Compare Wanderlust: Travel Stories prices across 50+ stores and find the best deal. Developed by Different Tales. Published by Different Tales. Released on 9/26/2019. Available on PC, Mac, Linux. Genres: Adventure, Indie. Metacritic score: 79/100.

From two designers behind The Witcher series comes an interactive anthology that asks you to read, feel, and occasionally manage a stranger's stress levels across six continents, no combat, no skill checks, just stories that land differently depending on who you are.

I went into this one a little skeptical, mostly because 'slow gaming' can be a polite way of saying 'nothing happens'. Wanderlust: Travel Stories proved me half-wrong, and half-right in ways that are actually interesting to talk about. The structure is an anthology framed by five travellers meeting on Rapa Nui and swapping the journey that changed them most. Four longer novellas and five shorter pieces, each written by its own team of authors, each set in a real location: Antarctica, the Bangkok and Pai corridor in Thailand, the Serengeti, the Faroe Islands, Barcelona. The photography backing each scene comes from the developers' own personal travel collections, and that detail matters more than you'd expect. There's a grounded, almost diary-like warmth to it that stock imagery could never replicate. The ambient soundscape, crashing southern-ocean waves under light orchestral music, the textured noise of a city market shifting into open grassland hum, does the atmospheric heavy-lifting that the minimal interface cannot. For anyone who cares about sound design the way I do, this part genuinely delivers. Mechanically, you're making choices that feed into a Stress and Fatigue system for each character. Those mood states quietly shift the prose tone and unlock different dialogue paths, so a fatigued Henriette reads the Antarctic ice differently than a rested one. There's also a budget mechanic, spending on accommodation, food, and transport, though reviewers across the board noticed it never bites hard enough to create real pressure. The money system and the Stress meter both feel like they were included to give the experience some game-feel scaffolding, and they do that job without ever becoming the point. If you come here hoping for a resource puzzle, you'll be annoyed. If you come here knowing they're just gentle guardrails, they're fine. Quality varies by story, which is honest to say and probably unavoidable in an anthology format. The Antarctica arc (nicknamed 'Sea Fever' by fans, following a father and daughter on parallel voyages) is consistently praised as the strongest piece of writing in the collection. The Africa storyline about a grandmother racing to reach her daughter before a birth is quietly devastating in the best way. Shorter entries, particularly Tomek's Barcelona chapter, draw fair criticism for ending abruptly and leaving too much unresolved. A few stories have drawn complaints about political messaging that reads as forced rather than earned. There are also scattered typos, the kind that only register because you're reading every word. None of this sinks the experience, but it does mean your enjoyment will ebb and flow with the quality of whoever wrote the particular story you're in. Total runtime sits around six to seven hours for a complete playthrough, with the novellas running up to three hours each and the short stories wrapping in under thirty minutes. The developers, Artur Ganszyniec and Jacek Brzezinski, came out of CD Projekt Red with a deliberate design philosophy they call 'Slow Gaming', favouring reflection over reflex. That philosophy is written into every screen: no fail states, no timers, no boss at the end. Whether that reads as courageous craft or as a lightly interactive screensaver depends entirely on what you're carrying into the session. Readers, armchair travellers, and people who've spent a long week at work and want something that asks nothing of their thumbs will find real comfort here. Traditional action or RPG players who grabbed this out of curiosity will probably bounce off it by chapter two. Kai, Scout Team

Wanderlust: Travel Stories
AdventureIndie

Wanderlust: Travel Stories

Sep 26, 2019Different Tales
GamerScout Says

From two designers behind The Witcher series comes an interactive anthology that asks you to read, feel, and occasionally manage a stranger's stress levels across six continents, no combat, no skill checks, just stories that land differently depending on who you are.

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About Wanderlust: Travel Stories

I went into this one a little skeptical, mostly because 'slow gaming' can be a polite way of saying 'nothing happens'. Wanderlust: Travel Stories proved me half-wrong, and half-right in ways that are actually interesting to talk about. The structure is an anthology framed by five travellers meeting on Rapa Nui and swapping the journey that changed them most. Four longer novellas and five shorter pieces, each written by its own team of authors, each set in a real location: Antarctica, the Bangkok and Pai corridor in Thailand, the Serengeti, the Faroe Islands, Barcelona. The photography backing each scene comes from the developers' own personal travel collections, and that detail matters more than you'd expect. There's a grounded, almost diary-like warmth to it that stock imagery could never replicate. The ambient soundscape, crashing southern-ocean waves under light orchestral music, the textured noise of a city market shifting into open grassland hum, does the atmospheric heavy-lifting that the minimal interface cannot. For anyone who cares about sound design the way I do, this part genuinely delivers. Mechanically, you're making choices that feed into a Stress and Fatigue system for each character. Those mood states quietly shift the prose tone and unlock different dialogue paths, so a fatigued Henriette reads the Antarctic ice differently than a rested one. There's also a budget mechanic, spending on accommodation, food, and transport, though reviewers across the board noticed it never bites hard enough to create real pressure. The money system and the Stress meter both feel like they were included to give the experience some game-feel scaffolding, and they do that job without ever becoming the point. If you come here hoping for a resource puzzle, you'll be annoyed. If you come here knowing they're just gentle guardrails, they're fine. Quality varies by story, which is honest to say and probably unavoidable in an anthology format. The Antarctica arc (nicknamed 'Sea Fever' by fans, following a father and daughter on parallel voyages) is consistently praised as the strongest piece of writing in the collection. The Africa storyline about a grandmother racing to reach her daughter before a birth is quietly devastating in the best way. Shorter entries, particularly Tomek's Barcelona chapter, draw fair criticism for ending abruptly and leaving too much unresolved. A few stories have drawn complaints about political messaging that reads as forced rather than earned. There are also scattered typos, the kind that only register because you're reading every word. None of this sinks the experience, but it does mean your enjoyment will ebb and flow with the quality of whoever wrote the particular story you're in. Total runtime sits around six to seven hours for a complete playthrough, with the novellas running up to three hours each and the short stories wrapping in under thirty minutes. The developers, Artur Ganszyniec and Jacek Brzezinski, came out of CD Projekt Red with a deliberate design philosophy they call 'Slow Gaming', favouring reflection over reflex. That philosophy is written into every screen: no fail states, no timers, no boss at the end. Whether that reads as courageous craft or as a lightly interactive screensaver depends entirely on what you're carrying into the session. Readers, armchair travellers, and people who've spent a long week at work and want something that asks nothing of their thumbs will find real comfort here. Traditional action or RPG players who grabbed this out of curiosity will probably bounce off it by chapter two. Kai, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:aaaInteractive FictionSlow GamingAnthologyStress Management SystemArmchair TravelPhoto-IllustratedBranching NarrativeNon-CombatMood-Driven Prose

System Requirements

Minimum

OS
Windows 7, 8.1, 10 (64-bit)
Memory
4 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
Intel® HD 4400 or better
Processor
Dual core or better

Reviews & Ratings

Metacritic
79

Game Info

Developer
Different Tales
Publisher
Different Tales
Release Date
Sep 26, 2019

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