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.
User reviews:
Mostly Positive (350 reviews) - 78% of the 350 user reviews for this game are positive.
Release Date: Jun 7, 2016

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Recent updates View all (12)

May 24

WASTED Build 982 Changelog

Ahoy Wasters! Mr. Podunkian here with a quick patch.

I wasn't planning on pushing this update up, but it's come to my attention that a change in the Unity's underlying UI systems was causing the inventory to spam the output file with error messages every time it was closed, which could cause it to balloon up in filesize pretty quickly, and in some cases, could crash the game outright after awhile (Thanks to Richard Huang for the tip!). Since game crashes are pretty gnarly, especially for permadeath games, I've decided to fast-track this update and to push it in its current state.

That also means that this update also includes an experimental new feature I'd been quietly working on for awhile -- signs. Yes, at long last, a feature nobody really asked for! Certain rooms in the Cooler will now have signs to guide you towards the floor exit, as well as any major points of interest (for instance, the cafeteria that occasionally pops up in the Dorms areas). Originally, this was going to be pushed as part of a larger content update, including new room layouts, but considering the potential severity of the UI bug I mentioned before, I've decided to just push the game out as is, signs and all. Signs!

Thanks again to Richard Huang for his help in tracking down the bug, and apologies for any problems this bug might've caused you all!


- Arthur "Mr. Podunkian" Lee

Changelog for build 982:

  • Fixed an issue where the Inventory/Looting screens would spam the output file with errors.
  • Signs now appear in certain Cooler rooms, guiding the player both towards the stage exit as well as other points of interests.

20 comments Read more

May 3

WASTED Build 968 Changelog (Update #2: Hotfix Build 974)

Hey Wasters! Mr. Podunkian with a brank spankety spanking new update, if you can believe it!

I've really, really been wanting to do a huge content update on the game with new weapons, buffs, and room layouts, but between other projects I'm being paid actual cash money (the real kind, not the buttwipe variety) to not ignore, I haven't been able to sit down and really dig in.

With that said, I wanted to give back the community something a little bit more substantial than the normal bug-fix build, so I decided to hunker down and just slam out a bunch of highly-requested Quality of Life improvements to the game.

Probably the biggest of these changes is a new New Game+ feature, which lets you take your character and start the campaign over from the beginning.

While putting NG+ together, I also had an idea for an easy-to-implement, optional harder difficulty mode, which can only be accessed in New Game+. It doesn't make the game that much harder, but it should at least mix up the encounters you've gotten so used to this past year.

Lastly, I've been making a concerted effort to improve game performance as much as I can. Unity engine being what it is, the game will never be as performant as games on higher end engines, but dang if I'm not giving it my all! In addition to adding some optimizations to the AI routines -- allowing them to be throttled when enemies are a little further away, I've also decided to bake in the lighting for some of the more static scenes (i.e. the Ony Express interior), meaning shadows and stuff won't have to be calculated in realtime. This has only been done in a few of the scenes so far, but I'm planning on giving each of the areas a major optimization pass. Hopefully this'll be able to curb some of the complaints I've gotten about game performance.

So that's it! Thanks for sticking with me all this time, I know it's been a long time since I last updated you guys. I'll be trying to push towards a content update in the near future, but in the meantime, enjoy these other new features and let me know what kinda stuff you want to see in the WASTED discussion boards!


- Arthur "Mr. Podunkian" Lee

Changelog for build 968:

  • This build includes the modding system work from the previous, opt-in update. The modding system is still very early, and some annoying Unity-engine level bugs're holding it back a bit, but it should be usable for those who want to mess with it, while also completely ignorable for those who don't. Included are a few mods, including one that turns off the S.O.B. for all you people out there who never learned to love the poor guy.
  • I've added an optional Iron Sight aiming mode to all of the weapons. This is a toggleable feature in case you're one of those sane people who think maybe having low resolution textures right up on your eyeballs isn't necessarily the best idea. Still, it's somehow made the game's combat feel more enjoyable for me, for whatever weird placebo-effect reason.
  • Could it be? A New Game+ mode? With an optional harder difficulty mode? Why, yes it most certainly is! Once you've finished the main campaign, you can access New Game+ from the home computer. Keep in mind that only certain data transfers over to New Game+ (your character stats/buffs, items in your Player Stash metal box, TP in your piggy bank, unlocked recipes and customizations). The game also allows you to carry over any house-upgrades, except the ones that occupy the back lot of the player house.
  • Performance upgrades all around. I've done a lot of work optimizing and streamlining the code where I could afford to. I've also done some visuals optimization to the Player Home interior, as well as the Ony Express and Ony Express interior areas, which should've net a nice framerate boost to those areas. I'll be taking a look at the other outdoor areas in future updates!
  • Factions you've pissed off will now forgive you after a period of 24 ingame hours. That means all you guys who, uh, "accidentally" fed Vulture Val some face-bullets can now rest a bit easier. (Keep in mind that sleeping at home only advances the game clock by up to 12 hours, so you'll still have to pass the time in other ways!)
  • And finally, the game engine was upgraded to Unity 5.6p3, the latest available version. This required a lot of work and potentially might have broken some stuff, so please report any issues you have on the boards!

Update (5/5/17): Looks like some minor bugs made it through to this build, so I went ahead and hotfixed them:

Changelog for build 972:
  • The Final Countdown now properly explodes, killing its user and actually being somewhat final again.
  • Reduced the AI logic throttling overall, and excluded the S.O.B. Paladin from the throttling effect as it was causing it to occasionally stop chasing the player, which is probably something a lot of people wish it'd do anyways.
  • Added a crosshair toggle to the options menu. The crosshair can be enabled, disabled, or hidden when iron sights are used.
  • Fixed an issue with some rooms being incorrectly connected to others, particularly in the Dorms area.

Update (5/6/17): Just pushed another hotfix that resolves the rest of the bugs you guys reported originally for Build 968. A special thanks to Rusbel who helped identify these bugs before they became a bigger problem for everyone else!

Changelog for build 974:
  • Resolved a weird issue where all of Jim Atomic's lines were removed, causing the radio to stop playing completely whenever it was time for another riveting installment of The Buzz. Sorry guys.
  • Fixed an issue where having a contextual buff/debuff would break the ability to interact with Weapon traps.
  • Identified and replaced a duplicate of the Hangover "Sadist Sangria." The duplicate was replaced with a buff called "Bruiser's Brew" that has the same 25% bonus damage as Sadist Sangria, but applies when the player has >50% health. (Thanks Xabre2th for pointing this out!)
  • Fixed the "Iron Sights Only" setting for crosshairs actually doing the exact opposite thing it was supposed to.

67 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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