Wanderstop Review – The Most Pleasant Anxiety Tea Simulator
Blog Andrew Joseph 04 Apr , 2025 0

In April 2019, my life collapsed. Despite the ordeal that had been through a month-long panic attack that led to this ordeal, I only realized how bad everything was when I woke up in the hospital, but I still don’t remember wearing a violent purple hospital gown. I spent a few days in that ward around $0,000, mostly a combination of lethargic and uncomfortable defeats. But I also remember being very grateful. I was in a space where I had no expectations. I have completely gotten rid of the rest of my life, breathing, working population. It seems like I don't exist. Think about how to think about how Try your best I wanted that then.
Before I rejoin the society, I have a choice: I can seek further treatment and try to solve various diseases, or I can walk out of these unchanged doors (except for the hundreds of dollars of poverty). Treatment means time and money: I never felt like I had two things. But when I was thinking about the next step, the psychiatrist opposite me set up her clipboard and told me something I would never forget.
“If you don’t have time to take care of yourself, your body will make time for you – you may not like when or how.”
So I decided to take the time.
It was through that period of life that I discovered most of the tramps on Ivy Road. The Bunny is a “comfortable” game that reminds you that you will feel uncomfortable when you are not used to it. Despite the lack of emotionally resonant games there – I've played, admired and deeply connected with it – Wanderstop was one of the first to portray and cause anxiety, discomfort and anger that comes with healing. While this may sound bad, Wanderstop, frankly, does a great job of weaving humor and kindness into these feelings, making them easier to digest. The overall experience is further enhanced by fascinating characters, introspective writing and a bright, exquisite world. While the game will benefit from improved gameplay, it has more cohesion and less sound between gameplay and overall story, I ended up finding Wanderstop a sweet experience involving some of the easier to explore aspects of overcoming mental health struggles.

At the center of Wanderstop’s fascinating exploration of mental health is Alta, a fierce fighter whose entire self-worth and identity are associated with her combat abilities. It's all good until the game starts because she's out OK Fight: She is the best ever. But after a series of failures spiraled Alta, the fighter embarked on a journey to find a secluded combat master who she thought could help her restore her former glory. However, as she delved into the forest, there were rumors that Alta became weaker and weaker as the former warrior lived. So weak, she could not move or swing her sword any more.
Fortunately, Boro, a monk-style tea shop owner, finds Alta and decides to bring the young woman back to what he calls a whimsical cleanup. After listening to the trouble, Boro gently advises Alta to take a break from the battle and helps him drink tea to those who stumble upon the magical cafe. Alta is not charmed by the teahouse and his claim to Boro. After all, how will brew tea make her a better fighter? Please note that her body is already in its weakest state. Please take a break from training – to make her stronger? Her frustration is understandable – it can be obvious. All of this made my premise immediately appeal to me.
While Wanderstop isn't entirely inclined to be an agricultural sim, a store management title or a comfortable game, it incorporates all these elements into gameplay. During her stay at the fabulous tea shop, Alta is encouraged to tend to the shop’s garden, plant new plant hybrids, and brew specific types of teas that attract strange characters who stumble upon the cafe. Actually, it's all very easy since the game focuses on simple controls – it mostly boils down to clicking on the “collect or use them” project. However, the gameplay can also feel clumsy at times, and I find myself clicking on the wrong thing, throwing items away, and often frustrated by its handling of various inventory. While the tramp is good at providing you with books in-games that provide you with useful tips and guidance for Alta, it doesn't remedy these mechanical problems. Still, I tried to keep “Zen” because Boro repeatedly emphasized that there were no quotas, time limits or bets in the process.

At first, this bothered Alta and myself, because nothing happened or there was little to do at some point. As the business calms down, I will find myself pressing the button to highlight visitors, hoping someone can tell me or a new task that needs to be done. When nothing is spread out there, I will double-check that I will plant all the available hybrid plants, cut down weeds, tear the leaves, and then send all the mysterious packages I found back to their owners. But even then, sometimes the only thing left to do is put on a kettle (or a series of most of the funnels and beakers occupy most of the square feet of the store, instead sitting down), sit down and enjoy a cup of tea.
To be sure, it seems that I have similarities with Alta – perfectionism – this need for performance almost makes us have us. Cleverly seeing the minimal gameplay of wandering shock, emphasizing temporaryness and its relaxed character helps the overall narrative of the game that promotes letting go, and the “doing nothing” period is actually crucial to self-preservation. Honestly, this leads to this internal conflict, in which I have to continue asking myself if I lack Wanderstop’s gameplay, or if I’m really zero. Again, is this exactly what Ivy Road talk wants me to be with myself?
The jury is still in all of these aspects, but anyway, I do find myself hoping the gameplay itself is more attractive, or more directly attached to the Alta story. For now, Wanderstop’s daily gameplay is more like a way to use time between chapters or meditations, and is largely just to draw attention to the intensity of the narrative components of the game. To be clear, I was really fascinated by the Wanderstop story, twists, tenderness and poignant comments. But as a result, I'm increasingly eager to escape the clumsy control and vacancy that make up most of the game, and just get into the good parts.


It's also frustrating that all the shop visitors (when is charming!) have little effect on the overall story of Alta or Wanderstop. Even though everyone has their own struggles and needs to reach a deal with it along their own path, Boro reminds me that ultimately, these side characters feel a little off from the rest of the game. Another contributor to this overall sense of disconnection is that none of these characters are expressed. If they had ever been, I think it would make them more relevant and adorable and make Alta's numerous voice performances feel less bizarre. By the end of the game, I didn't feel particularly addressed to Alta and her tea drinkers, “Well, that's another parable in itself!” It just didn't quite rationalize it.
However, the wandering shines in its vision and music. Glade's wandering mythical tea shop lives, and the tea shop itself is very beautiful. I worship wandering over marshmallow-like trees, foraging for mushrooms, emitting star-studded sky, and seeing what spectacular crops will burst out from the seeds I plant. Over time, I also like how to change, swap to new palettes that are as pleasant as the last look and make things fresh. The interior of the tea shop is strange and quaint, with a roaring fireplace, tall bookshelf, waterfall-fried scrubbers and a ton of quirky gadgets and a ladder that moves automatically. Similarly, there is an interesting juxtaposition with the game's characters, who sometimes look contemporary, but also have job titles like “Demon Killer” and Don Fantasy-style costumes. I'm always interested in the people I meet next, whether they're fighters or Speckre-like entities.
It's no surprise that Wanderstop's music is amazing as Minecraft's C418 holds ins ropes. In some ways, his work in the history of wandering is reminiscent of Minecraft, its cold but gloomy resonance. However, it also has a pleasant standout quality that is perfect for the atmosphere of the game. Although I may not like its gameplay, it is a treat to exist only in the world of tramp.


At the heart of Wanderstop is the type of game I suspect players need to really connect with in their lives. As its story (and Alta) unveiled around me, I remembered my struggles and kept thinking about the comfort of the time. Anyway, I admire its existence and will certainly serve many others. It’s an audiovisual joy, its narrative and characters are memorable, and I appreciate the way to address burnout and self-destructive productivity – especially when almost all other influencers are preaching the hustle and bustle of culture and life optimization. That said, Wanderstop isn't for everyone, its gameplay and rough edges create a powerful obstacle to really enjoying what it does well.