In Wayward Strand, out today on PC, Switch, PlayStation and Xbox, you play the role of a teenage girl, stuck visiting the place her mother works. Which happens to be a giant, floating airship moored off the coast of Australia, and having been decommissioned as a luxury vessel, is now serving as a retirement home.
In some ways, itās very much a game about being a teenager taking their first tentative steps into an adult space. Your character, Casey, is writing an article about her time on the airship, and at the insistence of her motherāa nurseāspends three days visiting the otherwise lonely residents of the airship, chatting with them about both their past and present.
Casey is nervous, and unsure about herself. Weāve all been there; a work experience placement, maybe, or just a first day on our first job, that awkward point where your childhoodās rubber meets the adult workforceās road. And so Wayward Strand is in many ways a game about that crucible, as over the course of three days Casey grows in confidence, comes out of her shell, and starts to let her talents and personality shine.
Yet itās also a game about the other end of the age spectrum. The point of the game is to wander the airshipās hallways, stopping in at each of the residentās rooms to pay them a visit. At first, itās almost unbearably routine; hi, my nameās Casey, whatās yours, thatās a lovely picture, just the most mundane small talk. But thatās how most relationships start, and as the days pass, the residents stop being objectives and start becoming, if not friends, then at least people.
Itās perhaps the gameās greatest achievement that at multiple times it made me feel like complete shit for not visiting my Nan more often. On your first day on the airship its elderly inhabitants are presented much the way the old often are in our media; kind, sweet, but also infirm, weak, forgetful. Characters defined by their age and physical stature, and little else. The more you interact with them, though, and the more you explore their roomsāeach helpfully over-decorated like an octogenarian teenagerās bedroomāthe more their stories, and lives, are uncovered.
These arenāt old people. Theyāre people who have grown old. They had exciting lives, loved and lost, been through dramatic exploits. What they are now isnāt all theyāve ever been, and itās an absolute joy getting to know each and every one of them over the gameās three days.
How you get to know them is another of Wayward Strandās achievements. This game isnāt telling you a single story, itās leaving a dozen (or more!) of them lying around, each unfolding in real-time, and leaving it up to the player to pop in on each one of them and see how things are going.
If youāre familiar with the play Sleep No Moreāwhich I was lucky enough to catch along with the rest of the staff on a NYC work trip one yearāWayward Strand unfolds in a very similar manner. If youāre not familiar, think Jordan Mechnerās classic, non-linear adventure game The Last Express. If youāre not familiar with that, imagine instead that this gameās inhabitants are NPCs in a Bethesda game, each with their own little clockwork lives and schedules, each of them playing out whether youāre there to see them or not.

Your role in Wayward Strandāyour only real gameplay task at all, reallyāis to intercept these stories and make sense of them, whether itās in the service of solving a mystery or just getting to know someoneās life story. You donāt really notice this going on around you at first, but once youāve got to meet everyone onboard, and gotten a feel for their relationships and habits, the whole place really does come alive.
Iāve really enjoyed Wayward Strand. Aside from the beautiful, intertwined storyline, I also appreciate how Australian this game is, from some of the wardrobe decisions to the brilliant casting choices. We donāt get to see ourselves in video games like this very often, so it was great to kick back with something so at home, and at peace, with its origins.
A final warning, though: I had a lot of trouble playing through this because the game has no manual saves, and its autosaves are pretty sparse. If youāre planning on smashing through it youāll be fine, but if like me you canāt always devote hours at a time to a single session, you might want to leave it running or you could lose a fair chunk of progress.