a vacuum. We took into consideration player feedback, player expectations, internal feedback, and development schedule when we arrived at the conclusion. Below, we’ll go through each category in more detail.

But let us answer one question first. Why didn’t we just develop it as a co-op mode of the single player story from the start? Well, multiplayer didn’t start development until we’re two years into single player’s development, so from the start of development the code base was not optimized for multiplayer. Here, our somewhat inexperienced multiplayer team made an informed “mistake,” they took a look at the single player code and decided that the logic, especially around story and NPC interactions was too complicated to replicate in multiplayer unless we pretty much remade the game. Of course, internally, we also asked “Stardew Valley did it, why can’t we?” In the end, we decided since our team wasn’t sure that we can pull it off in the schedule we were tracking, it’s better to err on the side of caution for our first effort. Thus, the decision was made to make multiplayer its own thing, literally developed as a separate game with a separate code base with its own gameplay.

Now, development was proceeding. We did several beta tests, and in those tests, we presented a version of multiplayer that told a somewhat compressed historical story of Sandrock. It contained characters from across 70 years of that history. But since we wanted to let players date known single player characters as well as historical ones, the timeline became very convoluted. Some players hated it, some players were okay with it, but most agreed that it could’ve been better. Other player feedback included not liking the way we focused all the gameplay on the Commission Guild; not liking that when there was a story, it was skin deep; as well as the general linearity of it all. Basically, the design had issues.

As the months went by, there was a lot of pressure building on us to deliver the EA version of multiplayer. From the open beta tests, we realized the direction we were going in just wasn’t meeting expectations and ran a high risk of not being completed by the launch of the game. The game design didn’t really offer any replay value and we had a hard time maintaining the same quality of story as single player. It became obvious that for what we set out to do, a unique multiplayer story that lasts 30 hours, we weren’t capable of inputting the necessary resources to make it happen in time. We needed to find a gameplay loop that players will like and replay and be able to do it by later this year. We made a hard decision.

The good news is that we are retaining all the systems. You might not know this, but our multiplayer systems are more akin to an MMO, where players can play together and have their own inventory and interactions in an always live server. It’s pretty much the most complicated you’ll see out of our genre. The multiplayer team worked very hard over the last couple of years on these. So going forward, it’s more of a rearranging of all the systems that we have to attain a more fun game.

And it will be a more fun game. The gameplay loop is now revolved around 4 players building up the town of Sandrock through all means necessary in a more sandbox type of gameplay. You’ll gain points whether you’re building, or fighting, or dating, or even playing mahjong. And all the points will help with leveling up and opening more gameplay options. Building houses and completing tasks will also allow new NPCs to move into town. We’ve even added dynamic leveling so that single players can also play this smoothly. We feel this is actually in line with most of the feedback we got during the betas. This is the version you’ll see in the next beta test coming soon and the version we’re aiming to complete for the final release. As for the historic story and old characters, such as Howlett and Email, we’ll probably explore options to somehow tell players that story later on.

In conclusion, we know a lot of you are disappointed with how long it’s taking for us to put out the multiplayer version, and we’re right there with you. We do apologize for that. We could’ve done better in a lot of the things. Going back to an earlier point, in retrospect, based on our knowhow now, we probably should have just bitten the bullet and built multiplayer in the same code base as the single player and went for coop single player from the start. We would have succeeded as well. But we must live with our decisions and do the best with what we have. All the components are there though, so who’s to say we don’t come back to that later down the road?

Sincerely,
Pathea




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