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SAND | May Development Update



Servus Scavengers!

With the announcement that SAND is coming to consoles earlier this week at the tinyBuild Connect, we thought it was only fair we give some updates to our PC players on what's going on at the Hologryph HQ and how development is coming along!

So today, we asked Maksym, the head of studio at Hologryph what he and the team are doing and how SAND is shaping up. Let's take a look at what he had to say...

[h3]What are the current focuses for the development team at this stage?[/h3]

Currently, the team is focusing on three main areas:

  1. Throughout April and May, we created many prototypes and searched for a final gameplay form that would address the issues we identified with your help during the last playtest. In the coming months, we’ll be finalizing the elements that passed internal testing and building balance around the new set of features.
  2. Optimization and bug fixing.
  3. Porting the game to PS5 and Xbox Series (together with support from an external studio). The external studio is handling most of the work. Our involvement is limited to providing guidance on project structure, and occasionally doing tasks that are significantly faster for us to complete. This does not affect the release timeline for the PC version.

[h3]Do you have any new/unannounced content or features in the works?[/h3]

We have a number of new features currently in development. Not all of them will pass internal testing, so I can’t talk about all of them just yet.

What you can expect in the playtest:

  1. Weapon Modifications – Different weapons will have variations that can be crafted or found during gameplay.
  2. Turret Deployment – You'll be able to place and remove turrets during an expedition, which ties in with the next point.
  3. Turret Conditions – Turrets will come in various states, ranging from “rusty” to “fresh off the shelf.” The condition affects certain turret characteristics, such as rotation speed and reload time.

[h3]How are optimizations coming along/what has been done?[/h3]

As part of the console porting process, we’re currently optimizing the game for launch on Xbox Series S, which will also result in stable fps on many PCs with similar performance levels.

At this stage, the optimization process has touched nearly every aspect of the game:
  • How the terrain is generated, stored in memory, and unloaded
  • Trampler compartment models, including the number and quality of their LODs
  • Visual effects like reactor smoke or explosions from destroyed Trampler units
  • Character animation system
  • Loot generation system for islands and points of interest
  • Network data format for certain systems
  • And some more extremely cool stuff we're not ready to share just yet, but we'll show you in the near future...

And of course, the work is still ongoing...

[h3]What has changed lately from previous playtests?[/h3]

  • New islands and partially reworked old ones
  • New types of firearms + a grenade
  • Crafting stations on certain islands, and a crafting compartment for the Trampler. Plus a wide variety of crafting resources scattered across the map
  • Ability to swap out cannons during an expedition
  • Many cannon variations, including several [REDACTED]-grade cannons
  • New compartments
  • A progression system that gradually unlocks access to more advanced compartments
  • An orbital station shop where you can sell your findings and buy basic expedition supplies
  • A loot distribution system after each expedition to ensure everyone gets what they need
  • You can name your Trampler now
  • Boost rods that temporarily accelerate the Trampler, helping you escape pursuit—or close the gap on enemies
  • [REDACTED]—diverse, powerful, and mysterious

[h3]Finally, can we expect another playtest before launch?[/h3]

That’s the plan! We hope to have a playtest this summer to show off everything we’ve been working on the last few months, but you’ll have to wait a little longer for some more firm details on that.

You can sign up for any closed or open playtests on the Steam page right now though, and you’ll be notified directly via Steam when they go live.

[hr][/hr]

[h3]Sign up for the playtest now and wishlist SAND on Steam now to be notified when it launches on Steam![/h3]
https://store.steampowered.com/app/1431300/Sand/

Come and join us on our social media pages to keep yourself up to date with all the news and updates for SAND or join the discussion over on Discord now!

Discord - Facebook - Twitter - Instagram

- Hologryph & tinyBuild Games

SAND | April Development Update - Q&A Edition



Hello folks!

For this months development update, we've collected all of your most pressing questions about SAND and stuck them in front of the wonderful development team at Hologryph for some answers.

So let's jump into your questions and see what the devs had to say...


[h2]Release Date & Pricing[/h2]

“When is the game coming out?”

We haven’t set a new release date for SAND yet, as our focus is on getting the game right, not just getting it out. Once we’re happy with the additional work these extra few months of development have afforded us and we’re confident SAND will meet the expectations of our players, a release date will be finalized and we’ll announce it, so stay tuned!

“How much will the game cost?”

We haven’t announced the price yet, but our goal is to make the game accessible to as many players as possible and to foster a strong online community. This will be reflected in the price, which we’ll share a little closer to release.

“Will there be another playtest?”

Playtests have been an incredibly important part of SANDs development to date, and of course we'll need to confer with our community to make sure everything is up to scratch before our eventual launch, so it's a safe bet.

[h2]Consoles & Platforms[/h2]

“Will the game be available on consoles?”

Our current focus is on the PC version, but we’re definitely interested in bringing SAND to consoles in the future.

“Will it run on midrange gaming laptops?”

We’re hard at work optimizing the game to work across a broad variety of setups and configurations and should have our updated system specs available in the near future.

“Will it support Linux (e.g. Proton/Debian)?”

We’re not currently working towards Linux support, but should we see enough demand from our community in the future it’s something we’re open to exploring.

[h2]Servers & Regions[/h2]

“Will there be more server regions available upon launch than there were during the playtests”

We’re working on regional server support and hope to have as many regions available on launch as feasibly possible. Stay tuned for updates.

“Can I choose my server region?”

Yes, you can select from the available regions. However, your progress won't transfer between regions for now.

[h2]Trampler Customization & Features[/h2]

“Will there be stylized or more trampler skins?”

We’re exploring more visual customization options and already have some cool ideas in the pipeline.

“Will there be weaponized or ramming builds?”

Yes, a ramming compartment will be available at launch and we might even share some early looks at that very soon...

“Can I test my trampler before entering a match?”

Not currently. We may add an option to view your Trampler more closely in the editor, but full test-driving won’t be possible at launch. We’re keeping the idea in mind for the future however…

[h2]Weapons & Combat Systems[/h2]

“Will there be more weapons and gun mods?”

Yes! More weapons are being added, and you can customize them at a workbench, either on your Trampler (if equipped with a crafting compartment) or at workbenches found on islands.

“Will there be melee or unique weapons like sandworms, grappling hooks, or mine layers?”

These types of unique weapons are under consideration, we’ll share more details as development progresses. Knuckle dusters are currently being tested, so we’ll have at least one melee type weapon at launch.

[h2]Progression & Gameplay Loops[/h2]

“What will long-term progression look like?”

We’re working on a system where you’ll build relationships with factions on the space station to unlock advanced compartments. To do that, you’ll need to explore the surface and collect valuable resources. This is another thing we’re hoping to share some more details about very soon!

“Will there be skill trees, crafting, or side quests?”

Crafting: yes.
Skill tree: no, but there is a tech tree.
Side quests: not at launch but it’s something we’ve discussed extensively and would like to explore.


“Will there be more to do on expeditions (missions, NPCs, factions)?”

We’re working to better integrate strategic and tactical goals. Strategically, your aim is to upgrade your Trampler. Tactically, it’s about surviving, finding resources, and making smart choices. Expect diverse surface locations like refineries, abandoned factories, or military outposts, and more to be added in the future each with different challenges and rewards.

[h2]PvE / PvP Balance[/h2]

“Will solo play be viable?”

Yes, SAND is designed to be enjoyable whether you play solo or with friends.

“Will there be non-combat progression?”

Absolutely. A significant amount of the tech tree can be advanced through non-combat activities.

“What about griefing or overly competitive PvP players?”

We’re aware of these concerns and working to balance the experience to support a wide range of playstyles and will do everything we can to combat griefers.

[h2]Building & Systems[/h2]

“Will you continue developing the Trampler editor?”

For now, development on the Trampler editor has paused as we focus on other features. But let us know what additions you’d like to see!

“Can I build bases in the world, not just on Trampler?”

Your Trampler is your mobile base. You won’t be able to build permanent structures on the surface, only explore and return to the space station.

“Will there be tutorials?”

Yes, basic tutorials will be available via F1 on each screen. More advanced tutorials will come later.

[h2]World & Exploration[/h2]

“How big is the map?”

We’re currently testing a 12x12 km map internally.

“Will there be different biomes (snow zones, coral graveyards)?”

Yes, additional biomes are planned for future updates.

“Will there be sandstorms or other dynamic events?”

We’re actively designing new events. Two are in concept right now, but we’re not ready to reveal them yet (but we can say that you won’t be disappointed…).

[h2]Other[/h2]

“Will there be proximity chat?”

There certainly will! We’re planning mid-range proximity chat so nearby Trampler crews can communicate.

“Will tramplers get 45° angled cannons?”

It’s on our to-do list!

“Can we drink the crates of booze we find?”
Nope! It’s so rare and valuable that it’s basically undrinkable. Your throat won’t even let you try!

“Will there be tournaments or ranked modes?”

Not at launch.

“Can I play with friends but avoid PvP?”

Technically yes, if you avoid every smoke pillar you see. But SAND isn’t a PvE-focused game, so it’ll be tough but not impossible.

“Why can’t I buy ammo in space before a drop?”

We’re finishing up the orbital shop! Soon, you’ll be able to buy basic items, weapons, and ammo before expeditions.

“Can we control drones or build mini-vehicles?”

No, that won’t be a feature, as cool as it sounds!.

“Will you release the game’s soundtrack?”

If there’s enough demand, we’d certainly be open to the possibility.

“Will there be whimsical decorations like ‘date night’ tables?”

We’d love to add more fun and quirky items like that, but performance optimization comes first. “Can I squish players with my trampler?”

We tested this, but friendly trampler deaths were so frequent it broke the game. It’s on hold while we figure out a better way to implement it.

[hr][/hr]

Thank you to everyone who submitted questions, and if you have any questions on topics we didn't cover in the Q&A, feel free to drop them in the replies and we'll try and get them answered for you!

Wishlist SAND on Steam now to be notified when it launches into Early Access later this year!

https://store.steampowered.com/app/1431300/Sand/

Come and join us on our social media pages to keep yourself up to date with all the news and updates for SAND or join the discussion over on Discord now!

Discord - Facebook - Twitter - Instagram

- Hologryph & tinyBuild Games

SAND: An update on the Early Access release date



Hi All,

We wanted to provide an update on SAND and share that we have decided to delay the Early Access release.

With the initially planned Early Access release approaching, we’ve been working hard to ensure that SAND would meet the expectations of our awesome community and is able to deliver the experience we have envisioned for our players without any compromises.

During this time it’s become clear that in order to meet those goals, additional work is needed, so today we’ve made the tough decision to push SAND back to a later date.

As we work towards that date, we will be focusing heavily on these areas:
  • Expanding and improving the core gameplay
  • Further focusing on significant optimization and performance improvements

We understand that this is disappointing news, but it is not a decision we have made lightly, and we’re confident that it’s essential for us to ensure the best possible experience for you all when SAND enters Early Access later this year.

If you have any questions about this delay, the development of the game or anything else you’d like answered about SAND, feel free to leave your questions below and we’ll do our best to get them addressed in an upcoming development update.

We appreciate your patience and understanding here, stay tuned for the next development update where we’ll share some more details about what we’re working on and when you can expect to see SAND enter Early Access.

Hologryph / tinyBuild Games

SAND | March Development Update


Hello Scavengers!

With the Closed and Open Playtests and announcement of SAND launching into Early Access on April 3rd, February was a pretty crazy month for all of us here at tinyBuild and Hologryph and there's no signs of slowing down any time soon!

As the Early Access launch approaches, and with all the feedback, suggestions and reports from the recent beta still fresh in everyones minds, we wanted to give you all an update on what we're working on behind the scenes and what to expect from SAND when you all arrive back on Sophie in April.

So let's jump into it...

[h3]Optimization:[/h3]

While we made a lot of major improvements in this field between the Steam Next Fest demo last year and the recent open playtest, we still saw a lot of reports of performance issues and general disappointment at the current levels of optimization, but rest assured we hear you and we are doing everything we can to address these complaints ahead of the launch into Early Access.

Here are some of the key areas we're working on right now

Inventory System Overhaul:

We're reworking how inventory functions to reduce the number of client-server requests, which should help with responsiveness and performance.

Occlusion & Object Unloading:

Objects that players aren't actively seeing will now be unloaded more efficiently, reducing unnecessary rendering.

Raycast Improvements:

Various enhancements to how the game handles raycasts for better performance.

Optimization is a continuous process, we appreciate all the feedback we've received on this and you can be certain that we are going to continue improving it in the lead up to and throughout Early Access.

[h3]Quality of Life (QOL):[/h3]

We saw a lot of feedback from players who found it challenging to understand certain elements of SAND, so we're putting an increased focus on improving the UI/UX for easier and more intuitive navigation while also working to make the trampler editor easier to understand and more accessible for players.

We're also working on new systems to help newer players understand the goals of the game, how to play and what to do. This will act as a precursor to a full tutorial we have planned and hope to introduce further down the line.

In addition, we'll be making some refinements for the general in game user experience to ensure a more enjoyable, immersive and rewarding experience:

  • Improving the shooting mechanics for better combat responsiveness.
  • Players will be able to consume food to recover health
  • Adding more details on the extraction process, ensuring that players are aware of what needs to be done to properly extract their loot safely.
  • A ton of general balancing adjustments for mounted weapons and explosives
  • Reworking the start of expeditions with an improved dropship sequence.




[h3]New Features:[/h3]

We're also working away on implementing some popular community requests that we saw during recent playtests, which we hope to have at least early iterations of available upon the Early Access launch:

Progression Tree & Unlockable Compartments: Players will be able to unlock new compartments, opening up more customization and progression options.
Buried Treasure: Keen eyed players will be able to locate and uncover buried loot in several locations around the map with the aid of a good old shovel
Crafting System: Crafting will play a larger role in gameplay, introducing more survival and resource management mechanics.



[h3]Beyond Early Access Launch:[/h3]

Of course, this is just a fraction of what's going on behind the scenes and we have a ton more plans for how we plan to grow, improve and expand the game over the course of Early Access. Obviously we'll have a comprehensive roadmap on launch, but for a brief insight into some of our planned additions:

  • More trampler compartments (crafting station, medical station, searchlight)
  • New weapons and combat options (melee weapons, rocket launcher)
  • Expanded crafting and industry systems
  • New islands and biomes (desert anomalies, more diverse environments)
  • Character improvements (customization, armor visualization, female characters)
  • Enhanced multiplayer and communication systems (emotion-ping system, lobby system rework)
  • Technical improvements (optimization, bug fixes, controller support, expanded localization)
  • World and immersion upgrades (Sandstorms, companions system, achievements, expedition start cinematic)


Keep an eye out for the comprehensive roadmap closer to launch for more details on where we're planning on taking SAND!

[hr][/hr]

What's most important right now is that you're all aware that your feedback has been heard, and that we're doing everything we can to ensure that SAND not only meets, but exceeds all of your expectations on launch and beyond. And of course, we're extremely grateful for all of your feedback, support and participation in our betas these last few months.

Wishlist SAND on Steam now to be notified when it launches into Early Access on April 3rd
https://store.steampowered.com/app/1431300/Sand/

Come and join us on our social media pages to keep yourself up to date with all the news and updates for SAND or join the discussion over on Discord now!

Discord - Facebook - Twitter - Instagram

- Hologryph & tinyBuild Games

PLEASE READ: Fraudulent invites to SAND Playtest



We’ve been made aware that some players may be receiving fraudulent invitations to a "SAND Playtest."

Please note that no playtest is currently taking place, and we would never contact you via DM for participation or with an invite.

If you receive a message from someone claiming to offer access to a SAND playtest, do not click any links and report both the message and the sender immediately. These links are malicious and we are told can compromise your personal information and access to your accounts.

We have raised the issue with Valve and are working towards a solution.

For SAND updates, announcements, and playtest news, make sure to follow our official channels. Any active playtests will always be announced here in the steam announcements.

Thank you to everyone who brought this to our attention. Stay safe!

- Hologryph & tinyBuild Games