
Wanderlust: Transsiberian
An hour with two quietly broken men on the world's longest railway, told through real photographs, prose, and choices that carry weight without ever announcing it.
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About Wanderlust: Transsiberian
I keep coming back to the particular stillness that settles over you somewhere around the third hour of a long train journey, when conversation runs dry and the window becomes the whole world. Different Tales bottled that feeling into about sixty minutes of interactive fiction, and the result is something I would hand to anyone who has ever felt the gap between what two people mean to say and what they actually manage to get out. You play as Henry, a professional photographer, set in autumn 2010, riding the Trans-Siberian railway from Moscow toward Vladivostok with a companion named Vernon. The tension between them is the engine of the whole piece, and the game earns its emotional ground the old-fashioned way: through careful word selection, through the weight it places on small conversational choices, and through what it refuses to explain. The mechanical layer is deliberately thin. You monitor a handful of stats - mood, stress, fatigue, and cash - and they quietly bend the story around you. Miss a beat with your money or let stress accumulate and the characters' honesty shifts. It is less a resource-management system and more a mood barometer, and that distinction matters. The photography is the other co-author here. Different Tales shot the images themselves, and you feel that specificity: the birch corridors outside Yekaterinburg look like no stock photo, and the monumental Soviet geometry of Moscow in the opening passages sets a tone the writing then lives inside. Paired with an atmospheric audio direction that favours ambient texture over obvious scoring, the whole thing reads like a very short literary travel memoir that occasionally asks what you would do next. If you played Wanderlust: Travel Stories and recognized Henry, there is extra texture waiting for you in these exchanges. If you haven't, the story is still complete on its own terms. The mixed reception on Steam is worth addressing honestly. The criticism tends to cluster around two things: the brevity, and the sense that some choices feel cosmetic rather than truly branching. Both are fair. One hour is one hour, and if you come in expecting a narrative RPG with diverging endings you will feel shortchanged. The choices shift tone and detail more than they redirect plot, and the game's nonlinearity is closer to a poem with alternate stanzas than to a garden of forking paths. Whether that reads as a flaw or a feature depends almost entirely on what you wanted in the first place. The developers describe their philosophy as "slow gaming" - valuing thinking and feeling over skill and reflex - and Transsiberian is perhaps the purest expression of that intent in the series. It knows exactly what it is, and it ends on time. For players who want a decompression chamber between longer titles, or who have a genuine love for text-based narrative work in the tradition of interactive fiction, this sits comfortably in the company of games that treat words as a primary medium. For players who need agency, reactivity, or replayability to feel they've spent their time well, it will feel too slight. I would not call it flawed so much as specialized. It does one particular thing with a lot of care, and that thing happens to be uncommon. Kai, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable.
System Requirements
Minimum
- OS
- Windows 7, 8.1, 10 (64-bit)
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Graphics
- Intel® HD 4400 or better
- Processor
- Dual core or better
- Additional Notes
- Requires a 64-bit processor and operating system
Recommended
- Additional Notes
- Requires a 64-bit processor and operating system
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Game Info
- Developer
- Different Tales
- Publisher
- Different Tales
- Release Date
- Apr 9, 2020
