
Following the critically acclaimed 2014 Game of the Year winner Wasteland 2, the RPG series that pioneered the post-apocalyptic genre in video games returns with Wasteland 3.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Polish, Russian, Italian, Portuguese - Brazil*languages with full audio support
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
Hours played at review time, across 604 reviews with recorded playtime.
Reviews
Themes across 603 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
Tried to come back to the game and encountered the ambush bug (not related to the perk). They haven't fixed it in years and require you to post a ticket to get a link to a possible fix instead of just posting the fix. The bug is game breaking, as it effects some encounters you can't avoid. They won't patch it because they've "moved on." Unacceptable.
The game itself is fine, and if that was all there is to it, it'd be an easy recommend. HOWEVER: There is a game-breaking, reproducible, and consistent bug that completely breaks any and all random encounters on the world map. If you run into a random battle, you're essentially softlocked, and the only solution is reloading. This has been a known bug for years, there's a bunch of different fixes out there that users sussed out, none of which are going to be completely reliable for any given player. So buyer beware. Addendum: Bugs where quests and mission locations from DLCs (Steeltown in particular) will just disappear from your quest journal - including when you had those missions already in progress and returned to the world map - are also still in the game, despite being known 4+ years ago.
Game was enjoyable enough until I stumbled upon a game-breaking bug ("missing DLC"). Said bug corrupts all saves made during a DLC part of the game (Steeltown, for me), and the only way to go around it is to install a player-made beta version and reload a non-DLC save, thus losing hours of gameplay. It's been six (6) years and the publisher couldn't be bothered to fix this. I can't be bothered to leave a positive eval either.
I will be the first to admit that I am reviewing this game with a partially incomplete experience, and that other reviews from those who completed the game in its entirety may more accurately reflect a typical experience. That being said, I felt my perspective was underrepresented among other reviews, and thought that it might be valuable to share. I found the experience of playing Wasteland 3 profoundly frustrating. To clarify, I am not referring here to gameplay, mechanics, or difficulty. The experience of navigating menus, performing actions in the game, managing my inventory, and generally having visual information communicated to me by the game's design choices consistently led to intense irritation and an unenjoyable experience. Almost every aspect of the game's visual design is loud, huge, in-your-face, inefficient, and noisy. Giant UI elements pop up right in the middle of your screen to communicate 4-5 words worth of information. Important information (for example, the perks you can unlock by leveling a specific skill) is hidden behind several clicks, scrolls, or button-presses. Previous dialogue selections or lines of dialogue do not remain in the dialogue box after being used, despite the fact that the dialogue box is easily twice as large as it needs to be (and compared to similar titles). For example, near the beginning of the game you can play blackjack, and all the information for playing blackjack is presented as text. If you click too quickly through the dialogue box, you will be left deciding whether to hit or stand without the ability to see what cards you were dealt. Furthermore, the dialogue options are sized and spaced so poorly that the enormous dialogue box can only display 3 options at once, when there could easily be room for 5 or 6. The inventory system does not seem to have any sorting functions, so I often had to click through several categories until I found the right category of an item I just looted. Item stats have an unintuitive hierarchy of information, which leaves me spending several seconds staring at two similar weapons before realizing what is different between them, or what a new type of item actually is or does. The game's map displays your camera's current perspective with a gaudy, oversized camera icon that sometimes takes up the entire room of the building you're in on the map. Individually these might seem like nitpicks, but taken as a whole it leads to a frustrating experience where I am left fighting more with the game's UI elements than I am my enemies. Beyond the game's UI, the game's excessive use of loud, brightly-colored effects completely took me out of the experience. At the start of combat, an enormous neon grid flashes out from beneath your character's feet and spreads across the whole ground, accompanied by a dramatic whooshing sound effect that, while initially kind of neat, quickly added to the game's visual clutter and became tiresome. Submachine guns fire a cone of brightly colored spark decals that fill a large cone around their targets (and frankly look nothing like bullets to me). When one of your characters are low on health, the audio becomes muffled lower in pitch, and the colors become desaturated and blurry. The game has an aggressive black vignette around the edges of the screen that I found to be distracting and ugly. Again, this is not an exhaustive list of problems I have, but just examples to communicate the kind of things I found disagreeable about the game. The game's audio design is often irritating and overly-repetitive. Upon selection, every single menu item plays the exact same harsh noise whenever they are moused over. It's so obviously bad that I almost wonder if it's meant to be a joke. Busy rooms with lots of NPCs having ambient conversations will all play at once, becoming indecipherable and often drowning out important ambient dialogue meant to provide valuable information about interacting with the world, or identifying which NPCs you should speak to. Not to mention, all of those enormous text boxes overwhelm your screen with asinine, irrelevant information like a comical impression of early-2000s pop-up ads. Entering into a new room filled with talkative NPC's often left me feeling anticipatory frustration, rather than excitement. At one point, while in combat with a slightly more difficult group of enemies, a nearby NPC repeated the same annoying line of dialogue every 6 seconds, completely ruining the atmosphere of the fight. The game will suddenly oscillate between maximalist, dense soundscapes containing bespoke soundtracks with vocals, and near silence, save for the discordant sound of menu navigation. Beyond all of these more technical critiques, I just find the game's general visual design to be really garish and unappealing. While outdoors, the game has an aggressive blue/white filter to simulate a snowy environment that completely drowns out all of the game's color and saturation (note this filter is also present during character creation, when you are attempting to customize the color of your character's appearance). The game's armor designs are generally enormous and extremely aggressive, which might look really badass if I was 9 years old. If I try to customize the base clothing of my characters that shows up if I utilize the hide armor function the designers (thankfully) implemented, the colors you can select have their saturation turned up all the way to the max, so that it looks like you've taken a can of cheap spray paint to the entire outfit. Very little about the game's visual design speaks to me, and beyond being not to my taste, I feel as though it often disagrees with itself, contradicting its own visual tone and design choices and leading to an inconsistent look for the game overall. Generally, the game's gaudy, juvenile visual tone and its short-sighted design sensibilities detract from an otherwise sharp and biting atmosphere the storytelling creates. The dialogue is usually concise and tight, and the storytelling has enough depth to grip you, but is light enough that the games focus on action feels appropriate. The game's mechanics are interesting, but the experience of seeking to understand their depth is stymied by my own frustration with the game's UI. I am by no means unaccustomed to janky RPGs with bad design decisions or just outdated UI. Wasteland 3 differs in that it has an endless body of good examples to draw from (most importantly Wasteland 2 which, while by no means perfect, often succeeds where this game fails) and has chosen to stray from all of them. Wasteland 3 feels like a good game trapped inside the body of a bad one, and I don't know that I can bring myself to keep playing it despite the game's strengths in storytelling and mechanical depth.
[h1] Wasteland 3 [/h1] Nükleer felaketin ardından buz tutmuş, tekinsiz Colorado topraklarındayız. Desert Ranger'ların hayatta kalan son üyeleri olarak, bu acımasız coğrafyada hem kendimize bir çıkış yolu arıyor hem de bir toplumun geleceğini şekillendirmeye çalışıyoruz. [h3] Seçimlerinle Yazılan Bir Destan [/h3] Aldığımız kararların sadece anı kurtarmakla kalmadığı, koca bir bölgenin kaderini doğrudan ve sert bir şekilde değiştirdiği, her seçimin ağırlığını hissettiren bir dünya var karşımızda. Sıra tabanlı taktiksel savaşların derinliği, o bildiğimiz karanlık ve hafif mizahi atmosferi, akılda kalıcı karakterleri ve sizi sürekli diken üstünde tutan hikaye anlatımıyla türünün hakkını sonuna kadar veren, son derece sürükleyici bir yapım.
Wasteland 3 is truely (in my opinion) a masterpiece. Okay, maybe not perfect but it is a RIDE let me tell you. Pros: - Superb world building. For someone who's (at the time of this review) have not played Wasteland 1 or 2. This game does a fantastic job and giving you information even if you don't know the lore to begin with. And no doubt a feast for anyone who's played the previous titles. - Great writing. Some people view the dialogue as hit and miss, I am a big fan. Sure some of the dialogue can take you out of the experience. But besides few combat lines and some side quest/minor role, the rest of of the writing is pretty solid and definitely got a good belly laughs out of me. Not to mention the item descriptions, all of them have something quipy to say about even the most random thing. Which actually made me pay attention to what I was picking up and wanting to see what the description is. Sometimes its actually a bit informative, though rare. - Character creation. The attributes, skills, and perks is where the character creation shines. A slew of different ways to create different classes. There is no set class like some RPGs but rather an open ended character progression system. Typically you have to match some attributes with some skills, like ranged weapons with awareness and melee with strength. Though if you are paying attention to the descriptions again you should be able to put two and two together to make something good. Most perks actually feel like they are evolving your character's playstyle. There is only a few perks that bump up damage, the rest give you new mechanics for whichever skill that perk is in. One of my favourates is having the Serial Killer quirk that gives +3 action points on a kill once per turn. Then the Trigger Happy perk from the automatic guns skill which gives another +3 action points on a kill. So once I set up a gun with a mod to reduce action point cost of each shot. If my character gets A kill they can shoot again twice, use quickslot items, or move spaces. On top the stormer perk which after moving 5 tiles let you attack for free, and Reckless which gives a +15% damage boost when not in cover. This turns my regular SMG guy into a one man hit squad killing 3-4 enemies before his turn is up. Sorry, I had to cement this build here because it is delightfully fun. Cons: - Subpar character customization. Though the cosmetics are a bit lackluster in terms of variety though the armor choices make up mostly for it. Just don't expect a Baldur's Gate 3 level of character customisation. - A few bugs and glitches. There are a few bugs that can make the experience a little less palatable. Like sometimes UI imputs both in and out of combat sometimes don't imput correctly thus having to press them twice or the a tab you opened can close if you click off it/moved your mouse off it. Not sure how it happens but a few times the game locks your movement to hold at the end of combat. Which basically means when you just click to go to a location the game instead takes it as a hold so it locks your character to walk towards your cursor. Reloading locks your game, but closing and reopening the game fixes it. Lets hope you quicksave regularly. - Difficulty. To be honest, kinda tooting my own horn here. But I finished the game on Ranger(hard) difficulty with thinking I did the whole game on Seasoned(normal). Supreme Jerk (extreme) I will try sometime, but that will need some willpower. So I will say if you want a casual experience do Seasoned rather than Rookie(easy). If you want a little more kick and bite to your combat encounters do Ranger. Only do Supreme Jerk once you've completed the game once. I doubt with dealing less damge and taking more damage will be as forgiving as Ranger difficulty. Ranger is a good challenge without busting your balls too much. - No fanbase. Careful with being attached to this game. As there is literally no one talking about this game anymore. Truely is a shame because there is so much good stuff here but it's mostly swept under the rug. Maybe if this wasn't a isometric and a turn based RTS game it might have gathered a bigger audience. But with the rise of something like Baldur's Gate 3 I have hope that this game gets a sequel or at least a remaster so it can stir up a fanbase. Beggars can't be choosers so even if its a handful, im happy. That's about it, I know this was a read and a half but if you read this far thank you. If you skipped the yapping and want a summary. Game good, worth money, go play. And remember... "Born a man" "Died a Desert Ranger"
Its 2026 and there are still bugs. - At Steeltown fighting Ludlow game hangs in enemy's turn - Unit facing backward but shoots the otherway around - irritating no-turn while in vehicle/world view Wasteland 2 much better
这游戏蠢到家了……ui像大便一样。想看技能的详情,但是鼠标放在左边才能显示,但同时又要把鼠标放在右边拖动滚动条才能看完全内容。做界面搞出悖论来。我至今不知道那几个天赋的详细介绍。比老子做的毕业设计还差。 辛苦捏的主角是哑巴,选的性格对剧情没有任何影响。 每次读档都不会保存上次的设置,比如说你控制全体角色还是只控制一个角色,读完档就变成全体角色了。角色碰到陷阱根本不躲,明明是已经发现的陷阱。他们像蠢驴一样誓死保持站位。和神界原罪比起来弱智得多。 剧情没有逻辑,经常强迫你选边站。真打起来的另一方还不过来帮你,就那样叉着腰干看,我像个小丑一样。还有……有些npc纯属超雄,见人就开枪,你反击把他打死。角色骂你滥杀平民,然后就不和你组队了。我真是见鬼了。 玩这么久游戏第一次觉得游戏公司应该赔我钱。 ps:最重要的一点!没有任何任务导航!要找什么角色,要找什么地点全靠自己。
司马游戏没有简中就不配好评
Yes! This is the closest thing you will get to a modern Fallout turn-based game. 10/10
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