
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.
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 2005 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Deceptive, Zero actual solo anything, just another looter but on slow hulks that are pointless, literally became unpleasant in one day, very low detail, this is not a single player, you will have vultures on you in minutes
♥♥♥♥ game cant get passed going up my ♥♥♥♥♥♥♥ ladder before getting kicked for sus activity, going to hack my ♥♥♥♥♥♥♥ ass off now on new account because of the 60 hours of wasted time due to incompetent devs and AC
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.7M | 8.6K | 89% | $29.99 | |
| $7.6M | 31K | 91% | $9.99 | |
| $7.6M | 11.3K | 89% | $29.99 | |
| $7.6M | 16.3K | 91% | $19.99 | |
| $7.6M | 47.8K | 67% | $7.99 | |
| $7.6M | 7.8K | 24% | $35.01 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 45.3K | 64% | — | |
| $1.3M | 1.7K | 69% | $24.99 | |
| $63.8K | 251 | 24% | $9.93 | |
| — | 0 | — | — | |
| $108.1K | 571 | 56% | $14.99 | |
| $29.9K | 207 | 87% | $9.99 |
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.
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
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
For everyone else kindly lauding the core mechanics, the strong bones of the game, i needn't mention how much creativity and passion went into this project, or the joy when things truly go right. The trouble is finding it. While there's plenty consequence for that fun being found in who you are fortunate play with and against, it is entirely more often that Sand gets in its own way. The issues in my and others playtime are countless and well documented; some of these have remained for over a year being recurrent from previous playtests, or as recent as the game's recent updates, which have been so poorly received as to necessitate rollbacks. Despite the devs being overwhelmed, I'd appreciate the cruel race against time to stem the bleeding before apathy sets in. The only thing worse than someone loudly mentioning what's wrong about the game is nothing being said at all. Immediate and sustained progress will keep most from terminally black pilling on the game, even as messy as it's been to meeting its potential so far. Some people's first impressions will be enough to sour them on it though, and even if it can't win back everyone, it deserves to, and to the extent Sand can, I hope it does. Still, i got that big red thumbs down in here. There's misfortune surrounding so much of the game's launch, but there's still plenty of negligence. Many will point to anti-cheat as the big red line, but it's the small things that were supposed to have been, or even were fixed during playtests that've remained compromised at launch, that kindly worded, should not have been there. Countless bugs that had been clearly identified before release will jeopardize fixing the emergent issues and clog priorities. The 40mm cheese is what comes to mind first. It's not carelessness either, the devs know what they're working on better than anyone else ever would probably, and the playtests have had great feedback. Still, they still decided to launch, and here we are. Loss of features like trampler takeovers due to client authority, or duplication exploits prompting the necessity of loot rollbacks are very visible failures, and should have been prioritized before launch. With the big issues out of the way before a release, maybe the Sand could've launched into early access still deeply imperfect, but It's still clear the game needed more time in the oven to avoid the wildfire of issues people have. I'm frustrated it's in this state after aforementioned delays. What's worse is the game's successive delays have made waiting any longer for the game's most enthusiastic supporters untenable. Rock and a hard place. If the game can't be delayed, and can't be improved, your last line of defense is expectation management. Expectations around this game have not been well managed. The price is fair, $20-$25, but it'll be some of the most blood curdling time spent playing until you feel like your money, but more importantly your time, was well spent. It's not walking into a hostage situation, but more needed to be disclosed about what's going wrong, and how long it'll take to fix. Most communications to this topic are, usurpingly, vague. Playtest footage is also a poor substitute for accountability and disclosure. Some of the blowback to these issues would've been best cushoned in wake of the last delay, but it goes further than that of course. Like others, I'll agree that the game is fun right up until you hit the grind. It doesn't actually ask too much of the player (looking at you Crossout) as it's almost entirely all little things you'd usually just find wandering around. I'd say finding what you need isn't too stressful, and nearly any voyage could end up being fun. But for how many things that nearly a month out from release can go wrong though, server issues, client issues, and besides being outright stomped by cheats or exploits, it's truly punishing until you get there. Miraculously though, the fun's there, it's elusive, and it's ephemeral but it's there, taunting at you to keep getting hurt by it. Hopefully finding it can get easier, and easier soon. Until it does, there's better things to spend your time on. Probably not spend your money on though. I don't believe that as consumers we are able to reinforce negative incentives for poor decisions without first harming the developers making the product in the first place, the industries a complete mess right now, but as this is an indie project, choosing to purchase the game will go almost directly to those worthy of your dollarydoos. Products are not charity, and can't be treated as such, but if your faith hasen't been burnt yet, there's far worse people you can give it to than Hologryph. They're allergic to commitment it would seem, and i'm cranky how it's gone so far, but they got something special here, and personally get a pass from me for the most part. I don't regret my purchase, only my time. If you can afford to and want to take the chance, buy it and wait. If you can't, set a reminder and check in how it's doing down the road. For the time being, it's still in rough shape, and you've got better things to do with your life.
Great idea and great premise but the way lobbies are is trash. Small and big games are all you can get into so if you dont have a party of 3 or 6 then you lost most fights. Also cheaters are going around and hijacking other people's tramplers. Game has a great premise for sure but its gonna take a lot of work and time before i recommend this garbage. Wasted $20 to say the least.
У проекта є великий потенціал, грав з перших плейтестів АЛЕ рекомендувати цю гру на даний час КАТЕГОРИЧНО не буду! Гра обіцялє епічні битви машин і адреналінові перестрілки проте кількість читерів і об'єднання гравців, які прокачалися і в колабі тримають увесь сервер це не нормально. Баги також не залишають цій грі шансів хоч якось втримати онлайн. З таки відношенням розробників до комюніті гра буде приречена на провал і закриття. В грі немає балансу - один найпрокачаніший трамплер може спокійно викосити увесь сервер. Ви будете збирати ресурси 2-3 години і віддасте все першому зустрічному читеру чи задротам не встигнувши навіть вистрілити в їхню сторону. Побережіть нерви і пограйте в щось інше, а не в цей сирий - на даний момент - проект.
Servers are extremely unreliable, great concept and gameplay but servers makes it unplayable.
Im really bad at the game but its still fun
Muito ruim, muito mal otimizado e olha q meu pc nao e ruim e muito bugado meu deus de jogo ruim esqueca nao compre
Game is filled with cheaters and dupers and pre-teamers. Game is very buggy on top of it the team fights do not make sense. One dude shoots our reactor for 3 seconds our reactors explodes. me and my duo dump all of our 40 mm ammo and 80 mm into enemys reactor is unfazed and 100% fully healed. on top of my tramp explodes in the storm meanwhile the enemy teams tramp heals in the storm i guess enemy team proceeds to laser us even though they are in the storm and not visable outside the storm lasering my tramp while they take zero dmg from the storm. 0/10 this game is awful nothing about it makes sense DO NOT PLAY THIS GAME!!! You will just rage quit and question the team fights that happen in this game because they make zero sense. once again 0/10 game terrible game literally cannot exfil with any loot without dying. I have been poor for the last 10 raids. game is impossible to play.
The game used to be fun. Now it's riddled with teamers in discord calls using it to their advantage. I've reported these guys several times and clearly nothing has been done. Fun idea, terrible execution, you run into a new glitch every game. Getting stuck on a ladder, clipping through walls, horrible desync between shots and other players. Name it and that glitch exists i swear. 211 hours played by the way, not like I tried it and didn't like. I tried it and put up with the issues because it was a fun idea. Not anymore...teamers have ruined it for everyone
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.