The Project: Wander
🎙️ Hello, hello - It’s Dino back in your area!
It’s Wednesday, which means we’re diving once again into the world of Project: Wander. Today, I’m joined by someone who’s been quietly shaping the very soul of the game - RJ, our Lead Game Designer. He’s the one steering the vision behind the systems, the stories, and the strange little moments that make Wander feel… well, like Wandering. From the cozy corners of the imagination to the ever-shifting dreamscapes, RJ and our team are the architects of how you’ll explore, express, and leave your mark.
So let’s get into it, and peel back the curtain on the player experience, the archetypes, and the worldbuilding magic at the heart of Project: Wander.
Hello RJ, I saw the teaser image already. The world seems so inviting. Can you show us how things work around in Project: Wander?
RJ: Great question, Dino. At its core, Project: Wander is designed to feel comfortable with the ambient - something that fits into your day-to-day fun naturally - without demanding your constant attention. The main loop is pretty simple: you hang out, go on little trips, chat with others, and over time, you start receiving items. These might be cosmetic, collectible, or tied to special events. Then you use those items to customize your space, your identity, or even parts of the world itself.
It’s not about grinding or chasing levels. It’s more like tending a garden, or, you can imagine it like a miniature world, a terrarium-version of Tatsugotchi. You come back, check in, do a little something, and over time you build up a sense of progress and connection. Some of these interactions are sparked by bots running in Discord, which might trigger a surprise event or invite you into a mini-activity with others. That’s where socialization really kicks in, since the game ultimately thrives on community-driven play.
We want to embrace these four elements for every player: discovery, collection, creativity, and curiosity. Whether you’re poking around to see what changed overnight, customizing your corner of the world, or just following a strange thread someone left behind, the goal is to make every interaction feel a little bit personal, and a little bit magical.
That’s intriguing. But.. who exactly will we be in Project: Wander?
RJ: Well, in the world of Project: Wander, you might begin as an artisan exploring a relaxing, magical world, but that role is just one of many you can slip into. The world isn’t built to confine you to a single path. Whether you show up to collect, express your creativity, or help shape the world around you, the experience adapts with you. It’s less about fixed roles, and more about living, feeling archetypes that grow alongside the world you’re part of. Whether you're driven by discovery, collection, creativity, or curiosity, there’s a path shaped just for you. Our aim for Project: Wander is creating a cozy, fantasy life sim, where players can connect, be creative among like-minded people.
In the early days, we pulled inspiration from the kinds of worlds we grew up escaping into places like Harry Potter, Alice in Wonderland, Peter Pan, and even Infinity Nikki. We wanted something that felt magical, but still rooted in the everyday, a world where real emotions and elements could exist inside dreamlike, curious spaces. Project: Wander is going to be released as a Discord activity, playing directly on Discord. It’s going to be an imaginary adventure for you and your friends, right at the place where you hang out.
Wow… that is a big big world to discover. There’s something about the visual that really catches my eye, but I can’t quite explain it…
RJ: I know! It is something both familiar and fantastical from my point of view. Travel in Project: Wander isn’t just a way to get from point A to B, it’s meant to feel like a dreamy little road trip. You set off, maybe you’re chatting with friends while it happens, and along the way, you stumble into things, like odd places, curious items, and strange moments that stick with you. Visually, we’re leaning into that feeling of flipping through a childhood storybook. It’s not hyper-realistic or overly polished, it’s soft, surreal all over the map. Think watercolor maps with hints of magic, like something pulled from a forgotten dream. That aesthetic isn’t just for show, it shapes how we want players to feel when they move through the world: relaxed, curious, and just a bit enchanted.
I can’t wait to start, I’m definitely a wanderer. Is there any fun side story you can spill about the creation of Project: Wander?
RJ: Funny enough, the initial concept first popped up while decorating a terrarium during the ideation phase for Project: Wander.
And I always love the novelty of placing decorations and plants into a terrarium, and that moment got me thinking: What if you could travel through these miniature worlds and decorate them while interacting with others at the same time?
From there, the concept started to evolve. I imagined traveling through said worlds and acquiring furnishings and items that they can interact with and decorate. It was clear that Project: Wander will be something casual and expressive, which is something that lets players go at their own pace, personalize everything, and feel at home in the world. The last ingredient to the creation of Project: Wander is that it needs to be designed in a way that I can open up and interact with this “3rd place”, as and when I want.
And that’s it for today’s talk! Do you have any other questions? Drop it in the comments below ☺️
That’s another glimpse into the heart of Project: Wander - a world shaped by memory, creativity, and the quiet magic of doing things together. The aesthetic and world setting are not just backdrops for gameplay, but a place meant to hold space for self-expression, reflection, and connection.
Want to help shape what comes next? Come hang out in our Discord and be part of the ride!
Until then, please stay curious, stay hydrated, and stay wandering.
Sincerely yours,
Dino from Tatsu Times