Publisher Walkabout and developer Different Tales announced Wanderlust: Travel Stories, a narrative based interactive travelogue inspired by real world travel stories, and illustrated by beautiful bespoke photography.
Created by Artur Ganszyniec (lead narrative designer on The Witcher) and Jacek Brzeziński (project lead on The Witcher and game designer for Hitman), Wanderlust sees you join a group of modern travellers sharing stories in a small bistro in Hanga Roa. From there, you will step into their shoes and help them navigate the stories that brought them all together.
Artur Ganszyniec, co-founder of developer Different Tales, said: “Ten years after I met with Jacek during our work on The Witcher, we decided to team up again to make a different kind of a story, something more grounded in reality and rooted in the common human experience.”
“Wanderlust was born from Jacek’s love for travel and from my love for storytelling. We aimed to create something different. A bridge between literary experiences and gaming. A title that is meant to be taken in, experienced and felt.”
“Perfect when you’re traveling — or wish that you were”
Wanderlust will be released on 28th August 2019 for Windows PC and Mac via Steam, and also available on iOS.
In a small bistro in Hanga Roa, five everyday explorers swap stories. As each begin their tale, you step into their shoes and join them on their journey. Pack their bags, manage their expenses and look after their mental and physical health as you explore real-world locations, gorgeously illustrated with bespoke photography.
- Diverse, grounded and relatable storytelling – authentic stories inspired by real people
- Experience the emotive genre of ‘slow gaming’
- Original, bespoke photography of featured locations captured by the creators themselves
- 12+ hours of playtime on release
- 300,000+ word-long adventure
About Different Tales
Different Tales is a storytelling studio exploring the idea of slow gaming.
Over the last dozen years, Different Tales have worked on fantasy franchises with a cult following, mobile games for the mass market, failed artistic experiments, critically acclaimed products about killing people, prototypes that just didn’t work out, and suffered the ups and downs leading to the inevitable burnout—the whole package of the fast-paced game industry.
Now, they are ready to tell other stories. Stories rooted in the common human experience. Stories that you discover at your own pace. Stories with the potential to bring about change.