Get wasted or get wasted trying in WASTED, a roguelike post-apocalyptic pub crawler. Fight tooth and nail, bullets and baseball bats in search of Booze, gain strange mutational Hangovers, and explore the Coolers in search of powerful weapons, armor, and a nice stiff drink to top it all off.
Recent Reviews:
Very Positive (14) - 100% of the 14 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (418) - 77% of the 418 user reviews for this game are positive.
Release Date:
Jun 7, 2016

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Recent updates View all (14)

August 18

WASTED Build 990

Greetings, Wasters! Mr. Podunkian here with another update!

At long last, an update to the game that changes some of the game's more annoying aspects!

First, a bit of background. Originally, my post-launch plans for WASTED were to provide small bugfixes to the game in the months following the game's launch, while secretly working on a larger scale expansion that took wasters into some of the settlements that didn't make it past the cutting room floor. My secondary goal there was to simultaneously try to rework some of the game's more, shall I say, controversial (and perhaps review tanking) aspects in a bigger, free update -- not necessarily to neuter the game at all, but rather to make sure the game "feels" fun, and that players don't fall victim to "cheap" deaths.

The bad news is that due to scheduling and budget, the talks to get a larger-scale expansion to the game kind of got shelved by my publisher -- so barring a significant change in circumstances, Vague Ass will probably have to remain shrouded in vagueness.

The good news, however, is that a lot of these changes I had been waiting on holding off on are now things I can just introduce to the game at my own pace.

So, beyond a fix for a fairly major bug, the brunt of this patch is aimed at revising the game's mechanics, and to better signal to the player when certain, shall we say, near-catastrophic events are to happen.

The first of these changes is one that I'd been going back and forth on in my head for awhile -- allowing players to attack while knocked back. A big principle behind my game's design was that enemies and players should be on a level playing field -- that game mechanics should affect all characters equally. What I ended up finding, however, was that while this did in fact encourage more careful play, it also kind of reduced a lot of the combat to "whoever strikes first wins." It also caused a lot of super frustrating moments where players were juggled in the air by powerful attacks and were helpless to do anything but watch the health slowly drain out of their poor little bodies, which was, unsurprisingly, Not Very Fun. As such, I've changed it so that player characters (and player characters alone) can use their weapons while being knocked back. You still lose control of movement, which retains the dynamism of being knocked into traps and such, but allowing players to try to strike back while they're blasted into the air ended up being a great compromise that still penalizes players for sloppy play, while stripping the game of that brand of frustrating death.

The second change was to the S.O.B. Purifier -- not necessarily to how it acts, but how its presented to the player. Previously, a first time player was dropped into the Cooler, was probably playing the game like Fallout and scrounging every clipboard and pencil for whatever weird reason, only to be blindsided by a message that someone was really mad at them and was coming from somewhere to try to kill them, which is fine for longtime players, but obviously frustrating for people who haven't yet come to terms with how the game is played.

Therefore, I've telegraphed the S.O.B.'s arrival a lot clearer -- you get reminders at the 1 minute, 30 second, and 10 second mark that the S.O.B. is approaching. I've also added a timer to the minimap that shows exactly how long you've got until the Purifier comes to party, and as an added bonus, the S.O.B. is now marked on the minimap, so that you can make better calls as to what path to take to avoid them. Essentially, these challenges make it easier for new players to deal with the S.O.B. on their first few encounters, while veteran Wasters who already know how to game the system can, well, continue to do that as easily as they did anyways.

Anyways, sorry for the long ramble! Please let me know what you think of these changes -- I know nobody likes when a game is EZ-moded, but I've honestly made these changes in the interest of making the game more fun without compromising the extreme challenge that comes from avoiding traps and expertly handling the game's death-inducing obstacles.

Bye-bye for now!

- Arthur "Mr. Podunkian" Lee

king bore haha

Changelog for build 990:
  • Players can now attack while being knocked back, and reduced the duration/amount of radial blur that occurs when damaged. The tutorial's also been slightly reworded to reflect this change.
  • The S.O.B.'s minigun no longer deals knockback. The knockback value was negligible before anyways, so I figured why have it at all.
  • Added an on-screen countdown to indicate how much time the player has before the S.O.B. Purifier appears so you know exactly how long you have left in this world.
  • Added new warning messages that appear as the Purifier's arrival approaches, in case the blinking red countdown was a bit unclear. (Also reworded some of the tutorials so that they pretty much tell you to Get Out once the Purifier Gets In.)
  • Added an indicator on the minimap that displays the position of the S.O.B. Purifier.
  • The S.O.B. Purifier has also granted you 30 more seconds to mess around before he comes to ruin your day.
  • Reworded the CHIMPS loading screen hint.
  • NG+ now properly carries house upgrades from previous NG+ house upgrades (for instance, if you're rolling over to your third playthrough, your upgrades from your first playthrough will now carry over properly)
  • Fixed a major bug where buffs were being applied improperly, causing some hangovers, such as Heady Undeady to be prematurely filtered out and rendered useless (Thanks king bore haha!)
  • Added instagib to the Turret race so that it no longer ragdolls and no longer can be looted.
  • Fixed projectile-based explosions not properly setting the source weapon when calculating their explosion radius, causing the Pew Boom to be useless if fired from a gun that is no longer equipped. (Another thanks to king bore haha!)
  • Mod manager now caches off loaded asset bundles rather than loading and unloading them for each loaded asset. This should drastically reduce loadtimes for modded assets.
55 comments Read more

July 5

WASTED Build 988 (Update)

Wasters big and small, Mr. Podunkian here with another small update.

Nothing too exciting here -- the biggest change is to an aspect of the AI that had been causing Dick to get involved in the Slab fight, and usually ending up dead due to crossfire. This may have a slight knock-on effect on other character interactions, but for the most part, it should be fairly unnoticeable during gameplay. There are other fixes to things like crafting recipes, which were sort of broken in minor ways weren't really that noticeable until people started messing with the new modding API.

Speaking of which, this update also exposes some more classes to the modding API. There's still a ways to go until it's where I want it to be (and 'til it's at a place where I'd be happy introducing Steam Workshop support), but some users are already using these modding tools to create their own items and hangovers and in some cases actually tweaking some of the game's mechanics in ways I totally didn't anticipate. You can check out these mod releases in the Modding Releases discussion boards!

Until next time!

- Arthur "Mr. Podunkian" Lee

UPDATE: the incorrect build was previously pushed (Build 984, from nearly a month ago). The correct build, 988 has just been pushed live to fix this issue!

Changelog for build 988:
  • Enemies no longer hear sounds from characters that they aren't yet aggroed against. Primarily, this fixes an issue where engaging in combat with Slab would cause his
    footsteps to attact other NPCs (notably a Dick and Kissinjerk), which would occasionally result in their deaths via crossfire. Now the only thing Dick's got to look out for is that cabal that's out to get him.
  • Fixed an issue where the game was clearing learned crafting recipes immediately after granting starting recipes, causing the initial set of learned crafting recipes to be unavailable until game load.
  • Exposed BaseArmor and BaseEquipment classes to the modding API.
  • Exposed nonSerialized and hidden flags on Conditions to modding API.
18 comments Read more


“So adorable, I could just shoot you in the bad place”
Game Informer

“It has that roguelike and dungeon-crawling charm that I'm quite fond of”

“So drunk with humor that it's impossible not to enjoy”
Den of Geek

About This Game

Kill, drink, and kill some more in WASTED, a roguelike post-apocalyptic pub crawler set in a lawless wasteland that lives and dies by the rules “Get wasted, or get wasted trying.”

When a thermonuclear blitzkrieg deprives America of its greatest minds, the very hardiest specimens of humanity cling on to life. From the ashes of old America, a new world emerges, and an ersatz, post-apocalyptic, stillborn 80’s continues indefinitely, populated entirely by the toughest, meanest, and outright dumbest of God’s creations, the Wasters.

Live the life of a Waster, fighting tooth and nail, bullets and baseball bats over the most precious of unnatural resources, a liquid from beneath the sands that fuels all of un-civilization: Booze. Gain strange mutational Hangovers and explore the Coolers, mysterious underground bunkers, in search of powerful weapons, impressive armor, and a nice stiff drink to top it all off. Who knows, maybe you'll uncover some old world secrets while you're at it.

Or don't, because death comes quick in the Western Wastes, and what's yours today just might be picked off your pile of guts tomorrow.


Get Wasted...
Customize your character through the S.H.O.T.S. system by drinking irradiated bottles of Booze. Gain powerful Hangovers and mutate yourself with a myriad of permanent abilities. Bolster your strengths by wearing gnarly, 80's inspired clothing, and arm yourself with an impressive array of things to beat, shoot, disintegrate, or explode your enemies with!

...Or Get Wasted Trying
Explore giant, procedurally generated Coolers in search of loot, but beware vicious raiders, disgusting mutants, and a plethora of deadly traps that'll stop at nothing to turn you into a messy pile of guts. Make your way to the bottom-most level of the Cooler in any way you choose: sneaking your way past your foes, obliterating them with brute force, or maybe even fooling them into fighting one another. Scrounge up ammo and items from your surroundings and loot the bodies of dead enemies for their stuff. Just take care not to overextend yourself - when your character dies, they're gone for good.

Carve Out Your Own Little Slice Of The Wastes
Build up your persistent player home and keep it stocked with weapons and supplies to keep you alive and ticking. Carve out your own little slice of the wastes by fitting your house with amenities like workbenches, kitchens, and gardens and decorate it with junk you find through your travels. Should the wastelands relieve you of your livelihood, your stuff will live on for the next Waster who stumbles upon your home.

Leave Your Mark
The choices you make and the way you act will have profound effects on the future of the Western Wastes. Visit the various locales of the Western Wastes of California, trade sheets of TP for valuable supplies, and help other Wasters out by taking on their requests. Make friends with the wasteland's, um, more "interesting" personalities, and you'll be rewarded with unique goods and services. Who knows, you might even end up altering the future of the wastelands forever!

System Requirements

    • OS: Windows XP/Vista/7/8
    • Processor: 2 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: Dedicated graphics card with 512MB VRAM and Shader model 3.0
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • Sound Card: DirectX compatible sound card
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