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My Time at Sandrock News

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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Hotfix Patch on May 24

Howdy Builders,

We're releasing a new hotfix patch to address some issues and improve your gaming experience!
🛠️ Here's what's included:

[h3]Bug Fixes:[/h3]
  • Fixed Tour De Rock causing players to get stuck
  • Fixed tabs disappearing in the Encyclopedia when viewing items
  • Fixed unskippable CGs caused by enabling 'Hide' Yakmel cart CGs
  • Fixed an incorrect painting in the Blue Moon Saloon
  • Fixed potential loading errors during the Winter Solstice
  • Fixed errors when switching terrains
  • Fixed missing production queue in the Cooking Station
  • Fixed the issue of incorrect placement of wedding rings on hands
  • Fixed the issue of incorrect quantity display in the assembly diagram of the Signal Triangulator


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