Sandwalkers
57

Players in Game

304 😀     94 😒
72,03%

Rating

$19.99

Sandwalkers Steam Charts & Stats

Sandwalkers is a roguelike turn-based exploration game. Build your team, traverse varied hostile environments, face countless dangers, and gain knowledge that will help you find and resurrect the Mother Tree Umama.
App ID1639080
App TypeGAME
Developers
Publishers Goblinz Publishing
Categories Single-player, Steam Achievements, Steam Cloud, Partial Controller Support, Steam Leaderboards, Stats, Steam Workshop, Includes level editor
Genres Strategy, RPG
Release DateQ2 2024
Platforms Windows, Mac, Linux
Supported Languages English, Portuguese - Brazil, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, Russian, Korean, Spanish - Latin America, Polish, Portuguese - Portugal

Sandwalkers
57 Players in Game
232 All-Time Peak
72,03 Rating

Steam Charts

Sandwalkers
57 Players in Game
232 All-Time Peak
72,03 Rating

At the moment, Sandwalkers has 57 players actively in-game. This is 0% lower than its all-time peak of 0.


Sandwalkers
398 Total Reviews
304 Positive Reviews
94 Negative Reviews
Mostly Positive Score

Sandwalkers has garnered a total of 398 reviews, with 304 positive reviews and 94 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Sandwalkers over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 835 minutes
Fun and challenging game. Love the different abilities the characters can have, and also how the game changes with the decisions you make. A lot of fun.
👍 : 0 | 😃 : 0
Positive
Playtime: 1039 minutes
I love the style and find the game fun even on a replay-ability basis. I think more people should play and enjoy the game!
👍 : 0 | 😃 : 0
Positive
Playtime: 108 minutes
Sandwalkers is a dream given form. It is one of those rare games that I didn't know I needed to play. Drawing significant inspiration from the old AD&D setting Dark Sun, while still making the world their own, the developers present a game that is equal parts true RPG, light roguelike, and an exploration game where you never quite become dully comfortable with your surroundings. It's already a favorite.
👍 : 0 | 😃 : 0
Positive
Playtime: 1199 minutes
short sweet to the point fun to play love the setting most of all I paid full price for this
👍 : 0 | 😃 : 0
Positive
Playtime: 943 minutes
The art style attracted me and the exploration and battle system was great. I liked the character design and how they all played. While I had fun overall, completed the game and would recommend, I had a few major hang ups: -Balance. There is no reason to take any team mates slower than speed 4 because even in boss fights; having 4 characters act before anyone else is too beneficial. No matter what you give the 2 speed tanks, they will never be as good as even the weakest speed 5 character. Putting all your damage out to stun a basic enemy or outpace a bosses buffs first, saves weight needed for the 10 potions on standby slow characters need after the fight. Aeromancer and Assassin can practically duo the whole game. -Story I stopped paying attention to it a while after starting and just followed way-points. While it is really cool to invest time into making up a whole bunch of names for tribes, faiths, food, etc; having a paragraph of made up words thrown at me over and over again was just not interesting. I Defaulted to simply; nomads finding fragments to save world. -Variety I know the game is meant for many repeat playthroughs but despite beating it in two caravan runs, I'd seen everything soon into the second run. The map is huge which is fun to explore, but the enemy encounters are really low in variety. So you end up just fighting the same bandit lizards or humans or hyenas 100 times as you go back and forth. -Hope It's either always full or you're forever in a death spiral of bad events and permanently debuffed. Often you are forced to take reputation penalty options or ones that decrease hope due to requiring certain characters or having be forced to steal in certain events.
👍 : 0 | 😃 : 0
Positive
Playtime: 928 minutes
Great, very unique rogue-lite with fun tactical combat and party building
👍 : 0 | 😃 : 0
Positive
Playtime: 335 minutes
Very cool game with incredible worldbuilding!
👍 : 1 | 😃 : 0
Positive
Playtime: 1029 minutes
[h1]A gem that needs polishing[/h1] [b]This game has potential, and i won't lie that i'm having fun with it[/b] [b]But there are problems:[/b] [h2]1) Difficulty [/h2] This game is too easy, balance is all over the place and mostly in favor of the player. My second caravan died after 8 hours of play. Not in battle, not from hunger... but because i had 0 potions with me and one of my characters died from acid rain(why healers can't heal outside of battle? AND CANT HEAL THEMSELES ATLEAST?) and i'm willingly created new caravan. The most difficult and annoying part of this game is inventory management. [spoiler]ENJOY BEING OVER ENCUMBERED EVERY COUPLE OF STEPS YOU MAKE[/spoiler] And by my third caravan most of the upgrades got maxed out.. already? Why? [h2]2) Technical problems[/h2] Oh boy! The system requirements for this game are incredibly low. It will probably run on anything. But, oh my god, after 8 hours of play, lags and stutters became more and more frequent. It doesn't affect the gameplay in any way, but stuttering music will make your ears bleed and this becomes annoying very quickly. Sometimes sound even disappears for a couple of seconds. There's a quest that just broke for me for no particular reason. And some minor bugs here and there. [h2]3) Battle system[/h2] It's really simple and... fine actually. But they all feel the same because there is ZERO randomness in enemy groups. [spoiler]Hey kid, wanna fight the same two hyenas five times in a row? Here you go![/spoiler] You can see what attack enemy will use, who they attacking and how much damage their attacks is gonna deal. It's not necessary bad, but makes battles to easy and predictable in my opinion. [h2]4) Inventory management[/h2] Worst part of the game. Your inventory is always full. Trading without currency sucks. I can't say more... it's just not fun [h2]5) The other things i'm too lazy to group[/h2] Trader's inventories won't refresh, ever. Why? I accidentally found out after 8 hours of playing that pressing RMB stops the caravan. This should be in the tutorial, it's important. There should be an option so that supplies are not automatically eaten. Why should i waste my precious meat when i'm almost in town? WASD in the map screen works in reverse for some reason? Russian translation is junky in some places[spoiler](idk, do you need help with it?)[/spoiler] [h1]Sounds harsh right?[/h1] I would recommend this game, but not in this state. I'm going to finish it and i hope developers will finish it too.
👍 : 2 | 😃 : 0
Negative
Playtime: 43 minutes
I will give a positive review because the developers seem to really care about the game and after 1.0 they drop fixing every weeks for bug etc. the ambient and the story are very intriguing and also the gameplay is fun (but needs more content in the future) buy it on sale and enjoy it
👍 : 4 | 😃 : 0
Positive
Playtime: 1283 minutes
TL:DR - The game's art, story and voice work is immaculate, but many of the gameplay elements like the inventory management, trading, leveling, combat, meta-progression, and endgame make the game a dull, boring and grueling experience. It just makes me wish they adapted the story as a comic or animated series, rather than as a game. I go more into detail as to why I don't like these mechanics if you want to know specifics. I feel bad about not recommending this game, because there are a lot of things it does right. The voice work, art, animation, character design, music and storytelling are all phenomenal. There was a lot of care, time and dedication put into the game that needs to be appreciated. I even held off on writing a review until a completed the main story, just so I can say that I gave it a fair chance. But unfortunately, it feels like it's more style over substance at the moment. Gameplay-wise it's very simplistic and easy to understand. It's essentially a strategy board game, where you travel the map and collect resources and complete objectives. I'll start with the things I do like about it first. Again, art and story is absolutely fantastic. Character classes are varied and diverse in play style, and upgrades add fun and unique variations to currently owned skills, so you can customize your team to your liking. The game has a a difficulty curve that gets easier as you progress, but makes the game challenging but rewarding. Unfortunately those are really the only highlights of the game. There are a lot of gameplay elements that make playing the game stale or repetitive. They may come off as nitpicks, but when you're playing this game for hours on end, they really start to dig into you. Inventory management - Inventory management is super tedious in this game, and is largely limited by the weight limit. The weight limit is very small and can not be increased easily, requiring either a purchasable support animal (which you can only have one of) or by having a party member with a trait that increases it. You can also increase it with meta-currency, but this is flawed for a reason I'll get into later. Because inventory is so limited, most of the time you'll be staring at the screen wondering what you should get rid of. Finish combat, toss items. Step over an item space, toss items. It gets old quickly. And for some reason you'll get a "new item" notification *every* time you pick up an item—even when you already have additional quantities of that item in your inventory already. And why exactly is the inventory system like this? Because of the trading system. Trading - Sandwalkers has no currency for obtaining items from NPCs in the traditional sense. Instead each item you collect has a set value, which you trade for items of equal value. Unfortunately, there's nothing really worthwhile to trade for. Items like equipment and fetishes provide small boosts or abilities that don't scale with level. Not to mention once a party member has a equipables that suit them best, there's no real need to swap them out. There are only a small number of equipable items and fetishes in the game, so you'll start seeing them over and over again very quickly. The only things you'll actively want to be carrying is rations, health potions, and resources to use on the map. Anything else is superfluous and adds to inventory clutter. Leveling - Leveling up is cooler in concept than it is in execution. Each time you level up you can upgrade one of your abilities so either it does more damage/healing, or adds an additional effect to it, which is great. The problem starts after you reach level 8 onwards. At this point, the enemies' levels start scaling to match with your damage output. Which *completely* defeats the point of leveling, as even though your numbers are going up, your effectiveness in battle is not. You only can unlock a fixed number of abilities per character anyways, so even the upgrades get repetitive. Of course, there's a reason for that as well, and not a good one, which involves the meta-progression. Not to mention, even though you're leveling up, nothing else in the game does. Your equipable items and combat items maintain the same value for the entirety of the game, rendering them as essentially more inventory clutter. There's no point in throwing a grenade that does 10 damage when a basic attack can do a couple hundred. It makes leveling up more or less pointless after a certain threshold. Combat - Combat in this game is fun, but only in the beginning when you don't know how the game or the classes work. Once you understand, it loses its luster and quickly becomes a chore. You'll see the same enemy types and formations over and over again. The game shifts from trying to strategically tackle each encounter to trying to end the battle in the least amount of turns possible so you can go back to playing the game. It doesn't help that enemies are everywhere, and there is an ambush mechanic which force triggers a battle after moving a certain amount of tiles. It would be a bit better if there was a Repel-like item to stop this bar from raising, but it'd only delay the problem, not solve it. Meta-progression - It's not *bad* but the way they went about it was immensely frustrating. Originally, you would obtain meta-currency throughout the map by completing objectives and you could return to the starting point on the map to purchase permanent upgrades. For whatever reason, they changed it to where you can only purchase permanent upgrades by ending your run and starting a new one. Instead of purchasing upgrades that can benefit your current run, you're essentially told to throw it away, and potentially redo aspects of progress you've already completed just so you can benefit from the upgrades you purchased. That's a feature better suited for an idle game, than a game like this. It adds unnecessary breakpoints into the flow of the game that otherwise aren't needed. I ended up just beating the game without doing this, as I had made enough progress with the upgrades I purchased before this update that it wasn't really needed. It's kind of funny: the game's story likes to focus on the caravans and how their continued deaths are necessary sacrifices to save the world. In actuality, it's an unneeded mechanic designed to pad out game time. Completion/Endgame - Something strange that happened about the progression of the game is that you're supposed to obtain 8 fragments to unlock the secret to the game's final area. However, I deliberately made a point to do all the side objectives first and by the time I got to the final area, I only had 4, so they game just... gave me the last four? It was very strange since obtaining the fragments had always been a more cinematic experience. Also I have yet to 100% the game because it requires me to kill 75 of each enemy type, and starting new runs to reach the unnecessary death total. I'm not sure if I can tough out the game long enough to get all the achievements. All in all, Sandwalkers is not a bad game, but has a long way to go before it becomes a great game. It excels in its art and story direction, but the gameplay holds it back significantly. Which is a shame, because it really is a gorgeous game. While I think it's great the dev team is still working on updates and big fixes, the problems with the game need a legitimate rework on a fundamental level. I really hope this game improves meaningfully.
👍 : 14 | 😃 : 0
Negative

Sandwalkers Screenshots

View the gallery of screenshots from Sandwalkers. These images showcase key moments and graphics of the game.


Sandwalkers Minimum PC System Requirements

Minimum:
  • OS *: Windows 7
  • Processor: Core i3 or equivalent
  • Memory: 2 GB RAM
  • Graphics: DirectX 11 and/or OpenGL 3.3 compatible video card
  • Storage: 1 GB available space
  • Sound Card: Any

Sandwalkers Recommended PC System Requirements

Recommended:
  • OS: Windows 10
  • Processor: Core i5 or equivalent
  • Memory: 4 GB RAM
  • Graphics: DirectX 11 and/or OpenGL 3.3 compatible video card
  • Storage: 1 GB available space
  • Sound Card: Any

Sandwalkers Minimum MAC System Requirements

Minimum:
  • OS: OS X 10.8.5
  • Processor: 1,3 GHz CPU
  • Memory: 2 GB RAM
  • Graphics: Intel HD Graphics 5500
  • Storage: 1 GB available space

Sandwalkers Recommended MAC System Requirements

Recommended:
  • OS: OS X 10.9.1
  • Processor: Dual-core 2Ghz CPU
  • Memory: 4 GB RAM
  • Graphics: Intel Iris Pro, NVIDIA GTX 660 Ti, or AMD Radeon HD 7870 w/ 1024 MB
  • Storage: 1 GB available space

Sandwalkers Recommended Linux System Requirements

Recommended:
  • OS: Ubuntu 12.04+ Desktop only
  • Processor: Dual-core 2Ghz CPU
  • Memory: 4 GB RAM
  • Graphics: Graphics card: DX9 (shader model 2.0) capabilities
  • Storage: 1 GB available space

Sandwalkers has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.

Sandwalkers Latest News & Patches

This game has received a total of 15 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.

Sandwalkers 1.0.1 - Hotfix #1 -
Date: 2024-06-20 16:25:40
👍 : 80 | 👎 : 0
Super Small Hotfix - Sandwalkers 1.0.1 v2
Date: 2024-06-21 16:01:02
👍 : 75 | 👎 : 0
Patch 1.0.2
Date: 2024-06-24 16:19:18
👍 : 103 | 👎 : 1
Patch 1.0.3
Date: 2024-06-26 15:05:06
👍 : 62 | 👎 : 0
Patch 1.0.4
Date: 2024-06-28 13:58:37
👍 : 55 | 👎 : 0


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