
In SAND you build your highly customizable walking mech fortress. Squad up or go solo. Scavenge the dunes, gather loot, weapons, priceless artifacts, survive and extract. Clash with other players in a brutal procedurally generated desert set in an alternate 1910.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 29.43/day in the week to Aug 19 → 26.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Welcome to SAND: Raiders of Sophie. Pilot your custom built war machines across the dunes of a fallen planet, battle rival players, scavenge for loot, weapons, ammo and resources, survive and extract with your spoils in a massive procedurally generated world.
Out here on Sophie, a raider is only as strong as their Trampler. Fully customizable, gigantic walking mechs that shield you from the elements, defend you and your loot from rival scavengers and rain destruction on anything that obstructs your pursuit of becoming the most notorious raider upon the dunes!
Design a modular trampler where your creativity and will to succeed is your only limit.
Build an impenetrable fortress that can weather the deadliest of assaults, a walking war machine stacked with mounted turrets and firepower, something small and stealthy to get you out of trouble as quickly as you get into it or a chaotic jumble of modules to confuse and disorient your enemies.
No matter your playstyle, you can design a trampler to support it.
Get your crew together, or go solo as you embark on expeditions. Deploy into the world, chart your course, and scavenge cities, ruins, shipwrecks and other remnants of a fallen world for loot. Survive encounters with the mysterious supernatural Upiors, fight or talk your way out of confrontations with other players, locate your extract point and escape to the safety of the orbital station with your loot, life and Trampler intact.
Smoke on the horizon, the groans of the undead echoing through the cities, and the distant rumble of sand all signal danger. Every city looted, shipwreck scoured or ill-timed encounter with other scavengers might just be your last, so keep your wits about you.
There are no friends on Sophie, the only ones you can trust are you and yours.
Design your Tramplers from scratch in the Trampler Editor before deploying into the world. Test your builds and scavenge lower-tier items at your own pace in Voyage Mode, or raise the stakes in Storm Dive for higher-tier loot and greater rewards, where as sandstorms slowly engulf the region, the risk of confrontations with other scavengers and the loss of your hard earned loot increases.
Updates
Engagement
Reviews
Themes across 1967 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b]I've played SAND nearly every day since Early Access launched and have 500+ hours in it. I really want to recommend it. I just can't right now.[/b] [b]TL;DR:[/b] SAND's trampler combat can be fantastic, but the game is struggling to retain enough players for its core PvP to work reliably. A rebound to 16.4K players quickly fell back to roughly 5K-6K peaks, and those players are fragmented across as many as 72 matchmaking pools. Combined with persistent server, hit-registration, balance and cheating problems, I worry the population is declining faster than the developers can fix what's driving people away. For now, I'd wait. [h2]GAME[/h2] [b]The concept is great. The implementation is not.[/b] SAND has something genuinely unique here. Building ridiculous tramplers with friends, hunting other crews, trading cannon fire, repairing while under fire, boarding the enemy ship and somehow dragging what's left back to extraction can be fantastic. [h3]Gameplay / PvP[/h3] Trampler-to-trampler PvP is easily the best part of the game. It has balance problems, but that's normal Early Access stuff and isn't where most of my concern is. The surrounding gameplay loop is much weaker. You loot, extract, grind the tech tree, improve your trampler and repeat. That works when it's building toward meaningful fights, but some progression is poorly thought out enough that rewards are basically obsolete by the time you unlock them. Small-arms PvP is much rougher. Hit registration is a significant problem, especially when latency gets involved, and for some players it can make certain weapons nearly unusable. The shotgun is a great example: it's one of the strongest conventional weapons when it works, but hits can fail to register often enough that some people avoid using it altogether. Then there are impact grenades. They're so far ahead of normal small-arms options that some players basically use them as their primary PvP weapon. They explode on impact, can be thrown far and fast, and can be spammed quickly enough to feel like they're coming out of a machine gun. [h3]Population / Matchmaking[/h3] This is probably the biggest threat to SAND right now. The fall from SAND's ~41.7K launch peak isn't what concerns me. Multiplayer games lose players after launch. What happened afterward is much harder to dismiss. July still averaged roughly 14.9K concurrent players, but August fell to about 7.2K. SAND then rebounded as high as 16.4K, only to fall back to roughly 5K-6K daily peaks within about two weeks. [b]The game has shown that it can get a meaningful number of people to come back. It has not shown that it can keep them.[/b] SAND also divides players across 9 regions, 2 game modes and 4 group sizes: 72 nominal matchmaking pools. The population obviously isn't divided evenly, but a 5,000-player Steam count translates into a much smaller pool for any particular queue. I've waited 15+ minutes on US East during peak hours just to get one other team, sometimes not even a full one. I've joined Voyage as the only crew there. Even patch days, when you'd expect one of the strongest temporary rebounds, have still produced peak-hour lobbies that were effectively dead. Low population also means newer players can end up against people with hundreds of hours, endgame equipment and heavily developed tramplers because there aren't enough players to separate everyone reliably. The result is a feedback loop: population falls, matchmaking gets worse, more people leave, and matchmaking gets worse again. [h3]Voyage Servers[/h3] The player list shows people who have been in the server, not necessarily who is still there. A server can look populated even though most left hours ago, and you may actually be there with one other crew or nobody at all. Voyage also continues to suffer crashes that wipe session progress. You keep what you entered with, but anything earned during the session can disappear, and there's no way to know whether the server you just joined has hours left or is about to die. [h3]Cheating / Enforcement[/h3] Some of the cheats SAND has been vulnerable to go well beyond the normal cat-and-mouse problem every PvP game has. At one point, cheaters could remotely loot players and tramplers from across the server, effectively erasing hours of someone else's progress without even needing to fight them. I've personally dealt with fly/noclip exploits, trampler theft, remote looting and absurd amounts of duped orbital/EMP spam. The devs DID eventually fix or mitigate most of the worst movement and remote-looting exploits, and they deserve credit for that. But cheating, especially duping, has repeatedly been handled reactively, with new methods becoming widespread before the team catches up. Reporting and enforcement have also felt too slow and reactive for a high-stakes PvP game. [b]Communication:[/b] Material gameplay changes have been left out of patch notes, while known issues, workarounds, development direction and upcoming changes are often buried in Discord pins, staff replies or normal English chat instead of somewhere obvious and maintained. [hr][/hr] [h2]DISCORD / COMMUNITY[/h2] Normally I wouldn't include a game's Discord in a Steam review, but SAND relies on it heavily for LFG, community coordination, support, known issues, workarounds and a lot of the communication about where the game is going. I've repeatedly seen vague or improvised directives, sarcasm, condescension and staff getting personally involved in arguments they should probably just be moderating. That can make ordinary disagreements unnecessarily adversarial, with staff contributing to the escalation and then largely treating the community member's reaction as the conduct problem. I was eventually permanently banned after months of being heavily involved in discussions about the game and its problems. Whatever you think of that decision, the practical result is that I also lost access to SAND's main LFG/community ecosystem and a significant amount of practical game information that has accumulated inside Discord. More concerning is that I'm not the only long-term player reaching this point. Some of the people who have held on through months of bugs, cheating and population decline are now simply deciding they've had enough and moving on. Community moderation doesn't explain SAND's population problem by itself, but unnecessarily alienating some of the remaining highly engaged players certainly doesn't help. Important player tools and game information shouldn't depend this heavily on remaining in good standing with a Discord moderation team. [hr][/hr] I've never thought chanting "dead game" or "dead servers" was useful. SAND isn't dead. I bought an Early Access game. I don't care that it's unfinished. Balance, progression and bugs can all be fixed. What worries me is whether the game can retain enough players for the developers to get that chance. It has already shown that thousands of people are willing to come back. It hasn't shown that it can keep them. And this isn't just something I'm seeing in my own experience. A lot of SAND's current Most Helpful Steam reviews raise the same kinds of concerns: population and matchmaking, new-player mismatches, cheating, server problems, teaming, and frustration with the way the community is being managed. For a game whose best feature depends on having enough other crews around to fight, that's a serious problem. [b]I genuinely worry SAND will lose the population it needs to work before the developers have time to fix the problems driving people away. For now, I'd save your money and your sanity.[/b]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 26: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Ukrainian, French, Italian, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Simplified Chinese
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b]Якщо ви завжди мріяли поїхати на заробітки, але Польща вже не в моді - ласкаво просимо на планету Софія![/b] SAND - це дизельпанковий PvPvE екстракшн-шутер, де ми граємо за справжніх космічних галичан. Нам належить збирати все, що не прибито до підлоги, битися з іншими заробітчанами та тікати від піщаних бур. [hr][/hr] [h2]Що тут просто топ:[/h2] • [b]Трамплери:[/b] Це серце гри. Величезні крокуючі бази, які ви буквально збираєте по шматочках (від кают з ліжками до 80-мм гармат). Відчуття, коли ти керуєш таким "Мандрівним замком Хаула", просто неймовірні. • [b]Кооператив:[/b] Грати з кентами — це суцільний кайф. Один кермує, другий кочегарить реактор, третій стріляє, а четвертий готує сигнальну ракету ([i]синього кольору, звісно ж[/i]). • [b]Атмосфера:[/b] Дизельпанк, пустеля, залишки великої імперії та постійна загроза як від інших гравців, так і від гігантських ботів-Латників. [hr][/hr] [h2]Що може відлякати (Ранній доступ дається взнаки):[/h2] • [b]Баги:[/b] Іноді можна намертво застрягти в текстурах на драбині або зловити невидимого ворога. • [b]Жорсткий менеджмент:[/b] Лут треба сортувати ручками, місця мало, а туторіалу для новачків просто не існує. • [b]Доля Капітана:[/b] Увесь тягар (і вартість) будівництва трамплера лягає на плечі одного гравця-капітана. Скинутися ресурсами не можна. [hr][/hr] [h2]Окремо про "зраду":[/h2] Для тих, хто кричить у коментарях про "болотяну гру" — SAND розроблена українськими студіями (Hologryph та Tower Haus). Видавець (tinyBuild) розірвав стосунки з РФ, вивіз студії та додав плашку "З гордістю зроблено в Україні". [b]Тому не розносьте фейки і підтримуйте своїх розробників![/b] [hr][/hr] Гра однозначно вдалася і затягує у свої кліщі, але має високий поріг входження. 👉 Якщо ви ще вагаєтесь, чи варто купувати гру, або хочете дізнатися, як працюють пушки, режими та як не втратити свій трамплер у першому ж рейді — [b][url=https://youtu.be/QuSeeB3hktw]дивіться мій детальний огляд на YouTube за цим посиланням[/url][/b].
Play this game if you want to get unfathomably angry at cheaters and dupers.
200+ hours and I was banned from the discord by a "Mod in Training" over a stupid personal grievance. You can't matchmake in game, so being in the discord is a must. There is no appeal process, and I'm hardware banned. I had several people willing to advocate for me and screenshots to prove the mod banned me for a petty reason, and one of my friends got banned for defending me. They weren't being disrespectful or anything, they just submitted a ticket to have me unbanned and got banned themselves... Incredibly toxic to purge multiple loyal fans who were totally in compliance with the rules over the petty grievances of a mod in training. Also your game is incredibly buggy
Game itself is pretty fun and a concept and I love the steampunk kinda nature of a lot of it, but it all gets ruined by the lack of proper matchmaking (in the sense that you will get sent into lobbies with people who basically havent ever stopped playing the game), Hackers, although i luckily am yet to encounter any, or constant server outages, while 2 of these aren't fully controlled by the devs, it puts a serious damper on the total fun that can be gotten out of the game, as of right now I would wait till they push the update to fix the hackers at least, which is sometime this week (17/07/26) However, the devs are very transparent in all they do, so i have high hopes for the game
Dont bother buying the game. if you are a new player its impossible to start since max lvl tramplers are in the same server that you are, they see you, they chase you and they will catch you even tho you are smaller and lighter the big guys are the same speed if not faster, consider buying the game in a few months if the devs decide to move their asses.
So the game has a "solo mode" for storm dive - however its plagued with pre teaming - esseitnally it means people in a discord chat loading into the game at the same time and running around with 2+ tramplers ganging up on proper solo players - yeah nah, games been out for weeks and this has been discussed again and again with no fix. definately cant recommend.
This game has potential to be a lot of fun, and clearly it is for some people. But there are too many cheaters and too many losers who team up to create unplayable one sided fights. I dont give a ♥♥♥♥ if thats "part of the game" I cant even try to casually enjoy a game because a buncha sweats want to make it awful for anyone that doesnt have to time to grind for the same gear or find people to group up with. Until this game has gear/skill based lobbies (currently doesnt even track stuff like trampler/player kills as far as i know) its not worth trying to get into unless you love a blind grind and getting curb stomped. This game is doomed to end up like so many other unbalance PvP games where instead of having a strong player base, a group of ~500 people are the only remaining players in a cesspool that can't be entered by a new player ever again.
Until there is a FULL DUO mode me and my gaming partner will not be back. If your a solo or duo player. Fighting against trios is near impossible and just annoying and frustrating. All the devs have is excused for this... ie long wait times. I'll happily wait. At least we might actually be able to make it to the end of the game without getting absolutely shat on. And dont get me started on the little licky bums in the discord😂😂😂😂 shocking
Прикольний і незвичний екстракшен шутер для компанії друзів
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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