
Travel to the desert community of Sandrock and take on the role of a fledgling Builder. Use your trusty toolset to gather resources, construct machines, and turn your run-down workshop into a well-oiled production facility to save the town from the jaws of economic ruin!
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My Time at 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!

Transform a run-down workshop into a well-oiled production facility! Use an intricate set of machines to process materials and produce parts of huge structures before assembling them piece by piece to help Sandrock flourish.
Create hundreds of unique items at the worktable to decorate your homestead, give gifts to Sandrock’s residents, or assist with community requests.

Explore vast deserts surrounding the city-state of Sandrock. Dive into ruins to dig for Old World relics, seek our materials in hard-to-reach locations, or spend time relaxing in Sandrock with your neighbors.

Experience a detailed story complete with hundreds of sidequests and over 30 all-new characters. Spend time getting to know Sandrock’s residents, uncovering backstories, and making meaningful connections along the way.

Quickly shift between melee combat and third-person shooting mechanics in dynamic action battles.Use the new weapons and defense break mechanic to your tactical advantage, or boost your stats to simply smash through battles!

A diversity of mini-games allow you and local Sandrock residents to stay entertained in the desert town.
Explore, build, and battle with up to 4 players. Together, shape the dynamic town, construct towering structures, engage in battles, share romantic moments, and dive into mini-games. Every move counts, earning points and unlocking new dimensions for your evolving character.

Use your workshop’s profits to turn the empty prairie into farmable land;
Grow crops for extra cash or transform them into delicious dishes;
Attend festivals with Sandrock’s residents;
Find secrets and much more!
Both Portians and brand-new Builders who have never set foot in Portia will find a fun new world with lots to explore at their own pace, along with divergent NPC stories to enhance replayability. Experienced Builders will find everything you enjoyed about My Time at Portia and more, and you will feel right at home in the delightful life-sim RPG that is My Time at Sandrock.

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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 603 reviews with recorded playtime.
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Themes across 601 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
Sandrock helped me realize something I was much too slow to learn years ago: Pathea is the anti-ConcernedApe. The My Time series is the anti-Stardew. Ape loves his fans and does right by them. Stardew is a labor of love. Pathea milks its fans through made-to-merch characters (with announcement post comments always pleading for bug fixes they will never get) and is always on the verge of abandoning its obligations in favor of funding/focusing on next title. I didn't realize any of that until I went look for help with resolving issues during my two-hour Sandrock trial. Pathea gave us plenty of warning when they dropped Portia to focus on Sandrock. Now they've done it again. Promises (like resolving the buggy sh*tshow that is Portia's Day of Memories) left by the wayside in favor of latest funding source. Sandrock reeks of a developer that loathes its fans and seeks only to profit while amusing itself. I did write Pathea before writing this review to verify that they were over fixing either title. They confirmed it but also said they "appreciate my patience" -- for waiting indefinitely? They may be done fixing, but they sure aren't done merching. Get that money, Pathea. The fanbase is amazing and Pathea doesn't deserve them. Somehow that's always the way it seems to go.
三年前跟我最爱的女孩儿一起创立了我们的存档,今天又重新下回来,只是想找找当年她留下的痕迹
The premise of this game is you are a builder helping rebuild 300 years after the apocalypse. That pitch is what got me to try My Time at Portia. In Sandrock they looked at what worked and what didn't in Portia, polished the former to a shine and reworked the latter. The characters in this game are great. Even the ones that are supposed to be 'bad guys' I can't help but find charming. The world feels bigger than what you can explore. With news, visitors and returning characters coming in from city-states beyond Sandrock, it feels like an incredibly in-depth world. Like they've already planned out a world-spanning story and we're only seeing one chapter. That said, you do NOT need to play MTaPortia to play this game. The events of Portia will be referenced and hinted at, like Portia did for Sandrock, but it has its own self-contained story. One last note for those that played MTaPortia and found it frustrating that they gave you the choice to use firearms but pressured you not to use them: the church in Sandrock recognizes that this region is dangerous and will not pester you for using guns if ranged combat is more your style.
Look, I love Sandrock. I love the character/vibe, the story, the originality. However, the amount of immersion breaking, and occasionally game breaking bugs, breaks my heart. Many of which I know the team have been aware of from between 8 months to at least up to 2 years for one of the game breaking ones. The lack of support post release for the My Time games definitley makes me sad (I have been finding Portia unplayable on Switch with frequent crashse) and it does make me a bit nervous for the next ambitious installment in the series. Let my man Logan go to work please.
I love this game. BUT, it has three HUGE problems: 1. It requires a lot of power to run. Even my RTX 4070 laptop struggles with it. I prefer to play on my PC but even then I have to keep a fan on me because the PC turns into a space heater. 2. It crashes a lot. On my brand new laptop with all Windows updates, drivers updates, and even BIOS updates (the latter did fix a more frequent crash issue). On my desktop it lasts longer, but it does crash too often. 3. It doesn't automatically save often enough. It feels like the type of game that you wouldn't have to save very often, and that lulls you into a false sense of security. When it inevitably crashes, you open it again to find that you've lost two hours of progress.
种田游戏里的育碧罐头,而且在还剩下一大堆bug没修的情况下直接跑路去做新罐头了,这超级不负责任的游戏公司避雷了
Don't know what made me think that this was going to be a short game... I couldn't be more wrong. Because it's a cozy game RIDICULOUSLY PACKED with contents and mechanics, with a story so lengthy that it would easily put several AAA titles to shame. Blown me away, honestly. So, in short, it's definitely worth it, even at full price. It's also the first game in ' My Time ' series that I've bought. Now I know it's not gonna be the last. Looking forward to Evershine.
中评吧,缺点不少,因为我刚在隔壁橄榄镇坐过大牢觉得哪里都是天堂,且相比种田我更喜欢捡垃圾,bgm和废土末日画风我也很喜欢,剧情没多好但多次让我忍俊不禁,所以综合来看还是玩的很开心 [h3]先说优点[/h3] 所有类似游戏的箱子系统请都照着这个来!所有的箱子都是连通的可以一键整理一键收纳,制作和交任务的时候不用放在背包里,只要箱子里有不管人在哪都能直接交,背包格子也可以很快扩的很多,移动箱子的时候可以直接把箱子抱着走,升级箱子可以直接把大箱子往小箱子上一放,我天呢原来我之前在橄榄镇一直在淋雨 刚玩的时候看着漫天黄沙很不习惯,心想这什么鸟不拉屎的小破地方(实际上也确实如此),后来看着路边高楼大厦的残垣断壁,埋葬在黄沙之下的废弃商场,旧世界的游乐场又别有一番滋味,一个人骑着羊在沙漠里狂奔,或是一边漫步一边看日落看星空看月亮都非常浪漫,喜欢这种全世界仿佛只有我一个人的感觉,配合拍照模式可以拍出很多好看的照片,还可以把这些照片放进相框装饰房间 本作人物美术上也有较大进步,至少可以把自己捏的美美的,而且史诗级更新了一个外观系统,就是说装备找属性好的穿,外观找好看的穿,再也不用担心为了属性而在过场cg里穿的不像个人的问题了,实在不行在相册里回放过场cg的时候换上好看的外观也能覆盖,配音也有所进步,前作某些配音真的很人机 [h3] 缺点写着写着越写越多[/h3] 首先是优化和流畅度问题,这么久过去了偶尔还会出现地图和菜单加载巨慢,npc原地转圈或者闪现,主角模型卡掉,拿着某些物品就会转变成奇怪的固定视角等问题 其次就是吃相有些难看了,明明是可以一起做进游戏的内容,非要拆成若干个dlc来售卖,甚至有的就只是一些外观皮肤?时装秀任务做完后我真的以为游戏里可以解锁新外观,结果是让我付真正的钱购入??? 接着是这个房子,这次建造绝对自由,不像之前交钱直接升级房子,而是一砖一瓦自定义建造,不擅长建造的玩家也可以直接买样板房,但问题是无论室外建造还是室内装修,操作都不太灵光甚至有些别扭,室内家具种类也很少(可能是因为我没有买dlc),还经常会卡住视角,认真装修的想法从开始到放弃仅需不到一小时 然后大多数剧情没什么亮点中规中矩,甚至有些让我想到现实官僚主义非常讨厌,人物大多比较刻板印象,感觉就是不同的人物和剧情分给很多人做,但是大家各做各的。相对于其他种田,本作更像一个有众多主线支线构成的RPG,这也导致前中期忙不完的事,后期资源自由后除了每天等任务推进又无事可做,主线完结后逛了几天街感觉生活突然失去了目标非常怅然若失 还有这个好感度系统!正常情况下这类游戏提升npc好感是靠送礼对话之类的提升,但这个游戏只是完成主线支线和订单就能提升相关npc的好感度,所以当我做完所有主线支线后除了中后期才解锁的npc外其他人好感都满了,但很多人我甚至没和ta说过几句话更不知道ta喜欢什么生日在哪一天。对话需要玩家回答的时候通常都是1.正常回答2.抽象回答3.ky回答,比如npc问能和你做朋友么,你的回答是1.当然可以2.(浪漫)我喜欢你,我们在一起吧3.我还有事先走了。我请问呢?插入一些浪漫选项没问题但能不能看看场合,雷霆程度不亚于星露谷里莉亚事件的那个“我可以吻你么”,而当你下定决心当一个大ky看到红心选项就选,冒犯所有人的时候,一旦你结婚又会给你把所有浪漫选项都锁上,是的,锁上,但是给你看一眼,不能选还让我看什么看 再就是这个游戏的一代就有的两个老毛病,一个是道德感太高了,有多个恋人时和其中一个约会被其他恋人撞到会有掉好感惩罚,结婚时其他恋人会自动分手降很多好感且送来分手/败犬信,虽然这种引导正确婚恋观的做法也不算缺点吧,但我道德感比较低,这种设定对我来说除了可以把约会玩成潜行,根本没有意义。另一个是孩子的外貌依然谜之遗传学,如果你选择领养孩子那么恭喜你又可以开始抽卡了,这代虽有进步孩子肤色不会再随成蓝蓝绿绿的,但五官的形状分布颜色依然排列组合起来不讲什么道理,选择自己生的话感觉是会读取玩家捏脸数据故浮动区间相对不那么大,[strike] 我捏的角色非常美丽所以目前孩子继承了强大的美貌基因,且融合遗传出了一款非常漂亮的紫蓝渐变瞳色,[/strike]但谁知道长大会不会歪,建议非必要不要碰孩子,本作并没有孩子成就,不要像我一样孩子出生发现没跳成就才知道原来没有,听到婴儿哭声就头皮发麻的我感觉自己像个小丑 提到成就又不得不骂了,59/60的成就都是非常友好且容易完成的,但是最后一个“多面手”成就真的出生中的出生,要求把4个板块的技能树都点满,需要进行相应的活动获得对应经验(4个板块分开计算),每次升级获取一个技能点,采集和生产好说做完主线差不多就能都解锁(工厂生产的物品不算生产成就我也是很不理解),战斗这么说吧,我50级,但我的5个宠物都90多级,什么任务副本全靠宠物带飞,而这个战斗经验要人物打才有用,fine也行,后期没事做我正好每天住在死海深渊,而最后该死的社交技能树,基于前文提到的好感度机制,根本不需要靠送礼等社交行为刷好感度,导致最终通关时社交等级才十几级真是靠北,大家还是放过自己用指南里的autohotkey刷拍照吧 [h3]最后来锐评一下有些记忆点的角色[/h3] 趁着记忆鲜活记录纯主观废话碎碎念,有好评有恶评,难免剧透,随便看看仅供娱乐 卡托莉:要说谁是本作最大的赢家,我觉得是卡托莉女士,短短一年间就拥有了大大的博物馆,电玩厅,沙滑场甚至迪〇尼乐园,不仅名利双收,最后也如愿和儿子团聚,一开始存在感很低,结果在这暗中发大财,她给我感觉是不太关心镇子死活,只想一心发展自己的商业帝国,大不了换个地方,很有商业头脑点子很多,要不是一开始缺少启动资金这个游戏应该不关我什么事了,后来不知怎么的就莫名其妙成功了,我真羡慕她,就是她初期画饼的样子真的很像我领导,以及该死的滑沙和卡丁车太难玩了真给我玩破防了 梅丁:本作唯一指定meta的神,喜欢玩石头捏oc的人再坏能坏到哪里去呢,平平无奇外貌也路人的小片警,对自己的石头收藏如数家珍,甚至还把其中一块起了名字随身携带,像个朋友一样和它对话,周围人都说他很奇怪,仔细想想这像不像你身边的家长同学不理解你的纸片人有什么好的,时不时会一本正经进行吐槽,最重要的是偶尔会冒出一些让人毛骨悚然的meta发言,比如“如果我只会重复一句话你会厌倦我么”,但下一秒又恢复正常“对不起刚刚说话有点奇怪大概是我最近太累了”仿佛即将突破维度了又被系统拉回正轨,我说给塑造这个角色的人加钱好么 薇蒂:相比其他同龄女性npc,薇蒂没有靓丽的外表,也没有什么过人之处,只是一个平平无奇的最底层的回收公司打工人,她平凡,但是乐观知足,她能想到最浪漫的事就是月黑风高带着我一起翻墙去薅公司羊毛,在月光下我俩一边吭哧吭哧地挖一边畅所欲言;她仗义,在最后一次被老板抓包后主动揽下所有责任,之后几天不来上班老板拜托我去找她,找到她的时候她独自躲着哭竟然是因为担心我从此讨厌她,回去之后也勇于承担责任主动加班补偿公司,我天哪顿时心头一紧,这样一个被设定成路人的角色,却比大多数角色更要有血有肉 洛根:你一个通缉犯凭什么这么好看?你打斗动作凭什么这么帅?主线凭什么围着你转?什么你可以攻略?那没事了()不演了我喜欢覆面,也喜欢白毛,显然制作组不明白覆面开罐是大忌,我也不明白为什么开罐前冷峻孤傲开罐后就老了10岁,摘下帽子后又老了10岁(还好装扮里可以设置,给我把面罩焊脸上),而我确实也来不及思考,那天一推开门,一个意味不明的特写直接把一对又大又白糊我脸上,再冷漠的人也不会无动于衷的,之后在一系列碍于游戏分级只能点到为止的剧情下我一路晕晕乎乎只会回答yes i do,从成为恋人到答应求婚仅用了不到一周时间,顺便说下陪嫁是一只本作属性最好的坐骑并附带一个便宜好大儿,给的太多了不收真的显得我有点失礼了 房时渺:[strike] 房医生是一个很棒的医生 [/strike],发型很危险,他开口的一瞬间我感觉时间停止了,大脑皱褶被抚平了,引用我好友刺身的原话就是[u]“制作组想写个美强惨高冷创伤三无男神,写出来我觉得这个人是个智障”[/u],也不能赖配音老师,台词这么断句的谁念都智障,后来社交课任务我满脑子就是哇~蒸蚌,你们快看呀医学奇迹了孩子会说话了还会说长难句了!还特别去云了一下他的恋爱线剧情,老套的救赎剧情配上这个智障般的断句格外割裂,随着年龄增长我越发不爱看这类救赎向的桥段,寄希望于别人永远不会真正走出深渊,制作组主所谓的”美强惨“我也真没特别觉得特别惨,也没发现主角到底救了他什么,我确实偏爱一些阴湿女鬼/男鬼角色,但显然的制作组并不会塑造阴角 米安:oh~我的同事~我亲爱的同事~你怎么可以这么讨厌~之前查攻略就偶尔刷到说讨厌她,以为她会是前作希宝的定位,但实际感觉除了傻白甜了一点也还好,游戏进入中后期我终于知道了,她好像某类刚毕业的大学生,有着特有的清澈愚蠢和满腔热情和正能量,毫无边界感特别能闹腾的显眼包但其实又没什么心眼子,你不会真的觉得自己卷死卷活结果被老板骗了50w很可爱无辜吧,不会真的觉得之后见人就捐这50w显得自己很伟大吧,每次把我和这样一个缺心眼的热血同事相提并论真的很掉我的身价,看来制作组也不会塑造阳角 彭虎:(有剧透注意)真的输在的建模,如果把他的建模和那个不可攻略的指挥官(叫啥来着)换一下,现在肯定也不至于沦为抽象乐子角色,对他第一印象和大多数人一样:我靠什么玩意?这是人类?当习惯他过度自信自恋与浮夸的言行后真的很能逗我笑,在主线关键剧情之后我不禁想,这些言行是否都是他的保护色?他到底哪句话是真话?真实的他是什么样的?想着想着我突然醒悟,等等!这不就是逆转5里面的潘轰三么!!!塑造这个角色的人确实有点东西,可惜制作组格局小了一点给他的定位仅限于浮夸小丑 [u]最后特别感谢人美心善的小春,临行前送了我全世界最聪明漂亮的小羊,离开这个小破村子是对的,你的才华值得更好的未来[/u]
Я никогда не думала, что игра казалось бы для детей, может вызвать у меня столько эмоций. В этом симуляторе работяги и главного ловеласа города много разных занятий и каждый найдет что-то интересное для себя. Строительство есть, боёвка есть, крафтинга/лутинга полные карманы. Сюжетка длинная и очень интересная, сайд квестов полно, можно романсить почти со всеми нпс, даже сыграть свадьбу и завести детей. Советую уволиться с работы, чтобы полностью насладиться этим шедевром. Отдельное спасибо за Фанга <3
Actually rather dull. You need a certain thing to make a machine which needs another thing made by a different machine so you have to get the thing to make the machine. So much just running around doing fetch quests. The story progresses super slow and I find it all a bit of an unenjoyable grind to be honest.
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DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Languages: English*, Simplified Chinese*, French, Italian, German, Spanish - Spain, Japanese, Thai, Traditional Chinese, Russian, Portuguese - Brazil, Korean*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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