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Thursday, March 27, 2025 12:08:19 PM

Wanderstop Review (Stefneh)

I feel that this is a game that will be highly impactful for some, and average to others. If you play this game expecting some kind of usual Davey Wreden experience, you’ll be disappointed. There is a level of subverting expectation here, as this isn’t your typical “cosy farm game”, but this game has a much more serious tone to it, and touches on many uncomfortable states of mind.
I was an immediate fan of Davey’s after his previous games. His games were always just deeply interesting to me. I checked in every now and then for news of a new project. Learning about Wanderstop last year was very exciting, and watching the trailer for the game only amplified the feeling.
From the trailer it seemed that this game was going to be an expression of what it’s like to have PTSD. As someone who is interested in psychology and used to date someone with C-PTSD, I was curious to see how this was portrayed.
We also know from the promotional material that this game was heavily inspired by Davey’s experience after The Stanley Parable. He used to write a blog (not sure if it’s still around) where he explained the weight and expectation on his shoulders after The Stanley Parable was too much for him. He’s spoken openly about feeling burnt out, and in one of the trailers for this game he explains that he tried to escape and heal by making a cosy farming game – before realising that it isn’t that simple.
What I love about this game is that it doesn’t focus on any one mental illness or psychological issue, it touches on many and has a more general focus on the uncomfort and scars that all those things create, rather than the thing itself. There isn't a definitive answer as to what is “wrong” with her. This game is about healing. This way, the game is much more widely relatable as we all need to heal from something or another. As a life-long perfectionist that burns out easily and sometimes struggles to actually relax, there was many relatable moments for me in this game that I wasn’t really expecting to have.
I enjoyed the character introduction, and immediately could relate to Alta, as it’s evident straight away that perfectionism is her own worst enemy.
During my playthrough I was finding myself being quite reflective. Your character Alta doesn’t want to be there, she’s got something she’s fixated on doing. At one point she’s told to “Rest, and let the mind wander” to which she replies, “That sounds unproductive”. I’ve had a very similar response in my head to people suggesting that I try meditation when I’m borderline burnt out.
When you get your tools, I immediately noticed how aggressive her animations could be. She’ll start to trim a weed, and if you long press she gets faster and faster. She is frantic, impatient. I figured, great, get it done quickly, I got other stuff to do. If you use the broom, she will sweep calmly, but if you mash the button impatiently she suddenly slams the broom around. It actually took me by surprise the first time. It felt like the game was telling me I was being impatient. Slow down.
I loved the switch from the introduction to the calm and cosy atmosphere of the tea shop. The landscape is just stunning, and I have never noticed so quickly in a game how beautiful the music is. Minecraft music creator Daniel Rosenfeld really hit it out of the park on this one.
The game had many small ways of reminding me to slow down, and reassuring me that there was nothing to worry about. Sometimes it was little things like the broom, other times Boro, the shop owner, is there to ground you instead. At times it borders on therapy. I realised that when I play games, the perfectionist in me is giving me a constant low level of anxiety. When customers started to turn up to the shop I worried about fulfilling their request in time, I worried about getting it right, what happens if I get it wrong? Do I mess up? Can I fix it? How much time do I have?
Our character Alta starts quite guarded, but then will often be given the choice to confine in Boro, who supports her decisions and answers her questions without judgement. Everyone needs a Boro in life. As far as characters go, there are some charming side characters, but our main two are perfect. Alta perfectly depicts a troubled soul denying herself the time or energy to heal, and Boro is serenity personified with a nonjudgmental and accepting nature. He is exactly what some of us need. He was not only reassuring Alta, but reassuring me about the things I was needlessly worrying about. The game is telling you it's okay to slow down, to have no goal, take your time, enjoy the small things, and appreciate what is around you.
At some point in the game, when you progress the forest shifts, and you lose all the trinkets you collected, and any plants you planted. At first this was quite disappointing. I spent time making the place look nice, and making it feel like my home. This again, if anything, just made me reflect on why it bothered me. Do I have an aversion to change? Or was my need to always be productive considering the loss of “progress” a waste of time? When you speak to Boro he suggests it was a shame, but an opportunity to start again and to enjoy things while you have them. If anything it encouraged me once again to take my time, and only move forward once I’m actually ready to move on.
The winter area was very smart, being such a stark contrast to previous areas and so fitting with her current state of mind. The weeds becoming uncontrollable in this section was reminiscent of how I have felt when depression sets in. Just wanting some time, but self-care duties and outside pressures piling up feels unwieldy and unmanageable. I was so glad this section was short lived.
The gameplay is simple, and easy to grasp, which again doesn’t take up much mental bandwidth and lets you focus on the environment and the narrative.
The tea-making machine is fun, and I love that you’re given free reign to experiment. You can choose to take a break and make yourself tea, to which Alta will sit and reflect on her thoughts. You can make some tea for Boro, and have him give you some feedback on your concoctions.
I think to a degree the story is open to your own interpretation, and I think this game may teach individuals different lessons about themselves. You may have a completely different experience to me, but that feels like part of what this game is about. It feels like a self-reflective game, that gives you a safe and cosy place to think. I don’t think this game will be everyone's cup of tea (pun very much intended), but I think for the people who connect to this game, it will be held dear. I myself was very satisfied with this game and think it is very worthy of the Davey Wreden (and now, team!) legacy.

For more reviews of games with psychological, philosophical or thought-provoking themes, check out my curator page Psychology, Philosophy & Thought, where we review games that explore the mind, get you thinking or make you question.