
Hologryph and tinyBuild answered a wide range of player questions about SAND: Raiders of Sophie in a new Steam community Q&A. The developers discussed anti-cheat work, the return of Trampler capture, matchmaking, server crashes, upcoming content, console plans, and several systems that are still being considered for Early Access.
The team’s current focus remains stability and security. Some of the larger features players requested will come later, once the most pressing problems are under better control.
Trampler capture should return with Update #5
Trampler capture remains disabled because cheaters were abusing the mechanic. Hologryph said it plans to bring the feature back after making those exploits much harder to use, with a reworked version intended to prevent similar abuse.
The developers described the feature as a major priority and said it could return during the week beginning July 20, likely as part of Update #5. That timing was presented as a realistic target rather than a firm release date.
The anti-cheat work is taking time because the team is rewriting parts of the character movement and interaction systems. Those changes should make it easier to check whether information sent by a player’s client is valid. Hologryph does not expect cheating to disappear completely, but the goal is to reduce the number of cheaters and identify the ones who get through more quickly.
Gear compensation is less certain. The team said it cannot reliably identify every item loss caused by a cheater, so it cannot promise that all affected equipment will be restored.
Server crashes may eventually protect Trampler loot
Server stability work is continuing, including problems affecting specific regions such as Europe and Asia. The team is developing what it calls an “emergency parachute” for crashes.
Under that system, players would receive the loot stored on their Trampler if a server goes down. The game would not save progress every second, but the developers believe an expedition could be recorded roughly once every 10 minutes. That would give players a better chance of keeping their haul after a crash.
Matchmaking changes are still in the works
Hologryph does not plan to add a separate duo queue right now. Splitting the player base into too many queues could lead to longer waits, particularly when players already limit their searches by map or mode.
Instead, the team plans to match players into servers with teams of the same size whenever possible. Some larger groups may still appear when they fit within the queue limit, but they should become less common.
Gear-based or Trampler-based matchmaking, known as GBMM, is also planned. The developers first want to address the issues reported most often since launch, with a target of adding GBMM sometime during summer.
GBMM is also meant to help new players avoid being overwhelmed by fully equipped crews. The planned system would separate new players while they learn the basics, then match players with others at a similar stage of progression. The team expects this to affect both Voyage and Storm Dive.
Quests, contracts, bosses, and new weapons are planned
SAND will receive quests and contracts in the future. The goal is to give players different objectives during an expedition, with some tasks pushing crews toward conflict and others rewarding cooperation. Work on this system is expected to begin around autumn.
There will not be a dedicated PvE mode. However, the developers are considering bosses and may start working on them closer to autumn.
More weapons and Trampler equipment are also planned. Hologryph is working on a new turret and a new turret mounting system, while additional handheld weapons are being considered for a later content update after the game reaches a more stable state.
Specialized Trampler compartments are in development as well. These compartments should affect gameplay and change the appearance of the machines. The team did not share details yet, and it also said that new leg types are a complicated project with no further information to announce.
Progression, trading, and customization
The developers would rather avoid forced progression wipes. Optional wipes through a prestige system are viewed as a better way to let players restart their journey, although the team does not yet know when work on prestige can begin.
A player-to-player trading system is not currently planned. Hologryph pointed to the difficulty and time involved in balancing a global economy. For now, players who want to trade will have to take those items into an expedition and accept the risk of losing them.
More cosmetic options for Tramplers are planned, including possibilities such as paint, emblems, and achievement-based skins. No schedule was provided. The team is also working on female character models and broader character customization, but those features require a redesign of the character model and animation systems first. That work has already taken several months and may need at least a few more.
Movement, extraction, and communication changes
Smaller Tramplers do not currently have a higher top speed than larger ones on flat ground. Their advantage comes from maneuverability, which affects turning and acceleration. On rough terrain, more maneuverable Tramplers can move through the environment more easily and pull away from larger machines.
The movement system will receive another layer over the next few months. Rods, which handle propulsion, are planned to provide acceleration based on maneuverability. The team will then assess whether the full system behaves as intended.
Extraction camping is another issue on the developers’ list. Hologryph wants to add a visual warning when enemies are close to an extraction tower, although that feature may not arrive in the next update.
The Captain’s Quarters may also receive an alarm or camera to warn players when their Trampler is being boarded or hijacked. The team is investigating ways to make capture more difficult.
There are no current plans for a dedicated communication system between Tramplers. Proximity chat will remain the main method of communication, while the developers continue expanding the Flare Gun’s functions. Small vehicles such as bikes or motorcycles are only being considered at this point.
Performance, lore, and console plans
The lighting system is being rewritten in stages when development time allows, which should improve general performance. A later update may focus more directly on performance, alongside smaller improvements planned throughout Early Access.
The team also plans to add pieces of the story throughout the world. Traditional storytelling does not fit the game’s current pace, but Hologryph said it has a clear understanding of the story unfolding in the Sands of Sofia and will share it through hints and scattered lore.
Console news is still pending. SAND does not currently have crossplay planned between PC and consoles, and the developers did not provide a release date for the console version.
Hit registration and movement validation will continue to receive attention as well. Rather than promise one large fix, the team expects improvements to arrive gradually across multiple updates.
SAND: Raiders of Sophie is still being shaped around its early player feedback. Tell us which answer from the Q&A matters most to you in the comments, and follow us on X, Bluesky, YouTube, and Instagram.
Sand: Raiders Of Sophie
Developed by Hologryph, TowerHaus






