
A musical platforming adventure with an emotional story. Play as a silly bard and use music to interact with everything on a journey around the world. Along the way you'll explore, solve puzzles, and meet a huge cast of characters!
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About
A musical platforming adventure with an emotional story. Play as a silly bard and use music to interact with everything on a journey around the world. You essentially play as a walking musical instrument, and different things respond to your music in different ways. Along the way you'll explore, solve puzzles, and meet a huge cast of characters!
FEATURES
10-12 hours of adventure!
Use singing to interact with the world!
150+ characters to meet and discover!
150+ characters to annoy with your singing!
The DANCE BUTTON... dance anytime, anywhere!
Whimsy!
Fully accessible to color-blind and deaf players!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Wandersong is a very, very special game, and it's hard to entirely pinpoint why. Sure, it's a subversion of the action adventure game that relies more on mood and dialogue than overcoming a physical challenge, but the same can be said about many indie games of its era. I think ultimately what makes Wandersong so wonderful is that it sorta creeps up on you. When you start the game, you kinda get the jist very quickly: violence bad, singing good! I will save the world through the power of song and compassion. It's a cute little hook that serves for a cute little introduction to the game, but it's still rather unassuming. Chapters 1 through 3 are definitely charming, with fun characters and interactions and a couple of heartstring moments, but still fairly short, simple adventures without anything terribly unique about them. But as the game goes on, you slowly realize just how more it is than that. On a mechanical level, the way the game expands upon the little singing color roulette to make all sorts of fun little puzzles and challenges becomes increasingly creative and charming. It starts as a little jingling thing that you use to make random sounds, but it ends up having all sorts of funky and unique applications. The plot goes from a simple saturday-morning adventure to a real meditative oddyssey, with the Bard and Miriam having to reckon with maturity, emotional vulnerability, with realizing maybe they aren't meant to go on this quest at all, and how to persevere when it feels like everything is stacked against you. And it all gets rather heavy, with serious discussions about life and death, depression, the end of the world, but it never forgets its touch. It gets dark, but never without appreciating the beauty of the world, of friendship and community. Also, having Audrey go around causing chaos and embodying the worst traits of the great hero trope is kinda amazing. The moment you realize all the achievements are tied to stupid ♥♥♥♥♥♥♥♥ she does is probably one of my favorites in gaming in recent memory. Pretty cool to get her psyche explored in act 6, as is the fact that she still doubles down in the end. Would've been nice to get some closure on her fate though. Now I wiiilll admit that the game gets a little overbearing at times. This is an issue that the other Greg Lobanov game, Chicory, also has in my opinion. I do appreciate a game that tackles all these topics explicitely, but I also think it devolves a bit much into therapy speak and has the characters repeatedly making the same introspections and I think maybe there's a more elegant way about it. Oh also chapter 5 is the lowpoint of the game for me. Too long and dividing it into two kingdoms didn't make either one any favors. It's not a perfect game and it's certainly not the most insanely fun and engaging one, but it's not supposed to be. Much has been said about ludonarrative dissonance on the internet to the point of meme, but yeah, Wandersong is a strong case to why it matters to get it right: To get every aspect of your story match the way you play it. When I play Wnadersong, I feel like the bard not in motion but in heart and mind, and once credits roll, my, didn't think I would miss the characters of an 8 hour game so much. For my money, Greg outdid himself with chicory, which is a better game in many respects, but I gotta admit, this is still a really strong showing.
This games seems really cool but it is not made for pc. I was really enjoying it but i got stuck on a ledge that was too high to reach. After looking it up i seems that it is an issue with the framerate and v-sync that is common on pc. Something should have been added so that you don't need to read 10 minutes of documents to be able to reach a ledge you already solved the puzzle to. TL;DR Fun game but broken
A very chill and welcoming adventure. Very unique kinda puzzle gameplay. Great soundtrack!
It was really fun! The minigames were great and the puzzles were awesome! Sometimes it got hard, but it was just easy enough to the point that anyone could do them with enough trial and error. The story was great, and made me genuinely tear up at the end. A true cinematic masterpiece. 9.3/10
Kept downscaling itself to 640x360 every time I booted it, then wouldn't apply changes when I messed with the settings, so it just looked like garbage in a glitchy window.
I knew I was getting a fun game, but my gosh this is a really fun game. It's got a crazy good story and creative mechanics for music and platforming. This is a game everyone should check out once.
This is a very complicated review for me to make. Admittedly, on a completely blind playthrough, I was not impressed with the art direction and first impressions, but its strengths have definitely won me over around [spoiler]Act III[/spoiler] with its increasingly pleasing use of colour and music to tell its story. [hr][/hr] Wandersong's strength lies in its core themes, humor and mechanics. Its music is also impressive for its time, boasting 4 hours of content and with an impressive variety of instruments. @ I enjoyed its overarching themes that [spoiler]challenge the ideals that sometimes come with assuming a role in life[/spoiler]. Its writing breathes humanity into all types of characters through a surprisingly unique childlike lens that hardly come off as demeaning. @ Humor is a foundational aspect of both writing and level design, and while it admittedly the impact of some key scenes is thrown out in favour of a good laugh, it sticks its landing most of the time. It's a reflection of how the Bard views the world around them - the game simply wouldn't be the same without it. @ I was pleasantly surprised at the variety of puzzle-platforming designs, only feeling unbalanced when I approached the obstacle wrong. Bard's overall skillset across the game was explored in a really fun way (especially the dialogue system and [spoiler]the silly dance moves[/spoiler]). @ While its composition strikes me as amateurish at times, I've come to understand its charm as an intentionally imperfect form of expression from the in-world cast. After some introspection, I found it to be great storytelling. [hr][/hr] Alas, the game is not without its flaws. I believe that Wandersong could have benefited more than any other game from a slightly longer runtime. Most of my criticism boils down to missed opportunities and lost potential, though it only truly crept up to me after finishing the game. While the game reached a satisfying conclusion, the midgame struggles to take itself seriously where it matters, which makes some of the major encounters come off as rushed: @ [spoiler]The mystery surrounding The Baron has been haunting the majority of Chismest's narrative, so I would have expected a much greater send-off than sabotaging the factory. It failed to form a meaningful contrast between Bard and The Baron's common goal of spreading joy across the land[/spoiler]. @ [spoiler]Why did the prison break happen off-screen? Being able to experience it firsthand would have benefited Miriam's character development a lot more. Considering the Bard pass out the second time Hala sung her message, I have to assume it was a last minute decision[/spoiler]. @ [spoiler]The resolution of Rulle and Chaandesh's war felt unearned. All it took was for the Bard to use the Sun/Moon Earthsong, which was an odd way to handle the sensitive topic of war.[/spoiler] While the game does a great job giving you the childlike wonder of travelling the world, to me it feels like there have been some major areas of its worldbuilding that really should have been explored further: @ [spoiler]Monsters were an intriguing concept discussing oppression among minorities through the concept of monsters, but it was only ever explored via two Trolls in Act II. The world could have really benefited from more species of monsters[/spoiler]. @ [spoiler]The concept of Qin should have had more involvement in Rulle. Its execution fell flat in comparison to Mohabumi's magic gimmick, even if Ichor Mountain had a few puzzles involving cranes[/spoiler]. @ [spoiler]Speaking to ghosts felt like a really intriguing plot device, but was largely underutilized. I would have expected far more ghostly encounters after the Spirit World collapsed, or while Chismest's nexus point was clogged[/spoiler]. @ [spoiler]Since the Spirit World is personalised, it is a profound method of characterization, which I believe Miriam has lacked across the story. I fully expected Act V's nexus point to involve both Miriam and Bard in duo puzzles to give her more screentime, which feels like a major waste of potential[/spoiler]. There doesn't seem to be as much meaningful interaction between the main cast as I expected. The story allocates plenty of time for side characters and the world they live in, but it feels as though there wasn't enough involvement from [spoiler]Miriam and Audrey[/spoiler] to balance it off: @ [spoiler]While I understand why Miriam was largely absent from the narrative until Act IV, she still took a backseat during Chaandesh and Ichor Mountain. It doesn't feel like they spent enough time truly wrapping up her character development in Mohabumi for her realisations to hit as hard as it should, which I consider such a last minute fumble[/spoiler]. @ [spoiler]Audrey had a whole kit designed for herself and was only utilized once. I feel like Ichor Mountain could have used her involvement a lot more. On a positive note, I found the meta-narrative of Steam Achievements coming from The Hero™ really interesting, but I feel like they should have committed just a little more to the bit as a parallel to our Bard[/spoiler]. [hr][/hr] Overall, I believe it does what it sets out to do wonderfully, even if it tends to undermine its worldbuilding in order to sustain its pacing and humor. If you don't play it with a critical mind, you'll have a great time!
If you like cheesy wholesome goodness, I highly recommend this game. There are a couple of bugs, such as clipping through the map and resolution frequently decreasing but the map clipping never affected puzzle levels and quickly gets resolved, and the resolution can be fixed by ticking off the button to automatically adjust resolution. The story made me cry good tears in several points including the end, the characters are not one note and change and grow over the course of the story. The character designs are all wonderful and unique, even for brief npcs, and the world is extremely colorful and fun. I dont review often, but I can genuinely say that this is one of my favorite games and I intend to replay it ever so often to live through it again, even if its unexpected twists are now expected.
jogo fav te amo comprem pf
Peak
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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