Helloooo everyone! Long time no see! This patch comes with a long awaited addition: controller support!
You can finally play Sandwalker with your controller! Any input on a connected controller will switch the control mode automatically.
It is probably the last major patch on Sandwalkers: thanks a lot for your feedback and support during the last few years!
We can’t wait to show you what will come next :)
Hello everyone! Here's a new patch for Sandwalkers, with some balancing and some fixes! Please find the full patchnote below. Cheers, and thanks for playing Sandwalkers!
**Balancing**
- Please note that we’re iterating cautiously on this one: many variables impact Sandwalkers' balancing and a small change can sometimes have tremendous impacts
- We increased monsters’ HPs & Shield. We don’t want to increase the stats anymore on the first levels, but we might continue to increase them on higher levels.
- Desertic & arid regions now provides between 10% & 20% less Supplies tiles
- The weight of all equipments & fetishes is reduced to 1 instead of 3
- Several minor tweaks
**Bugfix**
- A blocker was occurring when encountering fire elementals
- Equipments, Fetishes & fight consumables items have levels, but they were not behaving correctly.
- Fix a blocker on Nebulous questline
- Bloodworms weren’t positioned correctly in fights
- Some attacks from the Sobek and the Terrasaur weren’t giving their side effects to the right target.
Hello!
We're pushing a small hotfix as there was an issue with Renegades and Deserters monsters that could lead into a blocking situation Sorry about that!
- Fixed an issue with Renegades and Deserters monsters that could lead into a blocking situation
Hello everyone! For the last few weeks, we've been working on content, as well as overall imporvements : with the weather, with balancing, bugfixing, polishing, we've been busy! We do hope you'll love all that's been added in this 2.1.0 version! And if you do, do not hesitate to leave a positive review! I know I ask every once in a while, but it is very important for us Have a wonderful day!
Please find the full patch note below :
**Content**
All enemy groups have been reworked to improve variety and ensure a fair distribution of all existing mobs:
- Each region now has a set of specific monster “factions” it can trigger
- Each monster “faction” has more varied groups
- We added a new version of some monsters, who will start fights with an active effect on them to add even more variety
All loot gained from monsters has been reworked:
- More variety of items
- Less loot most of the time
- Enemies will drop items according to their level: you won’t get a +2 Agility item from a level 8 monster anymore!
**New enemies**
- **Ocelots**
- Berserker
- Ogre
- Cannibal
- **Fire Elementals**
- Fire Elemental
- Fire Spawnling
- **Azore Mercenaries**
- Sobek
- Terrasaur
- Tracker
**Weather improvements**
- More monsters related to the weather will appear
- Monsters spawned by the weather now disappear when the weather changes
**Balancing**
Please note that we’re iterating cautiously on this one: many variables impact Sandwalkers' balancing and a small change can sometimes have tremendous impacts
- Monsters will continue to scale after level 10
- Leveling up will correctly scale after level 10
- Monsters' HP & Shield progression is now related to their base HP/shield stats. Shield-based tanks & HP-based squishy damage dealers were looking the same in end-game because of our progression setup; it should be better now
- Continue to tweak bosses’ HP with the same philosophy: more tankiness, less lethality
**Bugfix**
- A blocker was occurring on quests sometimes
- You could get blocked on the island during the Azore questline
- You could get blocked after the final fight
- Spamming inputs on the caravaneer selection screen could block the game
- Broken description on the “Shield Up!” ability
- Swordsman “Execution” wasn’t triggering its effect
- Some followers were not working properly
- Fixed some issues related to fast travel
- “Infested” effect damage was wrongly calculated in damage previews
- Key bindings were sometimes reset after closing the game
- Fixed some broken texts
- Other minor fixes
**Polish**
- The amount of XP you gain as a quest reward is now displayed
- “The Art of Forging” quest compass is more efficient & clear
Hello there!
A quick fix for you today, mainly about making sure that old saves are up to speed with the latest changes. A small content update is still in the works, you'll just have to be a liiiittle more patient.
That being said, please find the patchnote below ↓
Thanks a lot and have a wonderful day! -The Sandwalkers team
Patchnote 2.0.14
**Bugfix**
- Fixed older saves missing some achievements and memories
- Fixed older saves not getting the right version of the
- map
- Fixed a bug preventing in-game music to start again after a fight
Boop!
Here's a small patchnote because some save were stuck and that sucks, and now they should be unstuck which makes it unsuck. Next step, some content is coming for the next patch, we'll keep you updated!
That being said, please find the patchnote below
Thanks a lot and have a wonderful day! -The Sandwalkers team
Patchnote 2.0.13
**Bugfix**
- Add a way to unlock blocked saves on the “Usury” quest
- Add a way to unlock blocked saves on the “The Art of Forging” quest
Hello everyone! We're comiong with patch 2.0.12, containing more bugfixes that we've been able to reproduce and fix, thanks to your help!
Thanks again for playing Sandwalkers ; and if you feel like giving the game a positive review and you haven't yet, it would definitely help us if you do so !
Have a wonderful day, -The Sandwalkers team
**Bugfix**
- Merchants were merging their inventories sometimes
- A blocker was sometimes encountered during fights
- Several blockers on quests “Usury”, “The Art of Forging”, “Livewood City” and “Temesgen Slaves” were solved
- Some encyclopedia entries were unlockable
- One of the archeologist upgrade was giving an insane damage bonus
- We added a place action to gain Wood in Lecwasi during Agromancy quest as a safety net
- Some broken texts
- Various small fixes
Helloooo everyone! For today's patch, we're releasing some polished things that were not exactly as we intended ; we're also keeping on fixing bugs, and, finally, we're making some adjustments with the followers. Nerfing those that give damages, buffing those that give resistances!
This should improve a bit more the overall stability and game experience. Thanks for sticking with us, and, as always, for playing Sandwalkers!
-The Sandwalkers team
Patchnote 2.0.10
**Polish**
- The Crystal Library upgrade providing XP is now increasing the base level of caravaneers instead
- The upgrade selection flow has been fastened, so that selecting multiples upgrades would be less painful
- A new upgrade in the Crystal library allows you to increase the max number of supports you can have
- The Crystal Library cannot be accessed from Lecwasi anymore: the only way to enter it is to start a new caravan!
- All bosses now have the “Unwavering” effect permanently applied to them, effectively preventing any stun
**Bugfix**
- Some Memories were unlocked at the beginning of your playthrough
- An attack of the Mycelium Brain boss wasn’t working correctly
- Enemies could sometime spawn next to the boss in the arena
- Azore Mangrove map was sometimes already fully discovered
- Scorpicore could sometimes appear at a weird timing
- Various small fixes
**Balancing**
- Followers giving extra damages have been nerfed
- Followers giving resistances have been buffed
Hello everyone!
You thought you'd have a day without an update? Nope! :D We've got some more fixes we'd wanted to publish before our next patch, that will be a bit bigger, so stay tuned! The game should be more stable now, and with this patch and the next one, we expect all the issues (or at least the main ones of course) to be gone. So before this final fixes, please enjoy today's Patchnote for 2.0.9!
Patchnote 2.0.9
**Save fix**
- Fix a blocker on quests for some saves on 2.0.5
**Hotfix**
- Fix a blocker occurring on a fight against a specific enemy group
- Enemies will no longer play if they’re stunned and play last in turn order
- Boss will no longer take “behind target” damage type when they are the target
- Caravaneers can now be repositioned on an empty space in fight and fight setup
- Prevent an issue sometimes occurring when reaching a specific tile
- “Reaching Umama” achievement will not be gained when reaching Deadwood anymore
- Fix position on map reset if quitting without moving after a travel
**Polish**
- Tweak camera speed when moved with arrows
And, as always, thanks for playing Sandwalkers! -The Sandwalkers team
Helloooo everyone!
We're here with a new patch ; correcting a pretty nasty bug. In our haste to fix some previous issues, we introduced a new one that went through our testing nets. We're very sorry about that, and providing a fix. We're also fixing an issue on the Pilot event, and sliding in some balancing too
Thanks a lot for your patience, report, and once again, thanks for playing! -The Sandwalkers team
**Hotfix**
- Fix a blocker occurring on a fight against a specific enemy group
- Blocker on “Pilot” event when triggering the fight against pirates
**Balancing**
- Tweak enemies resistances
Hello again everyone! For the second patch of the day, two major bugs are now properly fix. We're tackling the Dragonopterous issue also for old saves. With this morning's fix of te blackscreen, we should normally have fixed the 2 major bugs that were still happenning.
Thanks again for your patience, and do not hesitate to confirm in the forums if yoru issues have been solved!
Thanks for playing Sandwalkers, and stay tuned for further updates -The Sandwalkers team
**Save fix**
- Fix all saves that were stuck in an empty Yoz without Dragonopter. There might be 2 of them, but defeating one will allow you to finish the quest
- Some saves were missing a Fragment due to a bug which has since been fixed. It should now be resolved.
**Balancing**
- Enemies scale correctly again, depending on the regions and caravan’s level
- It means that you won’t always face enemies matching your caravan’s level anymore
**Bugfix / polish**
- Fixed broken text on a support
- Lowered the volume for the “Encounter gauge increase” sounds
- Fix a bug on music in Pause menu
- Music doesn’t restart from the beggining after a fight anymore
- Fixed an Aeromancer upgrade that wasn’t giving any bonus
Helloooo everyone!
We're keeping on patching the game thanks to your feedback during the weekend. We're starting the day with two hotfixes :
- Fixing black screens that were happenning with the Crystal Library
- Slowed down the rate at which the encounter bar is being filled in almost every region
We'll try to slide in more fixes later today ; but it's still in testing so we couldn't give then to you yet!
Thanks again for playing Sandwalkers, and for your feedback
-The Sandwalkers team
Hi everyone!
The past two days have been intense as we tackled major balancing issues. Some players were able to finish the game in a single run, defeating all enemies in just one turn — not exactly what we had in mind for Sandwalkers! This patch focuses on restoring challenge and progression. Here’s what’s new:
**Enemy Scaling & Encounters**
- Enemy scaling fixed
Enemy groups were no longer scaling with your caravan, leading to easy fights against low-level (Lv.1) enemies. This is now fixed.
- Unit encounter rework We’ve restructured enemy groups to make encounters more varied and challenging:
- 2-enemy fights were too frequent and not engaging — most have been removed.
- Stronger enemy groups have been added across all regions.
- Each region now features more diverse enemy compositions.
More tweaks will follow — this is just the first step in our balancing effort.
**Caravaneer Upgrades Nerfed / Roguelite Bonuses Buffed**
Sandwalkers isn’t about a single overpowered caravaneer dashing to Umama. It’s about generations building on each other’s journey.
- Caravaneer upgrades nerfed by ~30%.
- Cristal Library combat upgrades have been buffed to reinforce roguelite progression.
**General Balance Tweaks**
- Protector Gains +2 Strength/level (up from +1). "Raise Shield" ability nerfed.
- Status Effects Decaying Shield buffed. Infested nerfed. Blinded nerfed.
- Bosses & Elites HP increased, but Strength reduced at levels 3–5.
- All enemies Strength reduced at levels 3–5, but increased from level 7 onward.
- Merchants Merchants in Cities now gives more items
**Bug Fixes**
- Fixed several attacks that dealt pure damage with no type.
- "Ban Hammer" Fetish now correctly targets the launcher.
**Known Issues (Still Investigating)**
- Rare black screen blocking progress.
- Some units show the wrong sprite when stunned.
- Bosses can be stunned, even when they should be immune.
- Trade with merchants can be broken, allowing players to get insane amount of items
Thank you all for your patience and invaluable feedback — it really helped us identify and fix this core issue. There’s more to come, but this patch should make Sandwalkers feel closer to our original vision.
— The Sandwalkers Team
Hello again!
We're pushing live a fix for a blocker, along with some more minor issues that were ready to be pushed and safe to release. Thanks a lot once again for your feedback and patience!
Patch 2.0.3 Hi again!
Yes I know, another patch. But there was just one nasty bug we wanted to fix, so here we are :D
Cheers! :D
Hi again everyone! Here's another small updates with some hotfixes. Thanks again for your feedback, and sorry for the inconvenience! We hope you're all enjoying your time on Sandwalkers!
Hey everyone!
It seems some of you have been getting a black screen when making the transition from the Early Access version to the 2.0 version. We've identified the issue, which was related to walking too many steps on a previous save. We love to see you exploring so much, but you can rest easy now and resume your quest.
As always, feel free to report any issue you find on our Discord!
Cheers!
Hi everyone! Here comes the patch 1.3.1 with some hotfixes.
We’ll now be focusing on the Full Release and will give you more details as soon as possible.
Bugfix
Hi everyone! Patch 1.3 is here with a big batch of content and improvements for the base game.
The next big step for us is the 2.0, which would end the game’s early access and bring you new questlines to reach Umama.
New Content
Bugfix
Polish
Hi everyone! Patch 1.2.5 is here with new bugfixes (including a major one for a blocker in fights) and some polish as well.
While 1.2.5 was supposed to be the last "Bugfix focused patch", we are not quite exactly where we wanted to be in terms of bugfixes yet, and there will be a 1.2.6 bugfix focused patch in January. We do work on 1.3 in parallel of this patch though, so the new content is being worked on! Can't wait to show you what's coming!
Until then, please find the full patchnote below. Once again, thanks a lot for playing Sandwalkers and for your feedback, that helps us improving Sandwalkers beyond what we could've done by ourselves!
Cheers!
Patch 1.2.5 changelog :
Bugfix
Polish
Hi everyone! Patch 1.2.4 is here with new bugfixes
We hope to deliver the patch 1.2.5 before the holidays, with many other bugfixes and UX improvements. We will then focus on the 1.3, adding new content
We will give you more details about our EA roadmap in the upcoming days!
Please find the changelog below :
Bugfix
Fight
Exploration
Others
Hello everyone! Here's the first patch with a lot of different corrections! While every single ticket we fixed isn't listed there (as we've got more than 100 of them, and some of them fix the same feature), here's a list of what's changed between 1.2.2 and 1.2.3!
Stay tuned for 1.2.4 coming soon!
Fight
Exploration
Others
Polish & improvements
General Bugfixes
Patch 1.1.2 is here! Even if we’re mostly working on 1.2 and new content for later, we still have a lot of small improvements to make.
Balancing
Bugfix
UX
See you soon for the 1.2 update!
Hi everyone, here comes a big update with some changes on attacks & recruitment. We are approaching the end of our optimization phase and are starting to work on new content for the game. We should be able to tell your more about that soon!
Attacks
Quests
Recruitment
UX/UI
World
Other fixes
Hey everyone!
We're pushing a small update that just fixed a special kind of tile in the desert giving you only 1 supply where it should give you 12 of them. That is a low risk update and was quickly tested on our side, but can have a huge positive impact on your survivability :D
There is another patch coming early next week, with some bigger changes and fixes, that were not a good idea to push live at 6PM on a Friday! For exemple, allowing you to abandon a run and start a new one without having to go and get vainquished in a fight on purpose, or slowly starving your caravan to death
This change, and many fixes are coming early next week! We'll tell you more when it's there
Thanks for playing Sandwalkers and providing us feedback. We try our best to be active on the forum and Discord so we can answer your questions and gather your feedback and suggestions - they really help!
Have a wonderful weekend everyone!
Hello everyone!
First of all, thanks for playing Sandwalkers! We already had some great feedback and we cannot thank you enough for taking the time to post them Here's a first patchnote about what's been fixed and what we're still working on!
Hotfix
Temporarily changed “Insidious Seed” attack from the Botanist as it can cause crashes.
User experience
Balancing
Localization
Bugfix
Mac
Linux
Coming soon
This is some stuff we know about, but that couldn't make it into this patch without threatening either the integrity of the game, or the integrity of our hard working developpers :D