
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
komplett verbuggt das spiel und alle sind am teamen. Verlierst jedes mall alles was du davor gesammelt hast, weil drei unterschiedliche gegner teams zusammen auf uns gehen.
The games concept is great. The way you can upgrade and build your own moving base is amazing. I like they way that you can choose how big of a crew you want to play with and work together on the same base. Where the game is lacking is the ability to allow new players to get anywhere. There is an option to not be forced out to extraction. However, players will never be able to find better loot and the amount of loot to find in this mode is low making progression even slower. If you die and not have enough resources to build your base, you could make a new character up to three times in 24hrs. This prevents players from being stuck being poor. If you choose to play storm dive (where its more of a battle royal mode forcing players to a smaller circle) new players will face other players who have far better tramplers or get double teamed on solos. This game is not new player friendly. Many players mentioned cheaters, I do not if I have ever encountered any. I mainly play solos in order to level up. However, the inability to purchase fuel cells until you unlock them in the tech tree causes a hang up if you lose all of your resources in the first match. Combat is subpar for the amount of time that this game has been delayed. I have watched my cannon shots go right through a players legs, straight through tramplers, and my rifle rounds not even register on the AI. I've seen the AI spawn inside of rocks where they can shoot out but the player cannot shoot in. I would recommend making multiple game options to limit how expensive tramplers could be. This would allow new players the chance to grow inside the game without being forced out by far more expensive and better protected tramplers. As the game stands now I would not recommend purchasing the game. I would encourage the devs to release patches quickly in order to keep the player base they have. I would like to see where this game goes and hope it doesn't die. However, I will be setting this down until some of the issues are fixed.
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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.
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 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, 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
its fun
Un jeu qui était prometteur, MAIS a chaque partie tu as 1 voir 2 cheaters : meca/joueurs invisible, meca/joueur qui vole, noclip, aimbot, vol les coffres dans des salles qui sont fermées, augmentation de la vitesse de tir des canons, etc... Arc Raiders bis
fun game but very bad for 3 or less on a team. ship/walker battles are Amazing but the gunfights are absolutely horrible!!
Servers are extremely unreliable, great concept and gameplay but servers makes it unplayable.
Can't recommend as of now since this game is terribly balanced, you're constantly tossed in against walkers (Tramplers) cosplaying as castles on legs, standing no chance against them with your beginner tier walker. While 2vs3 engagements can be out-skilled, it's an even further gamechanger when the craft the 3 players are on is maxed out and you are in your tiny walker with your buddy, looking at it as it covers you with it's shadow. Developers have advised they are working on, what i hope, proper matchmaking system to adequately match equivalent walkers during expeditions + player count, with an expectancy to roll out that update in about 2 months, but who knows how long this would actually take. Until that update comes in, you simply can't play the game the intended way. The only way to farm resources is in single player mode where nobody attacks no one, and this mode is just utterly boring. Otherwise might be a good game, but it's only a speculation, since i never reached endgame.
why do I have to even say...u
Way too early, even for Early Access. -Item dupes, cheaters, teamers, server crashes (where you lose everything), the usual. You also don't get items returned from losing to cheaters, the systems just aren't there to support it. -Frequent false-positive anti-cheat kicks from BattleEye for just moving weirdly on your trampler or climbing a ladder or something. They're trying to dial in the detection stuff but it will still just instantly ruin a run every once in a while. You aren't allowed to load back in to that match, so you just lose everything. Don't recommend staying in voyage (the persistent game mode) for more than an hour or two at a time. -Basically non-existent PVE. What's there currently is very basic and uninteresting, and gets boring instantly. -Far too many regional servers, each with 2 different game modes and then both of those each have 4 separate crew size queues. Leads to very weird mixes of seeing the same people every game, loading back into the same match that you were just in (sometimes several times in a row), dead servers, and long queue times. The player base is way too small for this many servers. -Hit reg is awful and ground combat feels super inconsistent and unreliable because of it. Probably largely depends on ping as well. Sometimes your shotgun will 1-shot every single person you see, sometimes you won't get a hit marker when walking up behind someone that's afk and clicking on them point blank. -C4 is dirt cheap and most people have trampler builds that only take a few C4 (or even just 1) to get to their captain's quarters to capture it. Even if they do a weird build to try to counter it, you can easily afford to bring plenty of C4 in every round, so it doesn't matter anyway. The devs had to disable trampler-capture for like a month because cheaters were no-clipping or teleporting right into it, capturing your trampler out from under you without you ever knowing they were there. And now capture is re-enabled but they didn't do anything to fix the board-and-C4 meta, so trampler combat is super de-emphasized again, at least in solos, which feels really weird/bad when "moving base vehicle combat" with the tramplers is supposed to kind of be the selling point here. I get that capturing is a good tool as an equalizer, but you could probably remove it and just find other ways to fill that gap. Some people would whine, but again, the "naval" combat taking a backseat to C4 spam definitely needs addressed. C4 either needs nerfed hard (cost, stack size, whatever) or just remove capturing again and let the focus stay on the trampler combat a lot more easily. -No Gear-Based Matchmaking (GBMM), at least yet. Not even anything to prevent a completely fresh, first-game, default trampler build new player from queueing right into a maxed royal chassis with all experimental cannons veteran player. GBMM is on the roadmap but no ETA. There's a pretty steady stream of players complaining about starting off immediately getting stomped by massive high-tech trampler builds driven by enemies with all top-tier guns and armor. So a lot of new players are getting turned away immediately and choosing to quit rather than be forced to struggle through it as they try to advance their own tech tree bit by bit, until they start to catch up and even the playing field with their own trampler upgrades. But even when GBMM comes (in whatever form it will be), the player base will probably be far too small for it to be effective still. It has to be tuned to actually be doing something, but then that will likely just lead to even worse queue times and even smaller partitions of players than we already have.
I play on the Oceanic Server (my region) - the server is glitchy, resulting in loss of control of my walker, randomly getting kicked from the server. I have lost multiple machines and loot due to these server failures, it makes the game unplayable. Battle eye functionality - is also poorly integrated - resulting in another way to get kicked from the Server and loose all your gear and loot. This early access has been poorly implemented. The game is extremely buggy. Would not recommend.
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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