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Sand: Raiders Of Sophie

Mission Update - Wed July 1

![Mission Update - Wed July 1](https://clan.akamai.steamstatic.com/images/44238322/79935b8d26c41b53b48bdaff936144246fd4ab9b.png) Hey All, A "Quick" mission update for you all to address some outstanding questions, following a massive week for SAND. First of all, we're in the process of testing the next update, things are looking good and we're on track to release this week. Here's some of the bigger things that will be addressed in the update: - Duplication bug fix - Server stability improvements - Movement/terrain fixes (being stuck on ladders, rocks, etc...) - Fix for invisible doors\\railings after repair - Balance changes and fixes - UI QoL improvements - And more Once again, this update has largely been built around the most commonly reported issues and concerns from players over the last week or so and doesn't cover everything. Fixing the solos being placed with teams issue is proving more complicated than anticipated, despite being one of our highest priorities. We're hoping to have this resolved in this update, but it is possible it may slip to a subsequent update or hotfix. We understand how impactful and frustrating this is, but we have to make sure that this is fixed properly and permanently. We'll keep you all updated on our progress with this. On another note, we wanted to address something that's been a contentious topic since we announced it in the roadmap; Gear Based Matchmaking. We fully understand the collective effort of the community to preserve the fun and the core concept of extraction shooters. This is exactly what we are also trying to do. Because of this, we want to introduce this system as carefully and as non-invasively as possible for regular players. We are familiar with the most common mistakes players have faced in other games of this genre, and we are carefully studying them so we don't repeat the same mistakes. Let's address all concerns one by one. ### 1) "What is the point of progressing if you will be matched against the exact same opponents? There will be no feeling of getting stronger, and gear will have no meaning whatsoever." The answer is this: feeling your progression, or pulling off a crazy run that significantly boosts your progress while being the underdog, is one of the most cherished and memorable experiences in the extraction genre. And we want to support that as much as possible. However, there are two edge cases that have always been a huge pain point for this genre. When you first start playing an extraction game, it is extremely hostile and difficult to learn because new players are thrown into the meat grinder against seasoned veterans. Gear-based matchmaking will give them a few matches of breathing room to learn the basics in less extreme conditions and become more confident before facing average players or veterans. On the other hand, there are veteran players who have reached the top of the progression and are simply looking for fun and a good challenge. And the best kind of challenge is facing someone who is at least partially capable of fighting back. At that point, it becomes less about progression and more about creating cool moments by putting that progression to the test. So, to sum it up: newbies will get a bit more breathing room, around 95% of the community will still play in the same queue, and players running insanely expensive builds will be nudged (not forced) toward opponents of similar power. Which brings us to the second concern. ### 2) "It will make lobbies empty while searching for suitable opponents." The answer is simple: GBMM is not forced. Since most of the community will still be matched into the same pool, regular players should not experience longer queue times. If you are one of the edge cases (a newbie or someone running an extremely powerful build), the matchmaking will first spend a few seconds trying to find the most suitable opponents. If it can't, it will simply proceed to fill the lobby from the shared player pool. We will listen to your feedback and continue tuning the balance between GBMM priority and queue times to keep matchmaking as comfortable as possible. ### 3) "Why make gear-based matchmaking? Make it Trampler-based instead." Actually, that's exactly what it is. Our earlier communication was slightly misleading, and we apologize for that. We see this system as a combination of both. Your Trampler configuration and the gear you bring with you will together determine your "power level" for matchmaking. Why is this necessary? Because it is possible to build a spacious Trampler that can house a large crew but has very limited combat capability. On the other hand, you can have the smallest Trampler possible while equipping it with experimental cannons and powerful artifacts. ### 4) "People will try to abuse the system and squeeze into another power level." Yes, they probably will, and unfortunately there is no perfect remedy for that. Because of this, we will not display any information about your power level or the type of lobby you are being matched into. You'll have to trust our judgment here. Everything will run entirely behind the scenes on the backend, making it much harder to min-max your way into weaker or stronger lobbies. ### 5) "I'm a veteran player. Does this mean I'm permanently locked out from the main player base?" No, absolutely not. We didn't forget about you. This system is not a permanent rule. First of all, it does not judge your playtime, skill, or experience. The only thing it cares about is what you bring into the match. If you are running a reasonably powered Trampler, you will still be matched with the general player base. And that's not all. Even if you are driving an incredibly powerful killing machine, the system will only *try* to find similarly equipped opponents for a few seconds. If it can't, it won't lock you into an empty lobby by yourself. You will still be matched with the general crowd and have the chance to wreak some havoc and feel like a raid boss. ### TL;DR - The system is designed to give newbies some breathing room while learning the game and to provide veterans with a better challenge. - The system is not permanent or invasive. It **will not** lock you out of the general player pool if you reach a certain threshold. It will simply *try* to provide more suitable opponents first without making you wait several minutes. - It will be difficult to game the system since we won't expose any information about it on the frontend. - Most importantly, it will still preserve those exciting moments of progression and lucky runs, since the vast majority of the community will still end up playing in the same matchmaking pool. Once again, your feedback is extremely important to us. Please tell us what you think and point out any edge cases or concerns that you think we may have missed. Please don't hesitate to report any issues you encounter or share any feedback you might have following this update on our [Steam Forums](https://steamcommunity.com/app/1431300/discussions/) and [Discord](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2FYKTDSAaN6N)! Catch you on the dunes, Scavengers! - Hologryph / tinyBuild Games

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Sand: Raiders Of Sophie

Update #1 & Roadmap Out Now | Thank you to 100,000 scavengers!

![Patch notes image](https://clan.akamai.steamstatic.com/images/44238322/d0daa5e0c6defcc85f018e0ee7d1e486e817830c.png) Servus Allies! Big day today... First of all, we've been closely monitoring your feedback and reports since launch, and a huge thanks to everyone who has been active in helping us identify some key issues. Thanks to your contributions, we've now release our first update, which has been designed around addressing the most prevalent issues we've had brought to our attention over the last couple of days. **You can find the full changelist below: ** - Improvements to the character controller - Decreases the chances of getting stuck on different colliders - Improved shooting on and from moving tramplers - This is only the first batch of improvements, and we'll continue to improve the character controller in future updates - Improved lighting to make it more realistic and improve the visual distinction of the terrain - Fixed the issue where shadows might have been darker than needed - Added onboarding notifications in the gameplay - These notifications will guide players/teams through the basics at the start of the expedition. - Fixed the issue when the animation for picking up large items was displayed incorrectly from the 3rd person view - Fixed the issue when invisible railings/colliders would appear on the trampler when having a bad connection/packet drops - Fixed the issue where the metal vestibule cannot be installed on the trampler - Fixed the issue where anti-aliasing and upscalers weren't applied in the menu - Fixed the issue where a character would be in a T-Pose after being killed - Fixed the issue where the explosive barrel and Wok Bomb become hidden when a player climbs a ladder, removing the visual detonation timer for other players - Fixed the issue where the player may fall under the terrain after being killed or after pressing the respawn button - Fixed the issue that the "Respawn unavailable" message was displayed at the start of the expedition - Fixed the issue where the character would partially soft-locked while interacting with the Workbench when it is occupied We are continuing to address server issues and outages and have implemented a number of DDOS protections and are still working to get to the bottom of some other common issues (such as groups/teams appearing in solo matches), but we've made a lot of progress and we hope to have the majority of these resolved in our next update. Bear with us, we'll keep you updated. ** Known Issues in this build: ** - The player's camera may jitter while crouch-walking over environment props such as stairs, boxes, and other objects. - The player avatar may get stuck between the seams of certain complex colliders. - Avatar's may become invulnerable to melee damage while interacting with turrets or steering wheel - Issues causing incorrect object unloading have been partially resolved. However, some environment occlusion issues still remain and are under investigation. ** Remaining Issues (High priority) ** - Player characters may teleport while climbing ladders. - Player characters may become stuck at the top of a ladder. - Characters controlled by players with high latency or an unstable network connection may be displayed incorrectly to other players. The same issue affects Tramplers, resulting in erratic movement and incorrect rotation. - Weapons and other player-held items may occasionally remain floating in the air. - Players may be launched off the Trampler when Tramplers collide - Unfortunately, the issue where solo players can still be matched into larger crews has not been fixed yet. We are actively working on a solution. Secondly, we've been closely following your feedback, suggestions and requests throughout our recent Server Slams and since launch. And with all of that in mind, we're excited to share our current roadmap for ** SAND: Raiders of Sophie**. *Please keep in mind that this is an overview of just some of the features and content we have planned. As development continues through Early Access, these plans may evolve based on player feedback and community suggestions.* ![Patch notes image](https://clan.akamai.steamstatic.com/images/44238322/1dba9895a4ab112b6d08e3a5d4926f5b89f7bd57.png) Lastly, we want to express our gratitude to the 100,000+ scavengers who have joined us on Sophie in just **4 days**! We're incredibly grateful for your support and thrilled to have you along for the ride with us as we trample towards a 1.0 release in the future! ![Patch notes image](https://clan.akamai.steamstatic.com/images/44238322/45bef119a63640e71d66323341940af7d6d07700.png) Please don't hesitate to report any issues you encounter or share any feedback you might have following this update on our [Steam Forums](https://steamcommunity.com/app/1431300/discussions/) and [Discord](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2FYKTDSAaN6N)! We'll see you on the dunes Scavengers! - Hologryph / tinyBuild Games

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Sand: Raiders Of Sophie

Server Maintenance in 30 minutes - Wrap up your expeditions asap

![Server Maintenance in 30 minutes - Wrap up your expeditions asap](https://clan.akamai.steamstatic.com/images/44238322/9aa84971e7d2d7de93bf11683efa7073810a60b9.png) In preparation for today's update, we will begin server maintenance in 30 minutes, please make sure you wrap up your expeditions before this time to ensure you don't lose any loot or resources. The maintenance should last about 20 minutes. **To tide you over in the meantime, here's today's update changelist:** Improvements to the character controller - Decreases the chances of getting stuck on different colliders - Improved shooting on and from moving tramplers - This is only the first batch of improvements, and we'll continue to improve the character controller in future updates - Improved lightning to make it more realistic and improve the visual distinction of the terrain - Fixed the issue where shadows might have been darker than needed - Added onboarding notifications in the gameplay - These notifications will guide players/teams through the basics at the start of the expedition. - Fixed the issue when the animation for picking up large items was displayed incorrectly from the 3-rd person view - Fixed the issue when invisible railings/colliders would appear on the trampler when having a bad connection/packet drops - Fixed the issue where the metal vestibule cannot be installed on the trampler - Fixed the issue where anti-aliasing and upscalers weren't applied in the menu - Fixed the issue where a character would be in a T-Pose after being killed - Fixed the issue where the explosive barrel and Wok Bomb become hidden when a player climbs a ladder, removing the visual detonation timer for other players - Fixed the issue where the player may fall under the terrain after being killed or after pressing the respawn button - Fixed the issue that the "Respawn unavailable" message was displayed at the start of the expedition - Fixed the issue where the character would partially soft-locked while interacting with the Workbench when it is occupied

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Sand: Raiders Of Sophie

Mission Update - Wed June 24

![Mission Update - Wed June 24](https://clan.akamai.steamstatic.com/images/44238322/11537048fce074300e7b485cf62984dd0ca3420d.png) Hi everyone Good news. We are holding the line on DDOS. Thank you for your patience. The awkward news: VOYAGE right now is experiencing a memory crash. The match making feature that allowed VOYAGE servers to wind down isn't working properly, so they live longer than they should and eventually crash due to memory. It results in a network issue disconnect message, and then gets you stuck on a reconnecting screen because it's trying to connect to a dead server. Please avoid VOYAGE until we deploy a fix. The more good news is that we have a substantial patch building right now, and we expect to deploy it tomorrow. Thank you for your support during the massive outages over the past couple of days, and see you in Storm Dive today.

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Sand: Raiders Of Sophie

Hotfix #1 - Out Now

![Hotfix #1 - Out Now](https://clan.akamai.steamstatic.com/images/44238322/3a30c39fe454aee3e482a1fc15f74ebcfde69f51.png) Hey All, Server Maintenance has now concluded! We've been following your reports and feedback since launch yesterday and have prepared a hotfix to address some of the more prominent issues that have been brought to our attention. Please note that this hotfix will not require a game update, as it is implemented directly into the servers. **Changelist:** - Implemented additional DDOS protections ahead of more permanent solutions - Fixed matchmaking issues when solo players were placed against teams - Fixed an issue when players were stuck on "Waiting for rival expeditions" - This issue occurred when the servers didn't close properly - Numerous other under the hood server-side changes Some other issues are taking a little longer to identify and resolve, but are being worked on actively with a view to release a full update tomorrow. To keep you all updated, some of our current priorities include: - Disconnects/loot loss on extract - Visual issues/lack of DLSS in menus - Wider server issues/DDOS protection - Optimization/performance - Crash reports Thank you all for bringing these issues to our attention, we hope to have all of them resolved pronto and will keep you updated on our progress. Join us on [DISCORD](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2FYKTDSAaN6N) for the latest news and info. Hologryph / tinyBuild Games

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