$59.99SAND LAND Tanks, demons and a desert full of jokes
Play Beelzebub, a demon prince with a soft spot for helping people, as he crosses a parched desert with a sheriff and a thief in search of a legendary spring. Akira Toriyama's world, hand-drawn and funny, with tanks, mechs and motorbikes you build, upgrade and drive into battle.
Is SAND LAND worth it?
SAND LAND is worth it if…
- you love piloting big clunky tanks and mechs more than walking anywhere
- you want a funny, warm story with characters who bicker like a family
- you enjoy building and customizing vehicles, from engines to paint jobs
- you like open deserts with canyons, ruins and secrets to drive through
- you grew up on Akira Toriyama's art and want more of it
Screenshots
Tanks, bikes and jump-bots
The desert is big, and walking is for suckers. You build and level up vehicles with parts for weapons, engines and suspensions, then take them out into the dunes. Battle Tanks trade cannon fire across the sand, Motorbikes tear across open ground, and Jump-Bots bounce over rivers and cliffs to reach corners nothing else can. Paint jobs and decals let you make each machine yours.
You swap between machines mid-fight, pick your angle, and decide whether to blast through a bandit camp or skirt around it. Later, up to five mechs can combine into coordinated attacks: a tank charge, a jump-bot drop, a brawl, a bike getaway.
A demon prince and his misfits
Beelzebub is the Fiend Prince, and he spends most of the game insisting he is evil while helping every human who asks. His chaperone Thief and the fearless Sheriff Rao round out the crew, and the banter between them is genuinely funny. The voice acting carries it: the cast lands the jokes and gives the story real warmth.
You fight as Beelzebub on foot too, with demonic powers and combos you develop to match your playstyle, while Rao and Thief bring their own attacks. On foot the combat is lighter than the vehicle battles, so think of it as the dessert between tank courses. The story itself is well told, and it stretches far past the original tale into the new realm of Forest Land.
Building a town in the sand
Spino starts as a dusty basecamp, and you turn it into a city. As you travel, you bring back exiled desert folk, listen to their requests, and watch the town grow new features and resources that feed back into your adventure. Some side stories even branch, with outcomes that depend on what you decide.
It gives the open world a home. Between runs across the canyons you return with materials and new residents, and the place slowly thrives. The desert itself is spacious and full of things to find, with towers to unlock the map and ruins hiding parts for your next machine. Fair warning: the companions' field chatter repeats a lot on long drives.
How hard is the combat?
How hard is the combat?
On the easy side. Even on the highest difficulty, enemies mostly get bigger health pools rather than smarter tactics, and the fights stay relaxed. If you want a challenge, the fun comes from inventing mech combos and routes, not from white-knuckle boss fights. If you want a game that respects your evening and never punishes you, that is exactly what you get.
Do you need to know the original manga or anime?
No. The game retells the original story and then goes well beyond it with new characters and the whole Forest Land realm. Knowing the source adds a layer, but the story stands on its own, and the characters introduce themselves properly.
Is it better to play on foot or in vehicles?
Vehicles, mostly. Tanks, bikes and mechs handle combat, exploration and puzzle spots, and the vehicle battles are the strongest part of the game. Beelzebub's own fighting works for certain story moments and close-quarters scraps, but the machines are the real stars.



















