I really liked Portia, so Sandrock is on my wishlist I'm looking forward to your thoughts
Well, I'll have more to say on Tuesday, workdays I don't get more than an hour or so to game. But I did go through character creation and a few days on the calendar. So, first impressions...
They have some optimization work to do. It isn't terrible, but there are problems. Load times are horrid right now. I had about 90 minutes to game today and I spent what seemed like a full half of it staring at loading screens. The time scaling seems different than Portia's, but I'm not sure exactly how. I'll dig deeper into that this weekend. Otherwise technically, its fairly solid. Gameplay noticeably chugs down when a cutscene is triggered, but frankly Portia did that too and you just kind of get used to that. The menus are more complex than Portia's, but I'm sure once I get used to them that will change from "they are overcomplicated," to "they are improved and are more functional." Graphics and overall look... improved but still noticeably "My Time" like.
Character creation... needs work. There needs to be more options. Plenty of sliders to change facial features, but 1 male and female body and that's your lot. You eyes can be canted to any degree and set on your brow at any height... but you are always a generic skinny dude/dudette. Only a half dozen or so hairstyles each way, and no wardrobe choices. I know that is part of the in-game mechanics to buy new stuff... but still give us at least a few shirts to chose from at the start.
Story and tone... even more of a mixed bag. They went away from Stardew Valley's "Dad/Grandpa left me a farm/workshop" framework. Change is good... but the replacement "Sandrock's Builder is retiring and you are the fresh from apprenticeship Builder that is taking over" storyline doesn't give you much connection to the story. Still, I'm early in so I'll still probably get invested at some point. Sandrock itself isn't as pleasant as Portia. It too will probably grow on me, but looking back I kind of fell in love rapidly with Portia's quaint little town surrounded by fields and forest on the edge of a vast desert. Sandrock is more like dustbowl Oklahoma built on the sand-covered ruins of war destroyed Tulsa. A good portion of Portia's appeal to me was the disconnect in its setting. It really is the story of a destroyed civilization struggling to rebuild itself, but the picturesque beautiful little town and its saccharine kawaii inhabitants was constantly pulling the breaks a little. As if to say "yes, rebuild... but also take time to enjoy what you have." It lent it a kind of languid pacing, disconnected from the timer centric gameplay inherent in the genre. With Portia it was never "how am I supposed to get this all done by Tuesday AND work on my relationship with ____?" Even though you most probably DID have to get that all done by Tuesday, in Portia it was like you had Sean Connery's Alan Quartermain constantly behind you saying "You have all the time you need, all the time in the world." Even though it is a deadline based game, the setting gave it a peaceful languid pacing. Sandrock doesn't. Yet. Maybe it will get that way. Sandrock seems to be in more dire straits. It needs... It "needs." Portia was more "could use," or "would be nicer." Sandrock seems to "need." So far anyway.