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Impressions: My Time at Sandrock

Seeing My Time at Sandrock in the latest Epic Games sale, I decided to snatch it up and get to scratching the itch. The result is about what you would expect: relief… followed by some abrasion.

Pardon the dust… storm.

My Time at Sandrock is a sort of “sequel” to My Time at Portia, continuing the general world progress but in a different area and with new characters. This has so far included the same tonal whiplash where everything is jolly and cartoonish but you discover journals from people who sank into depression and ultimately starved to death in the apocalypse’s immediate aftermath. Originally intended to be a DLC to the first game, the devs apparently felt limited by Portia’ game engine and decided to formally release it as a different game. Or, perhaps, you know… they did it for other rea$on$.

The game engine changes were noticeable immediately, and not necessarily in a good way. The camera swings around with a bit too much gusto, the lock-on mechanic for fighting enemies is very useless when there is more than one in the area, and resource gathering is unsatisfying.

Actually, let me clarify that last bit. The act of chopping trees and smashing rocks is extremely satisfying; I cannot exactly articulate why, but your character really gets into the smashing/chopping and it feels great. Then the resources pop out around you as tiny, spinning polygons and sloooooooowly absorb into your person. So slow, in fact, that you can almost outrun them on your way to the next node. And they legit have to be absorbed before appearing on the left-side of the screen and into your inventory. Like… why? If I could turn that part off and just have the resources appear in my backpack like every other game, my enjoyment would literally increase two times, minimum.

Nice and cozy farm sim… hey, wait a minute…

As for the rest of the game thus far, I can’t help but compare it to my, er, time with Portia. And Sandrock, concerningly, is coming up a bit short. The game’s overall flow is beat-for-beat the same: you’re a new Builder, meet the townsfolk, take commissions from the job board, research new technology, gather relics while digging in Abandoned Ruins, fight some monsters in the overworld and/or in dungeons, complete world/town quests that unlock new areas and improve the town. And that’s all fine – in fact, that is kinda what you want in a sequel to a game you spent 108 hours playing.

The problem is that Sandrock as a location is kinda boring. It’s a desert town with a Wild West motif. I can appreciate the uniqueness of not being able to chop trees for wood (it’s against the law!), and having to worry about water for your machines, and the bizarre “sandfishing” analog to regular fishing. But Portia felt… bigger, more interesting. It’s possible that was due to Portia simply having more empty space, although that’s kinda how that works. More concerningly from the whole cozy life-sim angle though, is how I don’t really like the people. They’re fine, but mostly Wild West caricatures. There is still time for me to be surprised – barely anyone is past two hearts at the moment – but relying on the hope of something getting better doesn’t really cut it in 2023.

Sounds familiar.

So, yeah. I’m going to stick with Sandrock for a bit longer because the same gameplay/planning bits that were compelling in Portia are still compelling here. However, when Portia became less compelling as a result of my completion of the tech tree, I was able to fall back on the relatively interesting world story and neighbor relationships. With Sandrock, I don’t even know if I want to romance any of the options. Not a particularly great situation to be in for this genre.