SAND
SAND information
Good SAND play starts with information. This guide is about seeing extracts and relics before you commit.
Read the space first
SAND hides the real threat behind desert raids, relics, and extract routes under heat and dust. Look for motion, not just loot glow.
Call storms early. A late call is how a duo walks into a stacked room.
Noise and light
Light and audio lie in SAND. Test one corner, then move. Do not spray because a prop ticked.
Camps is useful only if you still have a way out. Information without an exit is just a longer death.
When to leave
Leave when the picture goes noisy. Extra time in SAND rarely pays after the first warning.
Reset on a quiet route. Fast Travel Games maps reward patience more than a second peek.
If you want a wider set of notes after this page, you can also explore more game information.