Sand Raiders of Sophie Playtest: I Played All Weekend. Here's Where It's At.
INDIE CORNER
Emerging

Sand Raiders of Sophie Playtest: I Played All Weekend. Here's Where It's At.

James BrookeJune 8, 20268 min read

I've been following this game for over a year. Played the early alpha. This weekend I finally got to see where it's headed. Here's where it's at.

I'm going to preface this by saying I've been waiting for a game like Sand: Raiders of Sophie for a while. As a PvP player and love of SoT, the last couple years have been rough. The genre has been a graveyard. Marathon is struggling. Concord is dead. Every other extraction shooter that tried to break through either failed at launch or never found its audience. So when Sand showed up at Summer Game Fest with a release date of June 10 and an open server slam running through the weekend, I was in immediately.

I played the early alpha over a year ago. It was rough. Really rough. Performance was terrible and the world felt empty. There wasn't enough in it to make you want to stay. The concept was interesting but the execution wasn't anywhere close to matching the ambition. I walked away thinking this game needs a lot of time.

That time clearly happened. Because what I played this weekend is a completely different experience.

The Tramplers Are the Star

The first thing you need to understand about Sand is that your Trampler is everything. It's your vehicle, your home, your weapon platform, and your mobile fortress. You build it from scratch in the Trampler Editor before deploying into the desert. Want a light scout that moves fast but can't take a hit? You can do that. Want a hulking war machine bristling with cannons? Go for it. The modularity is real and it gives every player's mech a personality that reflects how they want to play.

And the feel of driving these things is genuinely great. They feel weighty. When you turn, when you accelerate, when you push through the dunes, there's a physicality to the movement that sells the fantasy of piloting a mechanical beast across a dead planet. The Tramplers are smooth without feeling floaty. Heavy without feeling sluggish. That balance is hard to get right and whoever is handling the vehicle physics at Hologryph and TowerHaus nailed it.

The real magic happens when you spot a smoke plume on the horizon. If you've played Sea of Thieves you know exactly what I'm talking about. That moment where you see the sign that another player is out there somewhere and you have to decide. Do I go toward that or away from it? Do I have enough loot to risk a fight or should I extract now while I still can? Sand captures that tension perfectly. The open desert creates these long approach moments where you can see trouble coming from a distance and every second of that approach builds the stakes.

The Audio Is a Mixed Bag

When the big guns go off, this game sounds incredible. The mega cannons on the Tramplers have a boom to them that echoes across the landscape like it's bouncing off canyon walls. It gives every fight a sense of scale that matches the size of the machines. When two Tramplers are exchanging fire at range, the sound design alone makes it feel like a real battle. Immersive in a way that a lot of games at this stage of development don't even attempt.

The infantry weapons are a different story. On foot, the gun sounds lack the same punch. They feel flat compared to the vehicle combat. When you're running around scavenging or getting into a close quarters fight after boarding someone's Trampler, the audio doesn't carry the same weight. There were also moments where sound effects would go missing entirely. I punched someone and connected clean but no impact sound played. Small things like that pull you out of the moment.

This feels like a priorities situation more than a quality one. The vehicle combat audio got the attention first because that's the centerpiece. The on foot stuff will probably get a pass before or shortly after launch. But right now the gap between how good the Trampler fights sound and how flat the ground combat sounds is noticeable.

Plenty to Do, Plenty to Find

One of my biggest complaints from the alpha was that the world felt barren. Thats been addressed. There are plenty of points of interest scattered across the map now. Different biomes of desert with different hazards. Loot is everywhere and it comes in real variety. Armor pieces, weapons, crafting materials, upgrades for your Trampler like new guns and ammo types. The scavenging loop has a rhythm to it that keeps you moving and keeps you making decisions about when to push deeper and when to head back.

The new Storm Dive Mode adds a battle royale style shrinking zone that pushes players toward a final confrontation around a massive Dreadnought shipwreck. It's a smart addition because it forces engagement in a game where the map is big enough that you could theoretically avoid other players entirely if you wanted to. Having a mode that guarantees conflict gives the PvP side of the game a focused arena without taking away the open world extraction for people who prefer that pace.

The Server Situation Was Brutal

And here's where I have to be honest about the rough stuff. The servers this weekend were a mess. Constant disconnects. Getting booted midrun and losing everything you've gathered. The lobby would drop you, the game would crash, the servers would go down entirely. Reportedly a lot of this was DDOS related, which if true means it's not really a development problem. But regardless of the cause, it hammered the experience for a lot of people who were trying to give the game a fair shot.

I had a bug where I reconnected after a disconnect and the blueprint editor guard rails were all stuck to the roof of my Trampler. Just for me. My teammates couldn't even see them. That one was frustrating because it messed with my visibility for the rest of the session. The UI would bug out and lose your teammate names above their heads, which becomes a real problem when someone boards your mech and you can't tell if they're friendly or hostile in the chaos.

And I had one spawn where another team loaded in directly behind us at the exact same time. They killed us before we even had our bearings. That one stung. Made a pretty strong case for why rear mounted cannons should be a priority build.

What It Needs

A grappling hook. I'm putting this at number one because I can already see the plays in my head. The cinema that would come from hooking onto an enemy Trampler while it's moving, pulling yourself up the hull, boarding mid-combat. If you remember Last Oasis, you know the kind of moments I'm talking about. Sand is built for that kind of emergent gameplay and a grappling hook would unlock it.

The character models need work. They're rough looking right now. I'd love to see a character creator similar to what Sea of Thieves offers where you can build someone that actually feels like yours. In a game where you're going to spend a lot of time on foot scavenging and fighting, looking at a character you can't connect with visually is a small thing that adds up over time.

Beyond that, more content will come. More biomes. More loot. More Trampler parts. More reasons to keep diving back in. The framework is there for all of it. This is a game being sold on its vision right now, not its completeness. TinyBuild is showing you what the game is going to be and asking you to trust the process. Sometimes you have to sell people on the concept before adding every bell and whistle.

The Bottom Line

When Sand was running clean when the servers held up and I was driving my Trampler across the dunes with my squad, spotting smoke on the horizon and gearing up for a fight, it was a fantastic experience. Genuinely fun in a way that adventure PvP games haven't been for me in a while. The scavenging feels rewarding. The vehicle combat is excellent. The tension between pushing for more loot and extracting safely is exactly the kind of risk reward loop that keeps you coming back.

The foundation is solid. TinyBuild and the teams at Hologryph and TowerHaus should be proud of where this is at considering where it was a year ago. I know there was skepticism when the original launch date got pushed, but the wait was clearly worth it. These devs were working well into the early morning fixing issues during the server slam and that kind of dedication tells you something about the people behind the project.

June 10. Steam. I'll be out there.

Share this article

Share:

Comments

James Brooke

James Brooke

Founder & Editor

Gaming industry analyst and video editor covering gaming trends, indie games, and industry analysis.

About the author →

You May Also Like