
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!
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.
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): 3.29/day in the week to Sep 3 → 4.14/day in the week after.
About
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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.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 24.1Kreviews | 88% | — | $36M |
| $39.99 | 2.3Kratings | 91% | — | not modelled | |
Updates
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
Reviews
Themes across 957 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Cozy but not my cup of tea!
it is a good game. only issue i run into is, if it runs idle either on save page or in game after about 10 min the game crashes. so you cant look up stuff for in game play if needed or answer a call or life happens. without worrying about your game. and sometimes yes you do loose your progress but not by much. that is really my only complaint right now.
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 |
|---|---|---|---|---|
| $36.1M | 41.2K | 89% | $49.99 | |
| $36M | 495.6K | 95% | $4.99 | |
| $36.1M | 44.3K | 91% | $29.99 | |
| $35.8M | 21.1K | 86% | $59.99 | |
| $36.3M | 57.2K | 94% | $24.99 | |
| $36.4M | 202.8K | 98% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $26.7M | 27.7K | 89% | $17.99 | |
| $36.1M | 44.3K | 91% | $29.99 | |
| $8M | 12.7K | 84% | $11.99 | |
| $768.9K | 654 | 58% | $24.99 | |
| $373.3K | 664 | 88% | $24.99 | |
| — | 0 | — | — |
Every market we collect.
Reviews, worldwide (the counter carries no country): 3/day in the week to Jul 23 → 5.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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*, Simplified Chinese*, French, Italian, German, Spanish - Spain, Japanese, Thai, Traditional Chinese, Russian, Portuguese - Brazil, Korean*languages with full audio support
| $39.99 |
| 232ratings |
| 84% |
| — |
| not modelled |
| $39.99 | — | 94% | — | not modelled |
| — | 0ratings | 0% | — | not modelled |
| $39.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 962 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏挺不错的,就是bug还是挺多的,游戏优化问题大。但后续没有主线了,一堆地方没有开放,后面就特别枯燥乏味了,资源已经爆满,特别闲。
♥♥♥♥ this game its a slog to beat
Juego cozy que te atrapa la historia principal, Es un no parar y puedes pasar horas y horas jugando,
Nach diesem Spiel kann ich nur sagen: Ich freue mich tierisch auf Evershine. Für jeden Lore Liebhaber ein Diamant der, wie ich hoffe, im dritten Teil auf Glanz poliert wird. Und ich kenne nur wenige Spiele in denen ich 150 Std für meinen ersten Playthrough gebraucht und nicht einmal alles entdeckt habe.
This Game Is so good.
“My Time at Sandrock” does a lot well and for the most part I have enjoyed my time in it, but it also stumbles more often than I'd like. There are logic issues, pacing issues, morality issues and more, but none of the downsides fully detract from the fun that can be had. (5/10) First and foremost, there are gamified systems everywhere and these make it harder to maintain immersion. Inconsistent internal logic does not help either. A big point is made of water scarcity and rationing. Fine, but then why are you using water to cool machines that don’t need it? A furnace would crack or explode if you tried that. And if water is truly scarce, juicy berries should logically be valuable gifts, yet they’re not. In the main story, you’re hired to create machines and items for the town. Fair enough, that’s your job. But then you have to pay to learn each individual component, pay for the water to keep your machines cool, pay for fuel and materials. That’s fine under normal circumstances, but not when the story insists the town urgently needs the structure in question. If the town needs it, perhaps don’t make the builder jump through so many hoops? You would get the machine much sooner. Reasoning like this is great for gameplay purposes, but not for the logic the world exists inside. Dialogue sometimes makes little sense as well. Amirah says many people complain about the heat in Sandrock, but she is from Barnarock and doesn’t notice it. That’s not how weather works. You still notice heat; you are just used to it. And then, almost in the same breath, she asks you for sunscreen because the sun is getting to her. The latter is presumably randomized, but it highlights how inconsistent the dialogue can be. It would also be a massive quality-of-life improvement if neutral gifts could be tracked alongside loved, liked, disliked, and hated items. Most items fall into the neutral category, making them unnecessarily tedious to remember. Early on, setting up an artificial rivalry with a fellow builder felt misplaced. Mi-an is lovely once you get to know her, but the mechanical pressure doesn’t feel great when you’re trying to learn the game and are buried in tutorials. While the timer is implied and you can take all the time you want, it doesn’t feel like that. It would have been more logical if Mi-an also needed time to read her proverbial tutorials. The ability to modify the timescale to 0.6 was a nice addition, though. Another curious choice is how you can earn many people’s trust by sparring with them. That makes sense for a few select characters, but not the vast majority who would not enjoy being beaten into the pavement. Yet here, they thank you for it and ask for more. It’s not a bad system exactly, just applied too broadly. The game is also centered around imposed monogamy. Even the dating aspect, despite no commitment being agreed to or even discussed, is exclusive. Dating is supposed to be about finding out if you’re compatible. You cannot know that on vibes alone. Instead, if you’re seen by another person you are dating, each of your now former partners hates your guts. That would make sense if you had agreed to exclusivity and then broke that trust. But here, the option to talk is withheld entirely. Gamifying dating into soft-marriage where your only goal is to farm heart points toward true-marriage is a cynical way to handle it and kills much of the romantic spark. Framed this way, it comes across as a judgment call on whether open relationships are acceptable rather than a limitation of the system. Then after your partners break up with you, they call you a liar, even though you said no lie, agreed to no terms and were not deceitful. Exclusivity is conflated with morality, when the two are entirely unrelated. Trust, mutual understanding and agreed-upon boundaries are what make a good relationship. If you don’t have those, the relationship has already failed. And the trigger for this outrage? Things like playing carnival games. Eating lunch. Sitting on a park bench and talking. By tying the jealousy trigger strictly to the binary Play/Date state rather than overt romantic gestures, Pathea inadvertently coded a town filled with hyper-controlling, surveillance-minded partners. It creates a toxic narrative loop grounded in controlling, red-flag behavior. The loot tables introduce a similar break in tone, such as retrieving manure from hunting wild animals. Whether the creature was so frightened it relieved itself at the moment of death or you are extracting it afterward with a sharp tool, neither interpretation fits the cozy aesthetic. Not all animals drop meat either, so I can only assume some must be undead skeletons. It’s a very MMO-like way to handle loot at the expense of world logic. Another negative is the presence of items on store shelves that link to Amazon for real-life purchases. In a single-player game you already paid for, this is unnecessary. You’re already pressured to buy every DLC, and the first time you open the game after buying it, you are recommended the upcoming title. It treats the game world not as a self-contained fiction but as an interactive storefront trying to monetize you on multiple levels. It feels like sitting inside a live-service ecosystem designed to upsell you on real-world plushies and extra digital content while you are trying to enjoy the game you bought. This alone detracts a point or two. As for the art style, it's pretty and clearly intentional. It does what it sets out to do, but it also makes the protagonist and much of the cast look like teenagers. It's hard to envision hardened veterans or parents making a go at life in a new place when almost none of them look their age. Despite these flaws, “My Time at Sandrock” does not deserve a negative score. The developers' creative intent is clear, and the core gameplay loop remains fun for the most part. I will continue playing and can conditionally recommend it, even if it falls short of the glowing acclaim found in other reviews. (5/10)
3d星露谷,就是剧情有点低幼,其他还行
I played Portia before Sandrock, and I think Sandrock improved on a lot of things. The world feels bigger, the characters are more interesting, and the story is much more engaging. I also really like the crafting and workshop system, and there’s always something to work toward. Portia was already fun, but Sandrock feels more polished and has a lot more going on. Definitely worth playing if you enjoyed Portia. Will also play Evershine once it comes out.
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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.
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