Sand: A Superfluous Game cover
Sand: A Superfluous Game screenshot
Genre: Adventure, Indie

Sand: A Superfluous Game

New Missions and an NPC

Change Log:

  • Added a Shepard's Crook that when held down attracts farm animals to you. This was suggested by a community member.
  • Added a new location (The Church) and several church basement levels.
  • The new location contains a mission line (more added later) that will end with you receiving a new NPC.
  • The new NPC is a healer that will heal the lowest health person in your team but has no attack.

Fixed Loading New Content

Had an issue with some people not being able to load the new content. Should be fixed now. I will build a button in the future to fix this manually if it happens again.

Chapter 2 Part 1

I've added several missions (starting at the Karkadann town). At the end of the mission line (which isn't many) you will have a new companion to bring with you. I had some issues with data loss and lost several locations and data so I had to re-do them. I've tightened up my version control so it shouldn't happen again. I lost quite a bit, to be honest, but it will probably turn out better the second time I make it :). More main missions will be added next, then some new weapons/gear, and then I will add in the side missions (one which should add another companion).

I plan on limiting the number of companions you can take with you (+1 if you have a certain item) to maybe 2. I'll see how that feels in the coming weeks. Right now I have added 4 companions. 2 ranged, 1 medium ranged, and the new melee companion

Meet Elijah the Prophet:




His attack is a headbutt. He gets in close and takes a lot of the aggro. His special ability is a heal over time (when he isn't fighting). He has the highest HP of all of the companions.

The Karkadann


Named after a Persian/Indian mythical creature, these are large peaceful bipedal rhinos. They organize into tribes and are largely agricultural. They mutated after the "moon fall" (the moon exploded and rained down on the earth) and live a very long time. In fact, the oldest of them are only two or three generations removed from the original Karkadann. They have a lot of knowledge of the world before and might share it with the player.

Other changes:


Added an FPS slider that might work (or might not lol).

Weapon Lockers

Change Log 2/11:
Added weapon lockers to the game. These will allow you to store weapons that camp mates will use during raids. Right now they will assign them to the camp mates randomly. The guard profession still works as usual (provides a free shotgun). I will be work improving this system in the future. If a camp mate does not have a weapon locker it will use its default weapon for its current profession. Some weapons might not work correctly; let me know if they are bugged.

Patch 1/20/23


  • Lots of bug fixes and some spelling errors fixed
  • You can now disband NPC followers

Patch (12/9/22)

CHANGE LOG (12/9/22):

  • Traders no longer collide with blade spinners
  • Traders can now go through doors, but not gates (this is working as intended; gates are impassable for anyone but the player)
  • Photocells, alarms, switches, and pressure plates should now work correctly with wood burners.
  • You can no longer open the inventory while attaching devices
  • The Tool Bar should hide and show correctly now when attaching things. There is an "AIM BEFORE FIRING" message that pops up. Will fix this soon.
  • Deliverer robots amounts can now be added more quickly by holding down the button (like the trade booths). This was only a problem with the controller I believe (I used check_pressed instead of check).

Update 12/8/22

Change Log (12/8/22):
<*>Car should now work as intended with controllers. A is accelerate, B is brake, and A+B is the handbrake. Let me know if you think of a better way to control it.
<*>NPC Traders should avoid blade spinners. They should also be able to use gates and doors. (Not fully tested)
<*>Added UI tip for trading booths, delivery robots, and wood burners that tell the player the key/button to press for multi items (Shift or Left Stick Button)
<*>Wood burner should now save it's on/off state correctly.
<*>Wood burner now works with switches.
<*>Sand trap now works correctly with the controller. Works like sand wall.
<*>Raid timer should now pause when in the pause menu.
<*>Power/Mod bar has updated graphics showing which controller button to press (Temp ART and backward?).
<*>Weapon bar should now hide when attaching things to things.

Special thanks to fodder for helping with finding all these bugs!

EA 8.1

Change Log:

  • Added Random Map encounters. Decided to make these kind-of avoidable if you pay attention.
  • Added a new gear item: Binoculars. If you have them in your inventory you will see encounters better.
  • Fixed: controllers should now be able to revive camps mates and other NPCS
  • Fixed some dialogue and UI not showing correct controller commands.

Update: Encounters

Change Log:

  • There are now map encounters.
  • These encounters appear as red crosses on the map and will chase you
  • If they touch you you will be attacked
  • There are only combat encounters. More will come later.


I've been working on more, but it has been awhile since I've updated the game so I thought I'd release a little update.

Patch 10/25

CHANGE LOG

  • Fixed error with reviving camp mates (graphics and code), Should work as intended now.