
From the creator of The Stanley Parable and The Beginner’s Guide comes Wanderstop, a narrative-centric cozy game about change and tea.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 22 → 2.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About



Genres
Sums Steam only; PlayStation, Xbox, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 3.2Kreviews | 93% | — | $3M |
| $24.99 | 721ratings | 93% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I expected a simple management game, instead I got an emotional rollercoaster with amazing storytelling. The only thing I would add is a free play mode where I can run the shop and choose my favorite color pallet after beating the game bringing back all the customers 10/10
So. I got gifted this game by my older sister and i will admit, I am usually not fond of games that explicitly describe themselves as "cozy" and "emotional" but i wrongly assumed that its stanley parable influence would have resulted in like, a higher level of narrative quality. again, i was wrong. this game simply doesn't work. the world setting? wishy-washy. literally incapable of deciding if its supposed to be modern, or fantastical, or neither, or both. the characters? amazingly designed, charming in their own right, but also incredibly devoid of substance. this whole game can be summed up as very pretty, but completely devoid of anything. Like an empty shell that's missing its hermit crab. It refuses to commit to just about anything, and then thinks going "this game is about change" is satisfactory. unfortunately, it is not. words, do in fact, have meaning. by making an intentional piece of art, you are producing something with meaning. in this case, the game chooses to say nothing while throwing around the concept of trauma. and i'll be honest, as somebody who does in fact grapple with the issues this game was attempting to discuss, i did, at many times, find Alta to be uncomfortably "real". This was quickly lost when I realized she feels that way because she's just so devoid of anything other than the vague concept of trauma she's just painfully ♥♥♥♥♥♥♥ generic. she's a nothing burger. a well designed, well voiced nothing burger, but a nothing burger. i guess i hope things get better for her, but honestly, it doesn't matter if i say that, because the game itself doesn't really seem to care if she changes or not, so i guess i don't need to either. this game would've been better off as a cute farming sim with the hex system with the pluffins. the rest of it felt incredibly secondary, and frankly, lacking. lmao. the art and the music were ♥♥♥♥♥♥♥ banging, shame about the rest.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Korean, Portuguese - Brazil*languages with full audio support
| $24.99 |
| 99ratings |
| 94% |
| — |
| not modelled |
| $24.99 | — | — | — | not modelled |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 824 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I recommend the game. At the end of the day, the story is something I relate heavily to and the gameplay is really relaxing. I feel it overstayed its welcome near the end and I feel the middle of the game was too rushed. There's a point around the middle in particular that I feel could've hit harder were it to be longer. I also feel there could've been more done to either automate or emphasize efficiency for tasks. For example, planting the leaves wherever you'd like so you wouldn't have to run around the grounds collecting them. I also would appreciate Boro or other characters helping out on occasion. For example, if the water is empty, there would be a chance for him to fill it, or a chance for him to collect leaves, or water plants, etc. Even putting cups into the dishwasher, especially the ones you bring him, would be nice. Small things that would never cause a detriment to the player. From a story standpoint, this story is all about little things. Doing small, little things to help others in their struggles. A mechanic like this would go a long way in my opinion.
One of the most GENUINE storytelling experiences that makes you feel empathetic, curious, and just want to learn and listen to every story of each character in the game. I felt moved, emotional, and a bit empty inside after finishing the game, like leaving a good friend I’ve spent deep conversations and moments with. I felt even sadder knowing that the studio is closing down, but I hope all the best for the team and hope there are more stories like this that we can experience in the future.
wish boro was real, it was better than a therapy session. i'll miss this game with every inch of my heart <3
Not a whole lot going on. You make tea once or twice and then fade to black - to start over again. the story has a wholesome message, but you're pretty much trapped in a bubble with not much to do and no point to collect anything to make the shop look nice.
Took me 17 hours to complete without rushing. Basically a cozy tea-making game where you grow ingredients combined with a PTSD healing game (if you drink some tea yourself you will start talking about old memories) - so it's genre-bending. I did wish there was more resolution at the end (even just picking up the sword or walking into the forest), and some things could have been a little deeper toward the end, but it was an interesting game, and I did love feeding the pet penguins different types of tea (because they become the colour of the tea and then follow you around <3 ). There could have been more depth/detail to the main character's past and circumstances. Lightly recommended.
A game that doesn't pressure you, setting a magical scenario where making mistakes can be beautiful. It's like if Bob Ross were a video game. It gives you insight on what's actually important in life, battling your inner intrusive thoughts and learning to accept that stopping and relaxing every now and then is okay. Trusting and believing in yourself, and taking your time to do what your heart desires.
This game is having an identity crisis. The art, music, and voice acting all lend themselves to a true cozy sim but the story or message is just jarring when shoved into this world. The actual sim part is completely unneeded really and the story is heavy handed from the beginning. I didn't find it insightful or charming like "Stanley Parable". Instead it felt like someone went to one therapy session and decided to shove that into the game midway through development. Even the pluffins couldn't save it for me.
It's the first game I've actively watched the credits and that's saying enough
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
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| — | 0 | — | — |
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