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Optimization Goals: Loading Time Less Than 3 Seconds ?!

Howdy, Sandrock builders, 

We interviewed the CTO (Chief Technology Officer) named Jinyang ("Magician" to us). During our conversation, he discussed the optimization goals that we're trying to achieve in the next few months. Here is the full video for your viewing pleasure, or check out our summary to find out the key answers.

[previewyoutube][/previewyoutube]

Question: How can we optimize Sandrock's performance? The loading time is exceptionally long now when you load the game or maybe go in or out of the door. What can we do about that? Do you have any plans?  Answer: A lot of players feel the most important question is about the loading time. The developer team read every single comment and found that the loading time is one the top feedback from our players. So the loading time optimizations are a key, and a constant focus area has to do in the next (major update) release.
Our goal is to keep almost 3s when you go into an indoor area or go into your house and then when you come out. So you're not waiting for that ugly loading bar.
Furthermore, in most cases, we want to achieve it's you don't even know this is loading, and It's instantaneous, which means zero-second loading! So that's what we want to move toward at the end. We want to make players very happy.

Questions: Can you tell us more about other optimization goals in the future? Answer: Absolutely. We're also looking at how to improve the frame rate. We noticed a lot of our CPU resources were spent on our lovingly crafted AI behaviors for the NPCs. We want to ensure those interactions are great and perfect, but unfortunately, they're spending too much of our CPU cycles. Everybody notices there are a lot of events happening. There are dancing events, festivals, and so many things, and all the NPCs react correctly to those things.
That's one area we're focusing on while maintaining all those great interactions with the NPCs, but then, at the same time, the control of the NPCs uses fewer resources on the CPU. As a result, we estimate a 30% to 50% increase in frame rate for the next release (major update). As of right now, we're aiming to achieve that in the next major update, which would probably be two or three months from now.

The CTO and the team have clear goals and are confident. Our ultimate goal is to make players very happy, and that's what we intend to achieve. The 'Magician' mentioned at the end that we would appreciate comments, no matter what you think of the content or video.

The optimization requires reallocating some resources and ensuring goals, so the major update scheduled for early August may be delayed a bit. We hope to share the Dev team's progress with everyone and appreciate this opportunity to connect with all of you!

Thank you so much for watching and reading this interview.

See you next time.

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Hotfix patch on June 15th

[h3]Howdy builders[/h3]

We’ve just released a hotfix patch to address some issues found in the game. Please see the full changelist below.

[h3]Adjusted:[/h3]
  • Adjusted Qi not to like Broken Power Stone
  • Deleted tools from Mian's desires
  • Adjusted the NPC's relationship network to make it more in line with the setting
  • Adjusted Krystal's behavior to prevent her from always staying at home and preventing players from turning in quests
  • Adjusted some scripts of some NPCs to correspond with their settings

[h3]Fixed:[/h3]
  • Fixed Mian's abnormal behaviors that led by a walk into the Saloon in the mission "Takin' it Easy"
  • Fixed some NPCs' abnormal behaviors in the fireside meeting after the mission "Belly of the Beast"
  • Fixed an issue with the Achievement 'Sepia Toned Memories' not unlocking, the Mort's last photo can now be found in the Gecko Station Ruins.
  • Fixed an issue with the Achievement "First Love" not unlocking
  • Fixed a freezing issue when getting a lot of items at once
  • Fixed some sound effects' issues for Critters and mailboxes
  • Fixed an issue where mounting could cause falling damages
  • Fixed some errors that might cause lags when existing at the end of the cutscene
  • Fixed some other issues that might cause lags in the gathering system after loading
  • Fixed some errors that might cause lags with the Treasure Detector
  • Fixed some errors that might cause lags with the destructible items in the scenes
  • Fixed some errors that might cause lags when the train couldn't locate the rails
  • Fixed some clothing issues in the Day of Memories
  • Fixed an issue where repeatedly reloading would cause anomalous weapon attributes and anomalous damage.


If you find any other bugs or you have any suggestions, please let us them using our Report a Bug forum on Steam, [email protected], or the Pathea Games Discord channel.

Thanks for supporting and playing Sandrock!

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Interview with the Director: An interpretation of the story and the NPCs

Question: Sandrock is a simulation RPG, but between simulation and RPG, which part do you think is more important in Sandrock? Answer: Roleplaying part is more important. I like storytelling in a game very much, that's why we made Portia a simulation game with stories. And we summarize and think it's a suitable mode we can follow, so I think RPG takes a more important role in Sandrock. This time, we spent a lot of time on the NPCs’ creating and the story writing. Then, we want to build the variety of personalities and characters, as well as the entire story will perform in-depth. But, we don't forget the simulation, the simulation elements are still prevalent, like the workshop, farming, etc.

Question: Compared to Portia, some players feel Sandrock’s NPCs aren't as friendly as Portia's, can you tell us a bit more about that? Answer: Portia is a super friendly place: a port town with lush green grass, you can feel the casual style and the atmosphere from the first look. Somehow Portia is like a fairy tale town, so it needs to be a nice beautiful town with very friendly characters.
However, Sandrock is a wild desert town and residents live in a harsh environment, as players already know. So some people will still be friendly, but the diversity is a key, so some people have their own personalities.This is unlike Portia, where everyone is nice to you. For example, Yan, everyone wants to beat him! Haha, we have a story designed for Yan, so be patient and see his story through. In Sandrock, you can find these character flaws of some NPCs at the early stage, but growth will be in Sandrock, some of them will change because of you! Let's see! Like Elsie, some players may feel she acts immaturely in some situations, but you can see her growth in the future. More importantly, NPCs will change their attitude and dialogue along with the relationship points!

Question: Will NPCs be able to romance each other? Answer: We have discussed this in Portia before, with Nora and Arlo. We hope to make NPCs like real people. NPCs hate, love, laugh and cry just as much as real people do. But these kinds of NPCs won't be too numerous. So if you (players) aren't interested in some of the NPCs like 1 or 2 years in the game, why not let them fall in love?

Questions: Any other things you want to talk about with our Builders? Answer: Hmm… because we're still in Early Access, some stories and romanceable parts are still in development. We understand you may not be interested in all of the current NPCs that much yet, so you can wait a bit for more content to be added, and then, you start romance and enjoy it more. As well as Nia, your childhood friend, she will be here!

Last but not least, we hope you have a great time in Sandrock!!!


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Hotfix patch on June 7

Howdy all,

The new hotfix patch is out! We are trying to fix the freeze issues that have been reported most often and we hope this patch can help. Check out the changelist below:

Fixed:
  • Updated the audio engine and fixed some freezing issues caused by the audio (no more distorted audio before crashing!)
  • Fixed some issues with Mi-an's behavior after completing the mission “Builder Cruise”
  • Fixed some camera issues after completing the mission “The Inspector”
  • Fixed the issue where some players were not allowed to enter the dungeon in the mission “Operation De-Geeglate”
  • Fixed some NPCs’ eyeball issues
  • Fixed an issue when NPCs or mounts followed the player into the Running of the Yakmels event
  • Fixed the issue where weapons consume the stamina incorrectly
  • Fixed a dialogue error when NPC refuses to spar
  • Fixed some issues in the gathering system after loading
  • Fixed some issues in the furniture coloring system
  • Fixed an issue where the jump action may cause some issues after becoming camouflaged during the Ghosthunting event
Adjusted & Optimized:
  • Adjusted the probability of bombs appearing on the 3rd floor of the Abandoned Ruins and the 3rd and 9th floors of the Gecko Station
  • Optimized problem where some UI audios are too loud
  • Optimized the sound effects when multiple machines are running at the same time


As we continue adding content and optimizing the game, we may slow down the frequency of hotfix patches a little bit. But don't hesitate to tell us if you meet any problems or have any suggestions! You can send them to us on our Report a Bug forum, Pathea Games Discord, via this bug reporting form, or email us at [email protected]. If you’ve encountered FPS or loading issues, we have a form for that, too!

Thanks for supporting and playing Sandrock, see you again soon!

Hotfix patch on June 3

[h3]Howdy builders,[/h3]

A hotfix patch has just dropped, please see the checklist below:
  • Fixed some issues that were caused by the Yakmel milk after the mission: A Fake Friend.
  • Fixed some issues with the consumption items for the Refiner.
  • Fixed a few placement issues in the mission: A Window to the Cosmos (if you still have issues, go to bed and it should be resolved the next day).


Many thanks for the feedback; More hotfixes and optimization are in progress.