1. My Time at Sandrock
  2. News

My Time at Sandrock News

Important Update: Full Release Moves to Nov. 2


[h3]Dear Sandrockers, [/h3]

Today we would like to address a release delay for My Time at Sandrock. Our team has been hard at work making sure the game is the best it can be upon release, but after much deliberation, we feel that a delay is necessary to better ensure the game quality will meet your standards and expectations. We know players have been looking forward to this title, so we sincerely apologize for extending its development. [h3]November 2nd is our updated release date for physical and digital versions of the game. [/h3]

We would also like to take this time to thank you for your continued support. Your continued enthusiasm and fan contributions are greatly appreciated and keep us focused and motivated as we come closer to launch. We wouldn't be where we are without your help and support. With all our hearts, we look forward to welcoming you to Sandrock on November 2nd!

Thank you for your patience!


https://store.steampowered.com/app/1084600/_/


Catch us for more information:
Subscribe to Youtube Join our Discord Sandrock Instagram Sandrock Twitter Sandrock Facebook Sandrock Official Website

Join the Multiplayer Open Beta Test Now!

Howdy Builders,

Welcome to the Multiplayer Open Beta Test, available for everyone until Launch. Our development team invites you to participate in this co-op adventure as you team up with your friends or new buddies online. Collaborate on creating construction projects, engage in battles, and witness the dynamic transformation of the desert town. Our team has incorporated numerous changes into this mode throughout the development process based on your valuable feedback. If you're interested in delving deeper into these changes and the reasoning behind them, we encourage you to read the following articles.

https://store.steampowered.com/news/app/1084600/view/3694686097148743251?l=english
https://store.steampowered.com/news/app/1084600/view/3680048764135937737?l=english

The test will run until Full Launch. We'll do some routine server maintenance every two weeks and regularly update during that period. Your save progress will be carried over to the full version.

Please keep note there may be occasional bugs, server instability, or other issues during the open beta. We kindly ask for your understanding and patience. We value your feedback immensely, as it plays a vital role in refining the multiplayer experience. Please report any problems or bugs to [email protected], Discord or Steam
(While submitting your problems, please provide the following information for us to address them promptly: UserID, server region, room number (if applicable), and log files located at C:\Users\username\AppData\LocalLow\Pathea Games\My Time at Sandrock MultiPlayer - "Player text". Additionally, including screenshots/videos or steps to reproduce the issue would be highly appreciated.)

[h3]Here's how to access the Multiplayer Co-op Mode on the Steam platform:[/h3]
  1. Make sure you have the latest version of the game installed.
  2. Launch 'Sandrock' in your Steam library.
  3. Once a window pops up, choose the 'Multiplayer Mode' option, and you'll be ready to dive in!

But for Epic players, you need to find and launch the 'Sandrock Multiplayer DLC' in your Library.

To celebrate the new Multiplayer beta test, we have invited a special guest, Josh from Josh's Gaming Garden, to join us for an exciting live stream.
[h3]Watch NOW[/h3]
https://www.youtube.com/watch?v=Q9rQCRWTG6o
Josh is well-known for creating entertaining and enjoyable content for farming games. We have special Multiplayer in-game items giveaways. Leave comments below the video, and you'll have the chance to win! It is going to be a lot of fun!


Catch us for more information:
Subscribe to Youtube Join our Discord Sandrock Instagram Sandrock Twitter Sandrock Facebook Sandrock Official Website

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:
Subscribe to Youtube Join our Discord Sandrock Instagram Sandrock Twitter Sandrock Facebook Sandrock Official Website

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:
Subscribe to Youtube Join our Discord Sandrock Instagram Sandrock Twitter Sandrock Facebook Sandrock Official Website