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Chains on Sand News

Sorry for the Silence!

[p]Hey everyone!
Sorry it’s been a while since the last update. I know things have been quiet here, but trust me, work on the demo never stopped. The truth is, the game just needed way more polish before I could put it in your hands. Sometimes that means lots of bug-hunting and behind-the-scenes fixes that aren’t super exciting to show… but they make a huge difference.[/p][p]One thing I am excited to show is the brand new intro cinematic!
[/p][previewyoutube][/previewyoutube][p]Thanks for sticking around, and get ready—the demo is getting close!
Wishlist on Steam and stay tuned for more updates soon.[/p]

Demo Release Imminent!

Hey everyone!

I’m excited to announce that the first playable demo of Chains on Sand is almost here! After months of development and feedback from testers, I’m preparing to open the doors for you to experience the gritty tactical combat at the heart of the game.

[h3]What Can You Expect?[/h3]
15 rounds of brutal, turn-based arena battles—build your contender, fight for survival, and earn your freedom (or fall to the sands).

Deep tactical combat with stamina, crippling injuries, weapon reach, armor, magic, and meaningful crowd decisions.

Procedural opponents: Every enemy is unique, with different archetypes, weapons, and strategies.

Paperdoll equipment system: Swap weapons, shields, armor, and see them on your character.

Item looting and durability: Take gear from fallen foes (and watch it break!).

Character progression: Level up between fights, spend XP, unlock skills and traits.

Reputation and crowd judgment: The crowd will remember your mercy (or cruelty).

[h3]Please Note:[/h3]
Most of the art is placeholder and many UI elements are still work-in-progress.

Some features, such as the town/rest phase and legendary challenges, are not in the demo yet.

Sound, music, and certain visual effects are being refined—expect rough edges!

But the core combat system is already deep and rewarding. You’ll get a real taste of the tense decision-making and consequences that define Chains on Sand.

[h3]Estimated Playtime[/h3]
The demo offers about 15 arena rounds, enough for several runs and plenty of emergent moments.

I can’t wait to see your feedback and stories from the arena. Thank you for checking out the game—your input will help shape the final release!

Add Chains on Sand to your wishlist to support the project, and let me know what you think after you try the demo!

Devlog: Meet the Smarter Arena AI!

Hello!

I’m excited to share one of the biggest updates yet: a complete overhaul of the enemy AI system. Every enemy you fight now thinks—and fights—differently, using unique tactics and personalities based on their archetype. Here’s a peek under the hood at how it works, and what you can expect in your next arena brawl:

How the New AI Works

Each enemy now belongs to an archetype—think of it as a combat “personality.” Instead of every enemy acting the same, their decisions are driven by a set of priorities, preferred maneuvers, and even quirks. This makes each match more unpredictable and challenging.

[h3]Archetype Highlights[/h3] Brute
The Brute charges in with no fear, using all their strength to overwhelm you. Expect relentless Total Attacks and double strikes, with little care for defense or cleverness. If you can’t outlast them, you’ll be trampled.

Rogue
Rogues are fast, tricky, and hate being pinned down. They prefer hit-and-run tactics, flanking, and escaping if things get too hot. If you’re not careful, they’ll bleed you dry before you can even get a solid hit in.

Guardian
The Guardian is the fortress. Heavy armor, a big shield, and patience—they wait for you to make a mistake, defending constantly and striking only to cripple or punish aggression.

Knight
Knights are a balanced mix of power and discipline. They press their advantage aggressively but will switch to defense if the tides turn. Don’t expect them to back down just because you’re ready for an attack.

Hunter
The master of distance, the Hunter kites you around the arena, firing from afar and only panicking if you close in. They’ll try to keep you at arm’s length as long as their arrows last.

Sentinel
Sentinels specialize in polearms and keeping you away. They maintain their reach, use the Ready action for opportunity attacks, and fall back on backup weapons or defense if you get too close.

Duelist
Duelists are all about rhythm and precision—mixing feints, aggressive combos, and careful retreats. If they have the upper hand, expect a flurry of blows. If not, they’ll play defensively and look for their moment.

Monk
Monks are relentless. They’ll try to disarm you, cripple your limbs, grapple to keep you from escaping, and alternate between punches and kicks. Don’t let them get in close!

Healer: Focuses on self-buffing and healing, playing defensively, and only attacking when fully prepared.

Elementalist: Uses long-range spells, tries to control the battlefield with area effects and status, and keeps their distance at all costs.

Controller: Specializes in debuffs and area denial—weakening you before going for the kill.

Battle Mage: Starts by stacking buffs, then charges into melee like an armored brute, using magic to boost strength and resilience.

[h3]What This Means for You[/h3]
Every enemy is now more than just a stat block—they have a strategy.
Some will test your defenses. Some will try to wear you down or outmaneuver you. And some will punish you for every mistake.

This update makes every fight feel unique, and I’m eager to hear which archetype gives you the most trouble—or which one is your favorite to beat!

As always, your feedback is super valuable—if you see enemies doing something weird or have ideas for even cooler AI tactics, let me know in the comments or the community page.

Back to the arena,
ChainsOnSand Dev

What to Expect for Chains on Sand

Hi contenders,

I wanted to share some quick news and set your expectations for the road ahead!

Release Window:
I’m aiming for an August release for Chains on Sand. I haven’t decided yet whether it will be a full launch or an Early Access release—but if it starts in Early Access, it won’t stay there for long. The main goal is to polish the experience, squash bugs, and make sure the core gameplay feels as satisfying (and brutal) as it should.

Demo Before Launch:
Before release, there will be a public demo so everyone can get a taste of the arena—test the combat, character creation, and some of the early progression. Your feedback will help shape the final experience and make the game better.

What’s Next:
I’ll be posting regular updates as we get closer to release—showing new features, behind-the-scenes development, and hopefully getting your input on balance and ideas.

Thank you so much to everyone who’s wishlisted and followed the project so far! If you know anyone who loves tactical roguelikes or gladiator games, please share the page—it really helps!

Let me know what you want to see or test in the demo.
See you in the sand!