Wanderstop – Game Review

Two animated characters sit on a bench under the Wanderstop logo; one is grumpy while the other remains cheerful.

I didn’t expect a game about tea to hit this hard. I went in curious, maybe even a little skeptical, but Wanderstop stuck with me. It’s not a game packed with action or goals. It’s about stopping, something I’ve never been great at.

Wanderstop is the debut project from Ivy Road, the studio led by The Stanley Parable creator Davey Wreden and Gone Home composer Daniel Rosenfeld (C418). If you’ve played their earlier work, you might expect a fourth-wall break or meta twist. That’s not what this is. Wanderstop is direct and personal, telling a quiet story about burnout, rest, and what comes after.

You play as Alta, a once-great fighter who pushed too hard for too long. Her journey doesn’t lead to redemption in battle. It leads to a tea shop in the woods, where she’s forced to slow down and reflect. Most of the game is spent tending plants, brewing tea, and talking to visitors. No timers, no failure, no urgency. On paper, it sounds simple. But if you’ve ever felt drained trying to keep up with expectations, Wanderstop knows exactly what that feels like.

Let’s take a closer look at the story, how it plays, and where it goes from there.

Burnout in the Forest

Alta’s story doesn’t start with recovery. It starts with obsession. She was a top-tier fighter who pushed herself harder every time she lost. Her goal was to become the best, no matter the cost. When her body finally gives out, she collapses in the forest on her way to find a legendary trainer. Instead of training, she wakes up in a tea shop owned by a gentle giant named Boro.

From there, Wanderstop shifts its focus. The story isn’t about getting stronger or reclaiming old glory. It’s about burnout. Alta tries to leave the tea shop, but she always ends up back in the same clearing, too tired to push forward. Conversations with visitors and bits of her past help fill in the gaps, revealing how far she fell before the story even began.

What really hit home for me was how relatable Alta’s mindset felt. I’ve never carried a sword, but I’ve definitely convinced myself that working harder would fix everything. I recognized the way she shrugged off concern and insisted she was fine. That felt familiar. The story never forces a breakthrough. It gives space for doubt, guilt, and slow change.

Boro plays a key role as a constant presence. He never pressures Alta. He’s there when she needs him and quiet when she doesn’t. Other characters bring their own struggles, offering glimpses into different forms of burnout and identity loss. There’s no big twist or dramatic payoff, but the gradual emotional shift makes every small moment feel earned.

In a magical, plant-filled room at Wanderstop, a character climbs a rope, pouring liquid into a large glowing flask.

Routines, Not Quests

Wanderstop doesn’t hand you a checklist. There’s no quest log or pressure to min-max anything. You brew tea, tend to the garden, and sweep up leaves. You do these things not because you have to, but because they help Alta slow down. The tea-making process is oddly satisfying. You gather leaves with a basket, dry them, then use a multi-stage contraption to brew. It’s not complicated, but there’s enough interaction to make it feel hands-on. Later on, you plant seeds, grow fruits, and experiment with combinations to match customers’ requests.

I was asked to make a tea that needed three fruits from different hybrid plants. I planted them, watered them, and waited. There was no rush. When I finally brewed the tea and handed it over, the customer shared something personal. It wasn’t a huge moment, but it felt meaningful. The quiet routine gave space for the conversation to matter. Outside the shop, you can do light chores or rearrange things however you like. Nothing breaks if you ignore a task. Weeds grow back. Leaves pile up. That’s part of it.

Dialogue choices shape how Alta responds to others. She can be dismissive, quiet, or open. The tone you set for her changes how she reacts over time, but never locks you out of content. If you’re looking for tight gameplay or layered mechanics, this isn’t that. But Wanderstop’s simple tasks match its themes. It’s not about efficiency. It’s about creating space.

In Wanderstop, a character plants pink flowers in a vibrant, colorful forest with purple and pink trees. The game HUD is visible.

Soft Colours, Quiet Sounds

Wanderstop leans into calm. The art style uses soft purples, pinks, and blues, creating a space that feels safe without trying too hard. Each chapter shifts the dominant colour palette, giving a clear sense of progression without needing big set pieces. The tea shop and garden feel lived-in, like places meant for slow routines.

The music adds to that. Daniel Rosenfeld’s soundtrack adapts based on where you are and what you’re doing. It’s mostly piano and light ambient sounds, with some darker tones when things get heavier. The music stayed in the background during tasks but stood out more during conversations or after finishing a tea.

Character designs are simple but distinct. Alta carries herself with weight, especially in early scenes where she can barely move. Boro’s huge frame and gentle tone make him memorable right away. Visitors to the tea shop vary wildly: knights, demons, cursed nobles but always feel grounded in the world’s tone.

Voice acting is minimal, which works most of the time. When Alta does speak, it lands hard. There were a few moments I wish had more voice work, especially during emotional conversations, but the silence also feels intentional. It leaves space to think.

Performance was smooth throughout. Load times were short, controls stayed responsive, and I didn’t run into any bugs. It’s not pushing hardware, but it doesn’t need to.

A character with white hair holds a mug in a cozy, colorful room at Wanderstop, with a fireplace and hanging lanterns.

When Enough Is Enough

Wanderstop isn’t about saving the world. It’s about learning when to stop. That message hit harder than I expected. Not because it was dramatic, but because it wasn’t. The quiet moments stuck with me more than any big twist could have.

There’s not much to the gameplay, and that’s by design. You do small tasks. You listen. You take your time. The tea you make isn’t just for the customers. It’s for Alta, and maybe for you too. That shift from performance to reflection doesn’t happen all at once, but when it does, it feels honest.

I didn’t expect to care this much about a game with no challenge or traditional rewards. But there’s value in a game that just lets you rest. One that doesn’t demand anything from you. I ended up taking longer breaks between sessions, not because I was bored, but because it gave me something to come back to when I needed it.

Wanderstop won’t be for everyone. Some will find the pacing too slow, or the tasks too simple. But if you’ve ever felt burnt out or stuck chasing goals that stopped making sense, this game speaks to that. It doesn’t have all the answers. It just gives you the time to think.

Wanderstop

Review by @4ScarrsGaming

Two animated characters sit on a bench under the Wanderstop logo; one is grumpy while the other remains cheerful.
Gameplay
Presentation
Performance
Fun Factor
Overall Value

Summary

Wanderstop is about burnout, recovery, and taking a break. It’s something a lot of us forget to do. You’re not chasing upgrades or grinding for rewards. You’re just making tea, talking to people, and letting things settle. It’s quiet, thoughtful, and sometimes exactly what you need.

4.2

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Jon Scarr (4ScarrsGaming)

Jon is a proud Canadian who has a lifelong passion for gaming. He is a veteran of the video game and tech industry with more than 20 years experience. Jon is a strong believer and supporter in cloud gaming, he's that guy with the Stadia tattoo! He enjoys playing and talking about games on all platforms and mediums. Join the conversation with Jon on Threads @4ScarrsGaming and @4ScarrsGaming on Instagram.

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