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RedSand Nasdara
Everything we learned in the pines, moved to the desert.
RedSand | Nasdara | PvP | AI+
71.11.107.240:2302
Requires the Badlands DLC
RedSand Nasdara
"You will find my body when the dust storm settles."
I don't know how long I've been out here. Long enough that I stopped counting in days.
They'll tell you the desert is empty. It isn't. Everything out here has something to tell you, and none of it is on your side.
The war came through this province four or five times before the infection did. Every army that held it left something behind. A checkpoint with nobody in it. A road built by a country that doesn't exist anymore. You can feel the history just walking east across the land.
Water is what people die for here. Half the wells are broken and the ones that still work are being watched. You'll figure that out fast or perhaps you won't figure it out at all.
There's no treeline to slip into. You cross open ground and the ground remembers you did it. Dust behind your boots. A tail behind your truck that hangs in the air long after you're gone. Out here moving is like talking, and somebody is always listening.
The wind comes up in the afternoon and takes the horizon with it. When it does, you find four walls or you become part of the landscape. People think they have a plan when they attept their first dust storm. If there is a next time for them, they have a different one.
I've heard voices on the highway at night. Surivors calling out on the radio. The hum of an engine somewhere behind the next dune. The clicks of a magazine being loaded. Sometimes it's survivors. Sometimes it's something else. You don't get to know which until you are checking their pockets.
There are still places worth going. The old refineries. The bases the Soviets walked away from when the money ran out. The Bazar, when it's busy, which is either the safest place in the province or the worst call you'll make.
The buildings will come back to life if you work them. Patch a roof. Fix a well. A dead place turns into something people will kill over. Nothing stays abandoned long out here.
If the wind changes, get low.
If you see dust on the ridge, they've already seen you.
I will be here a while
I'll share the canteen until the sun takes us both.
What RedSand Is
RedSand is the next step for RedPine. Now that Badlands is out, we're seeing what RedSand is on its own, without having to compare it to RedPine.
Everything we learned building RedPine came with us, but this isn't RedPine with sand on it. We're fixing the same problem: resistance shouldn't depend on other players happening to be around. On a quiet night you can walk into a town or a military base and leave with whatever you want, and a bigger map only means more ground where nothing happens to you. So we put something in that ground.
AI Factions, Hand-Tuned For The Desert
Nasdara has several AI factions. They're the same AI we've spent thousands of hours tuning for RedPine, and they've now been hand-tuned again for RedSand. They'll keep evolving and getting sharper as time goes on.
- Police incidents. AI police guard their broken-down vehicles. Don't expect them to hand anything over.
- Eastern and Western forces. The Eastern forces patrol their bases while the Western forces hold theirs.
- Contested heli crashes. Crashes all over Nasdara have the appropriate military guarding their helicopters, and players and Survivor AI compete for the coveted resources at the crashes and the bases.
- The HeatPackBandits are back. They've claimed their stake in Nasdara and guard the highest-tier areas on the map.
Resistance Everywhere
Everywhere you go in Nasdara, you can expect resistance. Nothing is grabbed easily, and a quick jaunt into a military area can go very sideways in completely unexpected ways. Ask our players. They'll tell you their stories.
Built For The Stories
RedSand is built like no other DayZ server. We build it for the stories players tell for weeks after an encounter, and we make servers that keep you on your toes. You'll hear gunshots nearby often, and you'll always wonder if someone is watching you. We balance everything we do carefully. Every point of interest we add has to have meaning and bring something to the game.
You may hear a distant helicopter through the wind and wonder how the hell they pulled that off. Well, it takes a lot of work to get a bird in the air, but the people who want to do it, will.
Secrets In The Sand
There are secrets hidden in RedSand that you'll have to discover. It's a challenge, and it's meant to be. We reward the persistent.
What Badlands Brings
Badlands is the third paid DLC for DayZ, it's out now, and it's the biggest thing Bohemia has built for the game. Here's what it brings, and why it changes how RedSand plays.
The Biggest Map DayZ Has Ever Had
Nasdara Province sits on the western edge of Takistan, just past Chernarus. 267 km², which makes it the largest official map in the game. Bohemia built it from scratch instead of porting something out of the Arma catalogue, and you can tell. Dense cities, Soviet military bases left to rot, oil drills and refineries, old historical sites, and highways running the full width of the map. Sand on the east side, mountains on the west, and about forty years of somebody else's war in between.
Water Is What You'll Fight Over
Heat and drought are real mechanics here, not set dressing. Water is scarce, a lot of the sources are broken, and staying hydrated costs you constantly. Here's why that matters more than any gun they add: it puts everybody in the same handful of places at the same time. On RedPine people fight over gear. On RedSand you're going to be fighting over a well that still works.
Dust That Gives You Away
Badlands adds dust that actually does something. Boots kick up plumes on sand and dry dirt. Vehicles throw a trail that hangs in the air and can be spotted from a long way off, so taking a truck across open desert tells everyone with a scope where you're headed. Then there's wind pushing dust across the province on top of all that. Visibility stops being something you hope for and becomes something you plan around.
Rebuilding A Dead Province
Nasdara ships with structures you can repair. Thousands of broken buildings and wells that can be put back into use. A ruined street becomes a position worth holding. A dead well becomes the reason your group owns a valley. This is the mechanic I'm most interested in and We're still working out how far to take it, and I'll share more as we learn it.
New Guns And Motorcycles
Region-specific clothing, new firearms with the Lee-Enfield finally coming back, infected and wildlife variants you won't find on any other map, and motorcycles coming back for the first time since the ARMA2 DayZ mod. A bike on a map this size with no cover is a real decision. Fast, loud, and trailing dust the whole way.
Badlands is brand new and we're learning it right alongside everyone else. I'll update this page as we get more time on the terrain.
A Map That Won't Sit Still
The thing I want most out of RedSand is a map that keeps changing on you after you think you've got it learned.
RedPine players already know this feeling. Something's in the road that wasn't there last week. A route you always take is closed today. We still catch ourselves arguing about whether that plane crash has always been there. RedSand takes it further. New dynamic events go in over time instead of all at launch, and the ones already out there will pick up and move somewhere else. A site worth a full squad push last month might be stripped and silent when you come back for it.
So the map you memorized is never quite the map you're standing on, and whatever intel you're passing over the radio has a shelf life. Nobody gets to farm the same loop forever. Nasdara is big enough that we can keep it moving for a long time, and that's the plan.
None of it gets dropped in at random. Same rule as RedPine. If it doesn't look like it's been sitting there since the war ended, it doesn't go in.
What Carries Over From RedPine
We're not starting from nothing. Everything that works on RedPine comes with us and gets adapted for the desert.
- AI you can't write off. Named dogtags, believable kit, real tactics. Thousands of hours behind them already, and a full retune for open ground.
- First-person only. No peeking around corners from safety. If you want to know what's out there you have to show yourself, same as the other guy.
- Loot you have to earn. Military sites, crashes and convoys are contested. Nothing good is sitting out there unattended just because the server is quiet.
- Tools that turn a kill into a story. Radios that last, notes you can leave behind, dogtags that used to belong to somebody.
- Every shot costs you. Gunfire pulls in infected, players and AI. Out in open desert with dust hanging in the air, it costs you more.
- Same crew, same rules. Hard line on cheating, stream sniping and harassment. Not because we like rules, but because that's what protects everything else.
What We're Building
RedSand is live and it's still early. Nasdara is new to everyone, us included.
The foundation is in: AI factions, police incidents, base patrols, contested heli crashes and the return of the HeatPackBandits. Now we keep building on it, and the server keeps changing as we learn the terrain alongside you.
Here's a taste of what's coming. Expect more AI in more places, with new tactics as they keep learning. New dynamic events will be layered in over time. More points of interest will go in, each one added only if it earns its place and stays balanced. And as we work out how far to take Badlands' repairable structures, we'll look at deeper systems like base building and progression. This page fills in as we do.
71.11.107.240:2302. You'll need the Badlands DLC to play it. Want a feel for how we build a server first? RedPine is still running on Chernarus, and everything you learn about our AI there carries over to the dust.