SANDRIPPER news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak4
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score94% positive
- Total reviews50
- Release dateMar 5, 2025
- DeveloperMackenzie Palmer
- PublisherMackenzie Palmer
Company pages: Developer: Mackenzie PalmerPublisher: Mackenzie Palmer
SANDRIPPER Steam news
SANDRIPPER news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- V1.325 - 26 December 2025
-Fixed bugs related to object pooling-Annihilator works now-Some small maintenance stuff
- Object Pooling - 11 November 2025
Added object pooling for bullets and items (ammo, health, fuel pickups). A small change that should help keep your FPS steady while loads of objects are being created and destroyed each frame.
- v1.3 - 7 July 2025
TL:DR More juice, more visibility, and more weapon upgrades, more often! NEW WEAPON VARIANTS:-After upgrading a weapon using the Workshop upgrade, a second, stranger upgrade becomes available.-The Weapon Workshop now appears every 6 waves.THE LOOP:-The game now cycles through the 3 maps indefinitely. Reaching the shed area marks the end of a loop and brings an increase in difficulty.-Weapons now stay on the ground forever, persisting even when leaving the area. Maximum of 3 weapons per area. WEAPON CHANGES:-You can now increase a weapon's firerate beyond 1 bullet per frame.-Juiced up visuals and audio for most weapons.-The Plasma Rifle, now the "Plasma Ioniser", ELECTRICALLY OVERCHARGES shields. This causes them to explode and chain-react with other shields. This effect also applies to its grenade launcher upgrade.-Microwave Beam's giga beam deals 15% more damage. Its ONE EYED JACK beam…
- Whats In the works? - 27 May 2025
Hey. I've been steadily working away at v1.3: Upping the Caliber. Its been taking a while because of the unfocused nature of this all-round improvement update. That isn't to say this update won't feature new game changing content, it very much will. THE NEW GAME CHANGING CONTENT: Guns, lots of guns. 9 more new super unique workshop variants in fact. With these additional weapons comes some changes to the game's structure, so you can modify your guns sooner and more frequently while still maintaining the challenge. As an example, the new workshop variant for the SMG turns it into an incredibly hot blowtorch: And the Dragon's variant is a giant engine-heat-powered exploding slug: GENERAL IMPROVEMENTS: A large portion of the update will be visual and audio improvements to everything. Every weapon has gotten an healthy slathering of juice with fresh visuals and sounds. Tons of world audio a…
- Regional price slashing - 9 April 2025
Just a quick post letting YOU know that the price of the game has been cut 20-50% for most of the world's currencies.
- v1.25 - 7 April 2025
Just a small update while I lay the groundwork for more workshop upgrades, and the systemic changes needed to accommodate them. HEAT SYSTEM: The engine heat meter now starts off with a lower maximum, but is now expandable via the two movement speed upgrades. This turns engine heat into an expandable reservoir in which some future weapon mechanics will utilize. Because you can now increase how much heat you make, some heat-dependant systems have been tweaked. -THERMOCOUPLE maximum firerate increased. -Basic core dump no longer empties heat reserve completely. Experimenting with an SMG rework that utilizes the expanded heat system: -Accuracy decreases with heat buildup, instead of increasing. -Shield damage decreased (6 -> 1) -Firerate takes longer to max-out, but the default firerate is faster. -Above 66% heat, shots will light enemies on fire while also consuming engine heat. -THERMOCOU…
- The future of Rippin - 17 March 2025
Hey! Thanks for giving the game a shot! Its been a couple weeks since the game hit the digital shelves, so its time to talk about what the heck comes next. More gun modifications, and interesting enemies. Upgrades Most roguelike-lite-like-esque games have various effects and abilities you combine with your weapons to create more effective, more complex weapons. Most of Sandripper's weapons come pre-complexified. Which is partly why the upgrades are so focused around improving the capabilities that the weapons start with, instead of substantially altering them. Substantial alterations are left to the workbench upgrades, of which there is currently only 1 for each of the 9 weapons (and some of them barely alter the weapon!). This lack of workbench variety paired with the long wait time to select an upgrade leaves a very noticeable gap in the performance of certain weapons. So, Instead of…
- v1.24 - 16 March 2025
-New upgrade: EXPRESS BULLETS: + 50% faster firerate, consume 50% more ammo. (I promise to stop adding more percentage upgrades lol) CHALLENGE MODE: -You now start with a higher ammo reserve (3000 -> 4000) -Wave 2 will now have 2 weapon drops. -Enemies now have faster reaction times and movement speeds. WEAPONS: I kinda rushed out the Neutrino Cannon's new upgrade and I see now that going weirder with it so early was the wrong move! I'll be saving its concept for future use though. -Neutrino Cannon's upgrade now fires a forceful blast outwards in a 360 degree spread. Keeping the vanilla version as the small group/single target destroyer its meant to be. -Neutrino Cannon's fire mode has been changed to full auto. (firerate is still the same). -Slight increase to the firerate of an uncharged Mag Cannon. -Added rounds-per-minute as a weapon stat in the shed. MISC: -Death screen now has an…
- The ULTIMATE CARnage bundle! - 13 March 2025
I'm bundling up with friend of Sandripper, Redline Crooks! An incredibly awesome car obliteration ROADlike. If you like turbo-crunchy vehicle-based roguelites you HAVE to play Redline Crooks! Check out the bundle HERE.
- v1.2 - 11 March 2025
-Added new rare core-replacement upgrade. (May crash your game) CHANGES: -The Neutrino Cannon's workshop upgrade has been replaced with something stranger. -SPLITTER and ONE EYED JACK now properly interact with the Microwave Beam. -Regular enemy bullets have been touched up to be visually stronger and now have a subtle flash. -Tweaks to the enemy charge-up flashing sprite. -Flashing projectiles all flash at the same time to reduce visual noise. -Shotgun Speeder enemies fire in a more predictable pattern. -Killing an enemy when all your ammo reserves are below 10% will increase the amount of ammo they drop. -A couple enemies have had their attack delay times increased. -Shielded grey speeder enemies have had their shield HP reduced (400 -> 300). SMG: - Kinetic damage (26 -> 28) - Shield damage (8 -> 6) - Range decreased down to v1.0 range SLAM CANNON: - Range decreased - Spread increased…
- v1.11 - 9 March 2025
CHANGES: -ONE EYED JACK now multiplies your ammo reserves by 1.5x -UNSTABLE AMMO now only applies to ammo dropped by enemies but has increased reward (2x -> 2.3x ammo amount). -Changed how the mag size upgrades function, each one now properly adds to the mag size, instead of simply setting it to a number. -Heat-cancelling has been moved down the heat meter to about the half way point. If you fail to cancel the heat it wont give you a second chance. -The speedrunner Sandripper unlock requirement has been lowered even further, it now only requires you to beat wave 5 in 40 seconds or less. -Enemies become more eager to shoot you as the waves progress. -Ammo pods are slightly more durable. FIXES/QOL: -Fixed the 250 million score achievement...... Oops. -Fixed pause-countdown when just booting up the game normally. -Fixed crash during the upgrade screen. -Window no longer automatically cente…
- v1.1 - 8 March 2025
The most consistent issue this game has faced since the very beginning of time has been balancing the ammo economy. So to no ones surprise, some weapon combos are too tedious to use! So lets fix that. CHANGES TO AMMO POOLS: You start with 3000 rounds (up from 2000) and every weapon now has its own individual magazine. This means firing 2 of the same gun is cheaper, and swapping weapons mid-combat is now a more viable strategy. -The name of dropped weapons will now change colour depending on how much ammo that weapon currently has. AMMO DROP CHANGES: The amount of ammo dropped by enemies has been moved around. Before, all ground enemies would drop the same amount of ammo on death. Now, the amount of ammo dropped is influenced by their rarity/difficulty. So the basic grey speeders wont drop much ammo, while health trucks will drop much more. -Airships, Cylinders, Gunships, Weapon Trucks e…
- Out now! - 5 March 2025
Well, here it is! I hope you all enjoy this thing because I know I've enjoyed working on it! This game was one hell of a journey start to finish, and I'm so glad I actually finished it. Bit off the maximum amount I could chew with this one. Its hard to articulate just how much I've learned making this, the amount of things I'd do differently next time, all that stuff. But one of the biggest reasons why this game got this far in the first place would be the support of all the people that have been testing it since it began. Seriously I don't know how you could play a game that flawed for so long. Check out the credits tab in the main menu to see the wall of martyrs, who combined have probably played a couple thousand hours. Anyway that's all I'm going to say. Thanks for playing!
- Pre Launch Test Patch - 3 March 2025
Effectively the test branch is now fully converted to the retail version. After release, update testing will be done on a separate branch. -Achievements will be wiped upon launching the game. -Demo save file and stats are now your current stats in the main game. Beware that running the demo build now will remove the demo-locked weapons (slam, annihilator, microwave) from your roster, requiring you to unlock them again! Still working on this. -The 'Sandripper' tab is now available. -Slam Cannon ammo regeneration was accidentally different depending on which side it was on. This has been fixed and the true ammo regen stat is now 180/sec after 3 seconds. -Decided to make the minigun spread much slower to build up and then removed its maximum spread angle because its funny. FIXES: -Enabled the gunship (accidentally disabled it). -Mouse can now leave the window while in the shed. -Tutorial c…
- Test+Demo Build 14 - 1 March 2025
Hello and thank you to everyone playing the demo and especially those who have given me valuable feedback via the feedback form. TL:DR; guns do more shield-damage, improved core dump tutorial, better weapon feel, common bugs fixed. CHANGES: Mag Cannon: - Shots below max charge now contain a couple more blobs to deal more damage. - Workbench description updated to hint at its obscure double-shot functionality. Minigun: - Kinetic damage (15 -> 17). - Shield damage (2 -> 4). - Spread rate reduced (more accurate). - Ammo consumption reduced (35 -> 30) Neutrino Cannon: - If you miss, when it explodes it will now deal additional splash damage in a wide area (roughly 2.5x the size of the projectile). - Initial projectile speed increased. - EXPENSIVE ROUNDS upgrades no longer apply extra damage after picking the Neutrino Cannon's workshop upgrade (it could end up doing 34,020 damage lmao) Slam…
- Test Build PATCH 13.3 - 15 February 2025
CHANGES: -The second stats page has had some changes. Mainly, the second list now displays damage taken from each enemy instead of deaths. FIXES: -Replaced all instances of "weekly". -Fixed workbench crash. -Pausing during area transition fixed. -Further fixes to stat tracking (slam cannon and microwave beam rounds-fired tracking)
- Test Build PATCH 13.2 - 11 February 2025
NEW: -Stats page! Just be aware that your stats in the test branch wont carry over to the full game. However your stats in the upcoming demo will. -Proper shiny UI stuff for weapon collecting. (will be visible in the demo build) CHANGES: -The weekly challenge mode is now just "challenge mode" and lasts 3 days instead of 7. -The presence of large enemies (Obliterators, Cylinders, LAS ships) will stop the drain of the multiplier once there's less than 5 total enemies in the area. -End-game Obliterator attack order changed. -ONE EYED JACK allows both fire buttons to shoot your gun. -Alongside your score, relevant stats are also now saved at the end of every wave. FIXES: -The workbench will no longer show you upgrades for guns you don't have access to. Upgrades for the simpler starting weapons will also stop showing up after a certain point if not currently in use.
- Test Build 13 - 4 February 2025
Lots of stuff here! The bulk of changes this patch were made with the goal of improving the flow of early to mid rounds by tackling ammo regeneration. Also some late game health attrition changes meant to better reward skill. CHANGES: HEALTH: -Health attrition has received a couple changes. Mid-game Cylinders no longer have a 50/50 health drop chance and will now be a guaranteed health drop up to wave 20 (then they stop dropping health). The Obliterator tank now drops health up to wave 25. The Gunship now takes the role of long-term health guy, dropping health up to wave 35. After that, you're on your own. -Gunship spawn cooldown has received some adjustment to compliment the health drop change. It can no longer appear multiple times in the same wave, and its cooldown is now based on waves instead of time. For example, shooting it down on wave 8 will stop it from spawning for 3 waves in…
- Demo down. Getting ready for Next Fest! - 1 February 2025
Hello! The demo will be temporarily offline as I give the demo a fresh coat of paint for the upcoming Next Fest. Also, any progress you make during this new demo will carry over to the full game should you choose to buy it ($6!). Sorry if you were just playing it! Its nothing personal, just business.
- Test Build PATCH 12.4 - 31 January 2025
NEW: -A very volatile new Shlugoid variant. CHANGES: -The Annihilator has received some slight balance changes. Its upgrade no longer stuns enemies in place. That duty has been shifted towards the cannon-type weapons (mag cannon, slam cannon, neutrino cannon). The Annihilator's upgrade now simply increases its damage output by tossing 2 more neutrinos into the mix. -The Mag Cannon's upgrade deals less damage and has a wider spread, but it gains a movement stun that increases with charge. -Doomripper base health decreased, wave-scaled health increased slightly. -Doomripper agility scales a bit with the increasing waves. -The speed at which Doomrippers spawn during their large mini wave has been sped up by 2 seconds. -Gunship agility now scales a bit with the increasing waves. -Gunship spawn timer after killing it will become shorter as the waves increase. FIXES: -Trying to fix a suspecte…
Patch notes and updates
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