Gameplay-wise, the ever-growing list of machines to be dealt with each day could perhaps seem tedious or overly complicated, but the way each one can be set up to craft batches of materials and then left to its own devices feels incredibly satisfying for those who enjoy an efficient labor loop. There are some developers have noted should be fixed by final release, like characters occasionally falling through the ground, but others like some jarringly bad horse animations haven't been addressed so far. There are only a few things that hold the game back from perfection, mostly in the form of bugs. This feature also applies to commissions - if players already have the requested items in a chest back at home, they can deliver it to the client without running back and forth, taking out a good deal of tedium present in the first game. The crafting systems of Sandrock feel refined from the previous entry the same basic premise of having a series of machines that refine materials remains, but adding to machine queues is smoother and the ability to pull from chests for crafting on the Assembly Station is by far one of the best new features. The main story unfolds through larger projects, like a rebuilt bridge opening up a new area, making the mechanic feel cohesive and satisfying. Each commission - which can range from small requests of materials to large-scale pieces like bridge pieces - will earn money, relationship points with the requester, and reputation towards the workshop. While in Portia players contended with rival builder Higgins, this time around they'll form an alliance of sorts with fellow builder Mi-an who arrived in Sandrock at the same time, both working under Guild president Yan. One of the largest mechanics in the game is the player's workshop and its role within the Commerce Guild.
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