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Sandwalkers News

Early Access Release Date!

Hello everyone,

The whole team at Goblinz is so glad to finally announce that Sandwalkers will launch into early access on June 19th!

[previewyoutube][/previewyoutube]

It's been a while since we first announced this game. We've gone through a successful Kickstarter campaign, released several demos, ran some betas, and tweaked the game the best we could.

Your feedback helped us a lot to optimize the game as much as we could, and we just can't wait for you to dig into this early access version.
There's still a long way to go until the full release, but we hope you will enjoy this first version and we're counting on you to get your feedback on our Discord server.

[h2]Wishlist now:[/h2]

https://store.steampowered.com/app/1639080/Sandwalkers/

To keep you waiting, here's our latest devlog about our work on management and progression mechanics in Sandwalkers.
Enjoy!



For this devlog, we're diving into the management and progression mechanics that you’ll encounter as you lead your caravan through the Phithi in Sandwalkers. We're going to give you a closer look at what will keep your caravans moving and evolving, despite the challenges thrown its way.



Managing a caravan in Sandwalkers is a multi-faceted endeavor. Each caravan must carefully manage its Hope, Supplies and caravaneers’ Health points, while also considering the weight of items they carry.



Your caravan will be able to find a multitude of useful items like equipment, fetishes and consumables while exploring the map, getting into combat as well as completing quests. These items can dramatically impact the capabilities of your caravan.



Equipments bolster your stats, fetishes unlock new attacks, and consumables can be crucial in an emergency.

Experience points are pooled together, allowing you to strategically choose which caravan members to level up, enhancing their skills and stats significantly.

Each level-up not only boosts stats but also presents a crucial upgrade choice—will you enhance exploration abilities or combat skills?



By strategically assigning specific items and upgrades to certain characters, you can forge powerful synergies that significantly enhance your caravan’s survival and efficiency.

These choices play a critical role in maximizing your caravan’s potential and navigating the dangers of the Phithi.

As your caravan ventures through the lands, its actions unlock Memories, crucial to Sandwalkers' roguelite mechanics as they are shared across all runs.



These Memories not only accumulate Memory Points, used for permanent upgrades in the Crystal Library but also tie into deeper narrative elements, like the discovery of a mysterious bas-relief by the 13th Caravan.



By earning the trust of various factions and collecting fragments of the low relief, your caravan might just piece together the history and perhaps, find a way to resolve the meteorological chaos.

The Crystal Libraryhouses different upgrade slots, each corresponding to a vital aspect of caravan survival—be it maximizing supplies, enhancing damage dealt, and more.

These upgrades are tiered, and unlocking higher levels may require bas-relief fragments, adding another layer to the strategic management of your resources.



Each decision in Sandwalkers is impactful, shaping not only your current journey but also future expeditions. We hope you enjoyed this devlog and that you are excited for the early access release!

https://store.steampowered.com/app/1639080/Sandwalkers/

New demo available!

As part of the Earth Appreciation Festival, we are thrilled to announce that a brand new version of the Sandwalkers demo is available now!

[previewyoutube][/previewyoutube]

This demo contains approximately 2 hours of gameplay, including the following features:

  • 3 Regions out of the 16 from the first map that will be available for early access
  • 4 Quests out of the 30 that the game will contain for early eccess
  • 8 Heroes out of the 12 that will be available in the early access
  • About ten upgrades in the Crystal library


[h3]Play now:[/h3]

https://store.steampowered.com/app/1639080/Sandwalkers/

More than ever, feel free to share your feedback with us on our Discord server.

In a few days, we will share a new devlog with you.
And in a few weeks, well... We will officially announce the release date for Sandwalkers early access! 👀
We can't wait for that moment, but until then, enjoy yourselves with this brand new demo!

Devlog #8 - Quests & Environmental impact

Hello everyone,

Welcome to our latest Devlog! Today, we’re going to talk about the details of quests and how they will affect the environment in Sandwalkers.

We also have some exciting news to share. Sandwalkers is almost ready for release! You will be able to play it with all the content you’ve been seeing in the devlogs so far, and more! Thank you for your support, the finish line is almost there and we’ll be back soon with the release date for our game. Stay tuned!

The quest system will be at the heart of your experience. Players will encounter various objectives, each offering unique rewards that will be useful and necessary to your progress.



The main quest, “Healing Umama”, will be a constant element on your Screen to which you will be guided with a compass that will always point in the right direction.



The backbone of our approach lies in two types of quests: one-shot and repeatable.

“One-shot quests” will only appear once and will provide significant roguelite rewards. They play a great role in shaping the game's world.



Completing a quest in a specific environment, like an arid desert, could trigger changes, such as the growth of vegetation- influencing the world for future explorations.



“Repeatable quests” will provide a constant source of progression during a run with random spawns.



You might encounter some objectives that will modify a zone permanently through the story you will get to play.



As for the impact on the environment - there are a few types a player can create. The environmental impact system will be designed to make the game world dynamic and responsive.

“Explo Skills” will allow players to make minor systemic changes that won't be preserved between runs. For example, when harvesting elements for consumption and breaking a tile in the process, the used tile will not remain in the world at respawn.



“Environmental variations” will be both permanent and random. It will allow you to perform different actions to help you out when exploring. For example, transform a desert into fertile land to grow a lush forest, facilitating the caravan's journey through a once challenging area.




We hope you liked this devlog! We're getting ready to launch in Early Access soon, so keep an eye out for the official release date. Your support has been awesome, and we're almost there! Thanks a lot for being part of this journey with us. We can't wait to see you play the game!

Devlog #7: Updates since the Demo!

Hello everyone, welcome to the 7th devlog for Sandwalkers!

Last time, we delved into the Weather System, and since then, Sandwalkers has moved to its Alpha 2 phase undergoing significant changes that enhance the roguelite and exploration aspects of the game.
Among these changes are a new user interface, the introduction of a Hope system, changes to the map, and modifications to combat!

The in-game user interface has undergone a transformation



Quests and your characters can now be found on the left side of the screen, while general information, weather updates, and caravan effects are displayed at the top. And as you may have noticed… There's something new!
One of the most significant additions to Sandwalkers is the Hope system. This new resource is indicated by a flower icon at the top of the screen, representing your caravan's mood and hope in their quest.



The state of Hope fluctuates based on your actions. For example, making an unfortunate choice during an event might lower hope, causing the flower to wither. Conversely, taking care of your caravan, such as avoiding combat, will increase Hope.
There are five levels of Hope, each providing bonuses or penalties to your gameplay.



Each level of Hope significantly influences both the exploration and combat capabilities of the caravan, as well as its relationships with factions and the overall morale of caravan members. This, in turn, can lead to a cascade of positive or negative events.



Changes have been made to the game map as well. It was previously split, but is now a single, expansive map with 19 regions featuring different enemies, weather conditions, events, rest areas, and intense zones with bosses.



Side quests guide you through different regions, each presenting unique challenges depending on weather and enemies. Progress is notably obstructed by bosses who guard access to the next region.
To overcome this obstacle, players must strategically navigate the current region, completing quests and gaining power. Your actions in these regions can also modify the terrain, making it more fertile, especially when you help factions.



These modifications will persist over your next runs, making progression easier and rewarding!
Lastly, we are currently working on changes to the combat system, which may trigger after a certain number of moves providing you with multiple ways to encounter enemies.




We hope you enjoyed this devlog and the changes that have come to Sandwalkers with this update. Stay tuned for future devlogs!

🔴 Sandwalkers Live Stream - Steam Next Fest



Sandwalkers is a roguelike turn-based exploration game where you lead a team through Phiti's unpredictable climates and hostile environments. On your journey, you'll face many dangers, gather knowledge and seek to locate and revive the ancient Mother Tree Umama.


[h3]Join us for a preview of the game during our pre-recorded live broadcast scheduled for October 15 at 1pm PDT/10pm CEST![/h3]


You can also try out the game by playing the demo, available until October 16.


https://store.steampowered.com/app/1639080/