That was the most satisfying part of it."Īs a result, Sandrock hopes to capture that same sense of super-satisfying progress, with the difference this time being that the devs have a much firmer idea of what Sandrock's whole story arc's going to be ahead of time - Wu told me there's one plot point they've been over about 20 times. "And pretty much most of them said changing the city, and changing the environment because of their efforts. "With Portia, we asked the players what they liked the most about the gameplay," explains Wu. This is a decision that's partly been driven by feedback from the community. According to Peck, though, "the town that you see at the beginning will look nothing like the town you end up with." Having played an earlier build of Sandrock earlier this year, the town itself is desperately picturesque, located beneath a dramatic spur of red rock with a saloon, several shops, a church, and even a research station. Due to the precarious ecological situation, Sandrock has a ban on cutting down trees, and you have to keep up a decent stock of water to keep your workshop going. Unless it's really tasteful."Īs in Portia, you're coming to a community that's a bit on the ropes in Sandrock - and as a fledgling Builder, you'll be creating things in your workshop to help the community out. So we don't really want to break the fourth wall. "We don't want to make it completely crazy because it is meant to be an immersive game. "Whoever comes up with the funniest line, that's usually what we end up going with." That said, he stresses that they're not trying to go too out of bounds with it. "The writers will get together and just basically pitch jokes and have a laughocracy," says Peck. Sandrock has a cast of over 30 Old West-esque NPCs to give you quests and keep you company even in single-player, which has proven quite the task for Peck and his writing team. He commented that the brief history of Sandrock was "all new to me" back then, and that his favourite thing about working on the game has been writing all the weird, off-the-wall characters. The David in question is David Peck, one of the lead writers on the game who was also on the call. "Like originally, we actually asked the director if we could make it smaller, and she didn't want to," he adds, "And when David joined, the story kind of blew up even bigger." Pathea are also publishing Sandrock themselves this time. At the time, Pathea spoke to My Time At Portia's publisher Team17 about the DLC, but in the end they decided to just start making a whole new game. "At a certain point, what we wanted to do for the game kind of expanded beyond the scope of a DLC as far as cost," he explains to me via a Zoom call from Chongqing, where the studio is based. As Pathea Games' executive producer Zifei Wu tells me, Sandrock originally began life as a My Time At Portia DLC pack. Sandrock may look more traditionally post-apocalyptic, being as it is a sandy outback populated by cowboys, but it's still got a helping-hands community feel at its core, plus an interesting eco-friendly angle and an all-new multiplayer mode. It's a life sim set in a post apocalyptic world where, instead of punk metal bikinis and murder, the vibe is regrowth and bright colours a sort of juicy 3D Stardew Valley with an emphasis on crafting.īut now the sequel My Time At Sandrock is launching into early access on May 26th, bringing a whole new region to restore. If you've ever played 2019's My Time At Portia (and given that game's popularity, statistics suggest a bunch of you have) you'll know the appeal.
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