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Wantless News

Wantless 1.0 is Out Now!

Greetings Transposers!

We're thrilled to announce that Wantless has officially reached its 1.0 release! As we wrap up the Early Access phase, we're excited to share the completed storyline with you. You may now dive into the mind's depths and transpose your first patients.

Important: Early Access saves that were still going through the tutorial (in-game day 4 and under) will not be compatible with version 1.0.

Watch the trailer below to get a glimpse of what awaits you:

[previewyoutube][/previewyoutube]



[h3]Ready to start your journey? Visit the store page and get your copy today![/h3]

https://store.steampowered.com/app/1807090/Wantless__Solace_at_Worlds_End/



What's Available in Wantless 1.0


With the full release today you can expect:

  • A 35 hours long storyline that takes you through the minds of patients, confronting their inner monsters and unraveling the mysteries within. After that, challenging endgame content, including 5 unique endgame bosses and endless difficulty scaling.
  • Millions of combinations to forge your own custom skills and destroy your enemies in intense turn-based combat.
  • 6 unique biomes, 40+ bosses, and over 25 unique patient encounters, each with their own challenges and rewards.
  • Over 200 talent tree perks to customize your character to your liking.
  • Dozens of equipment pieces you can upgrade and customize.




Frequently Asked Questions (FAQ)


[h3]What is new in 1.0? [/h3]

  • The new Gear Alteration feature, which lets you customize equipment, even the unique pieces.
  • The conclusion of the main story line with new unique patients and areas, new equipment, synapses, achievements and modifiers.
  • Room-completion rewards (Neural pulses) have been revamped, many community requests were addressed, along with polish and quality of life improvements.




[h3]Will you support the game after the 1.0?[/h3]

We will initially focus on fixing any outstanding bugs you report. As for additional content updates, we still have a ton of ideas we'd like to add to the game, but that'll depend on how the game does at launch.

[h3]Will you add more languages to the game?[/h3]

Not just yet, we might add some if the game reaches a larger audience.

[h3]Do I need to start a new game for the 1.0?[/h3]

We did our best to make the saves compatible, however, we recommend that you start a new game with the 1.0 launch. A lot has changed during early access and we cannot guarantee there won't be edge cases and unexpected behaviors with early access saves. If you were already in the endgame, you'll be teleported back to a previous area to finish the main storyline, though you'll obviously be overprepared for it!

[h3]What is the PEGI / ESRB rating for the game?[/h3]

The game is rated PEGI 16 Provisional / ESRB Mature Provisional.

[h3]What are the minimum specifications required?[/h3]

Windows 7 or newer
Processor: Intel core i5-6400
RAM: 4GB
Graphic card: Geforce GTX 960
Disc: 2GB free space





Join the Community!


You can find us on Twitter, Facebook and Instagram, or you may head over to our Discord server. We have also set up a community section over on Reddit where you can freely share and engage in discussions about Wantless.

We are grateful for your time and your continued support.

Stay tuned!

Wantless 1.0: Watch it Played!

Greetings Transposers!

This is it! The full release of Wantless is tomorrow, May 16. To mark the occasion a giveaway is currently ongoing on our social media channels (Twitter). Do check it out! We have also added a commented playthrough by the dev team to the store page, and you can find the full video below. Enjoy!

[previewyoutube][/previewyoutube]



Join the Community!


You can find us on Twitter, Facebook and Instagram, or you may head over to our Discord server. We have also set up a community section over on Reddit where you can freely share and engage in discussions about Wantless.

We are grateful for your time and your continued support.

Stay tuned!

Meet the development team

Greetings Transposers!

As we approach the full release of Wantless on May 16th, we wanted to take a moment to introduce the dev Team and answer a few questions. Now is also a good time to thank you all for your support throughout the Early Access phase.



Meet the team






[h3]What inspired the concept of “Wantless”? In particular, the unique premise of entering patients’ minds to battle their inner demons?[/h3]
We wanted to combine gameplay from games we enjoy with real-life themes we like to think and talk about, some of which we struggle with ourselves. As for entering patients’ minds specifically, that felt like a good way to keep the theme there as often as possible, without having it interrupt gameplay. Truth is, tactical gameplay and build customization didn’t necessarily go hand-in-hand with exploring people’s inner struggles, so having you actually face Cynicism as a materialized threat was a way to solve that.


[h3]Can you walk us through the development journey? What were some of the key challenges you encountered along the way?[/h3]
Wantless is our first game, and you’re never short on challenges with those. As a small 3-people team, you’re always juggling multiple tasks at the same time, and everything you choose to work on is time away from something else that might be just as important. We progressively became a little better at weeding out what’s less important, but I’d say that’s always one of the challenges. Do you spend these next couple hours implementing some UI quality of life, or working on better enemy balancing? Balancing is a tough one by the way, as its complexity increases with the amount of build customization freedom.


[h3]The turn-based combat system in Wantless adds a strategic layer to the gameplay. How did you go about designing this system?[/h3]
The “Action point symmetry” feature (your enemies get to play with as many Action Points as you play with) is an important part of maintaining strategic player agency when controlling a single character in a turn-based game. We iterated on different versions of the system, from no symmetry at first, to perfect symmetry with enemies unable to store AP across turns, and the current iteration felt like a nice balance.


[h3]Mental health is a sensitive topic. How did you approach depicting themes of inner struggles in a respectful and responsible manner?[/h3]
We’ve no background in psychology or mental health in general, so we do our best to stick to our dystopian fiction and its mood. While there are parallels between the game’s Transposition tech and real-life topics, we’re not trying to give anyone advice or accurate medical descriptions. Though we find some of it to be relatable, Wantless’ depiction of the psyche is a rather bleak one, representing everyday emotions and struggles in a way that feels fitting for a dark post-apocalyptic world.


[h3]As developers, what do you hope players will take away from their experience with Wantless?[/h3]
At its core, Wantless is a challenging tactical RPG with a ton of build customization tools you can experiment with, and I think that’s where most of the fun’s to be had! There’s something rewarding about finding your own personal solution to a tough boss fight, or putting together a build that feels unique. For players more interested in the story, we hope you find some of it to be relatable!



We're excited to see Wantless reach this major milestone and look forward to hearing your feedback as you explore the game. Thank you for being a part of our journey! We hope you enjoy the completed version of Wantless.

Join the Community!


You can find us on Twitter, Facebook and Instagram, or you may head over to our Discord server. We have also set up a community section over on Reddit where you can freely share and engage in discussions about Wantless.

We are grateful for your time and your continued support.

Stay tuned!

Wantless 1.0 to release on May 16

Hello Transposers!

[h2]We are pleased to announce that Wantless 1.0 will be officially releasing on May 16th! [/h2]

This major milestone marks the end of the early access phase. Prepare for new synapses, new boss encounters, new patients and most importantly: the completion of the main storyline!

[h2]Get it here: [/h2]

https://store.steampowered.com/app/1807090/Wantless__Solace_at_Worlds_End/



Why change the timeline?


We’ve decided to change our Early Access roadmap, shifting the 1.0 launch date to earlier this year. For one, and mainly thanks to your feedback, the game is looking better by the day. Second, it felt more reasonable to focus on missing core content, important build customization systems and your top quality of life requests before release, while leaving extra optional content for the post-release timeline.

While some of the originally envisioned content won't be available at launch, this revised approach allows us to focus on delivering a stronger foundation for the game and its future!

We’ve discussed this a bit more extensively on Discord, and will be there if there’s anything you’d like to ask about it.





What's new in 1.0?


The finished story line
With 3 new unique patients across 2 new areas, each with their own boss and gear.



New synapses
Including the Impulse form, which lets you summon an Impulse that casts your skill when it's detonated. Who needs the environment when you can create your own?

Equipment alteration
Similar to Synapse fusion, customize and upgrade your equipment to optimize synergies and perfect your build. This includes changing modifiers, increasing enhance level, and even Subliming unique equipment with custom modifiers.



Many new synapse modifiers
A Gust that grants Awareness when clearing tiles, a Stun that deals damage when resisted... Every single synapse can now be pushed all the way to Legendary.

Plus new achievements, new equipment, new quality of life features and some more balancing.





Frequently Asked Questions


[h2]How long is the game going to be at launch?[/h2]

Though this is highly dependent on how you choose to pace your own progression and how you fare against tough bosses, it should take around 35h to beat the main story line on average, with extensive post game content after that.

[h2]Will there be a price increase?[/h2]

No, the game will stay at 17,99€/$ as we feel like it's a good price for what we have to offer.

[h2]Will my Early Access saves be compatible with the 1.0 version?[/h2]

We did our best to make the saves compatible, however, we recommend that you start a new game with the 1.0 launch. A lot has changed during early access and we cannot guarantee there won't be edge cases and unexpected behaviors with early access saves. If you were already in the endgame, you'll be teleported back to a previous area to finish the main storyline, though you'll obviously be overprepared for it!

[h2]Will you support the game after the 1.0?[/h2]

We will initially focus on fixing any outstanding bugs you report. As for additional content updates, we still have a ton of ideas we'd like to add to the game, but that'll depend on how the game does at launch.



Join the Community!


You can find us on Twitter, Facebook and Instagram, or you may head over to our Discord server. We have also set up a community section over on Reddit where you can freely share and engage in discussions about Wantless.

We are grateful for your time and your continued support.

Stay tuned!

Awakening Update

Greetings Transposers!

Today we're unveiling Awakening, the latest update for Wantless. With Awakening, we are proud to reveal the final version of the mind tree. This is the one that will be featured in the 1.0 release! Speaking of, we are getting closer every day, so you may expect a release date announcement very soon! :]

Awakening is also packed with endgame balancing changes, a new way to control your synapse's modifiers, and a bunch of quality of life changes. So let's proceed!



[Important info] Loading a save on the new version will immediately refund your mind tree to account for its major overhaul.

[h2]I - MAJOR CHANGES[/h2]



[h3]1) Mind tree 2.0[/h3]
The Mind tree has undergone multiple changes:
  • 2 new sections have been added to it, each with many new minor and major perks that unlock new build archetypes.
  • 4 “Master perks” have been added to the center of the tree, each requiring a Master mind key to unlock. You can obtain a single Master mind in the game, by successfully transposing the unique patient at the end of the Haunted endgame questline.
  • New Dull and Precious mind keys are now available on certain unique patients. If you’ve done these patients already, the keys will automatically be added to your inventory when loading your save.
  • Refunding your tree now always costs 1 Ponder shard.
  • You can now set up new Mind sets (Mind tree states) and swap between them at will. In association with Skill sets, that allows you to properly play multiple builds.

[h3]2) Enhance scaling overhaul[/h3]
Endgame Enhance levels now scale enemy stats exponentially instead of linearly.

Maximum Enhance level has consequently been adjusted to 100, and we’ve reset your previous maximum Enhance level to 20 if it was higher than that, so you can experience the new scaling.

Enhance 100 is a technical limitation, rather than the intended ultimate challenge. Maximum feasible Enhance level without manual save manipulation should be way lower than that. For reference, a Wretch in Enhance 60 has over 500 million hp.

Maximum Enhance level for non-unique items has been increased to +20.
Maximum Enhance level for multiple endgame unique items has been increased to +10.

[h3]3) Engraved modifiers[/h3]
2 new Fusion recipes were added:
  • Engrave causes a modifier of your choosing to become Engraved. Engraved modifiers will not be changed by other fusion recipes such as Quantum shift or Dislocate. Fusion recipes such as Synthesize or Electrobind still destroy the entire synapse to create a new one, so they don’t keep Engraved modifiers. This effectively lets you optimize and lock modifiers one by one on the path to your perfect synapse.
  • Efface removes the Engraved status from a modifier.


[h2]II - COMMUNITY REQUESTS & OTHER QUALITY OF LIFE[/h2]
  • A search field was added to the synapse inventory. You can search synapses by name, tier, quality, and certain key words such as “damage” or “affliction”. Right-clicking a synapse will automatically add its name to the search field for quicker comparisons.
  • Skill tooltips can now be scrolled through when they become too long.
  • Skills that would become invalid due to Mind tree changes are no longer destroyed, you just have to edit them to be able to use them again.
  • Last applied Enhance level is now automatically selected when clicking on a new patient.
  • Buttons have been added to set Enhance level to 0 or your current maximum.
  • You can now buy multiple units of an item at once in the shop.
  • You can now press [Space] to confirm shop popups.
  • Available fusion recipes now always display before the ones you can’t perform.
  • New area events now have their name displayed when a new day is announced.
  • You can now zoom further out on the Mind tree.
  • Simulation dummy HP has been increased.
  • Multiple glossary entries have been added.


[h2]III - BALANCING[/h2]

[h3]1) Items[/h3]
  • Tiers for Sanity, Control and Balance chips have been changed, and version III of these items was added at Tier 4, with improved stats.
  • Mantle of the Voiceless HP and Discipline increases were lowered.
  • Enhance fusion Silent catalyst cost has been reduced to [current synapse enhance level + 1], down from 24 catalysts for enhance 3 and up.

[h3]2) Effects[/h3]
  • Hyper-empathy now caps at 300% of damage taken.
  • All-in now applies a special effect that guarantees you’ll get dazed next turn, whereas it could previously be cleansed.
  • Shriek stored damage now caps at your level x 200.
  • Skills with either Rewind or All-in are now prevented from being used multiple times a turn with a special combination of Swiftness and Enlightened.
  • Foul ground, Fiery ground and Molten ground are now less effective on Elite and Boss enemies.

[h3]3) Mind tree[/h3]
  • Introversion value has been lowered from 5 to 3 hp per 100 discipline.
  • Flow now works for allies as well.

[h3]4) Other[/h3]
  • Tile effect-related secondary objectives have been removed, as they had too many edge cases often preventing them from completing.
  • Summon effect synapses now benefit from tier and enhance scaling just like enemies. This does not affect form summons (Totems and Automatons).
  • Summoned ally Inconsistency no longer spawns Fiery ground.
  • Sinister Remembrance now cleanses negative effects when using Sanity bond.
  • Your summons will now avoid targeting enemies under the Sanity bond effect with offensive skills.




[h2]IV - BUG FIXES[/h2]
  • Fixed a few causes for transposition soft-locks on enemy death.
  • Fixed a bug that caused certain buffs and debuffs to apply with the wrong value.
  • Fixed several bugs with synapse modifiers that could cause damage to be higher than intended.
  • Fixed a bug that caused Blood burst damage to be inaccurate.
  • Fixed a bug that prevented Shield bash from being stacked multiple times on the same skill.
  • Fixed a bug that caused Holy ground to get diminishing damage increases as you lost hp.
  • Fixed a bug where the “Darkness itself” achievement wouldn’t trigger.
  • Fixed a bug where the “Soul surgeon” achievement would only trigger on Tier 4 bosses.
  • Fixed a bug where the “Inconceivable” achievement would only trigger at Enhance 3 and not beyond.
  • Fixed Weeping sprout self-kill skill name.
  • Fixed a buggy interaction between summons and the Shadow effect.
  • Fixed a bug where some effect icons would appear smaller than they should.
  • Fixed a bug where ally summon name and description wouldn’t show.
  • Fixed a bug where Innar would trigger a dialogue simultaneously with a new Depth unlock, causing a soft-lock.
  • Fixed a bug where the Fist of lead gloves wouldn’t benefit from the Silent Clitellum pure damage increase.
  • Fixed a bug where healing from the Condescension tree perk would trigger before the associated damage.
  • Fixed a bug where the Resilience tree perk wouldn’t work in the Simulation.
  • Fixed a bug where Shield and Barrier power increases on the Tongue of Voiceless trinket wouldn’t work.
  • Fixed a bug where you could forge an unusable single-target skill with movement and push/pull effects.
  • Fixed a bug where certain added effect power modifiers would actually decrease buff/debuff effectiveness.
  • Fixed a bug where level 100 wouldn’t properly on the transposition end UI.
  • Fixed a bug where Defile could cause you to stay alive with 0 hp.
  • Fixed a bug where increasing game speed would reduce the duration of item looting notifications in transposition.
  • Fixed multiple typos, description and naming issues.




Very shortly, we'll be ready to announce the release date of the 1.0.

[h2]Join the Community![/h2]

You can find us on Twitter, Facebook and Instagram, or you may head over to our Discord server. We have also set up a community section over on Reddit where you can freely share and engage in discussions about Wantless.

We are grateful for your time and your continued support.

Stay tuned!