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About the game

Wasteland 3

Party-based role-playing game

Rangers fight across a snow-covered battlefield in Colorado.
Wasteland 3 · Game artwork

About Wasteland 3

A squad of Desert Rangers travels from a battered Arizona into post-nuclear Colorado after the Patriarch offers aid in exchange for rescuing his territory from his three children. Build a team, explore irradiated settlements and frozen wilderness, and decide how the Rangers will shape Colorado’s future.

Wasteland 3 begins with the Desert Rangers of Arizona facing a desperate need for help. The Patriarch, the ruler of Colorado, offers supplies and support if the Rangers can deal with the threat posed by his three children. A mission into the frozen state leaves the squad far from home, with a new base to establish and a population divided by competing interests. Colorado Springs is one of the first major settlements, where the Patriarch’s Marshals and the Hundred Families are among the local groups the Rangers encounter. People in the city have different levels of power and security, and the Rangers arrive as outsiders with weapons and a reputation. Their agreement with the Patriarch does not settle whether his rule is just or what kind of future the territory should have. The player directs the squad through this political crisis and decides which leads, people and demands to take seriously.

The wider map moves between towns, outposts, roads and snow-covered stretches of wilderness, with small communities living beside militias, cults and gangs. The Patriarch’s children—Valor, Victory and Liberty—are central to the crisis, but the game introduces them through the conflict around their father’s rule rather than requiring a detailed knowledge of earlier Wasteland stories. Ranger decisions can open or close missions, locations and story arcs, and characters remember how the squad treats them. Conversations use skill checks and direct responses, so a Ranger trained in negotiation or intimidation may reveal a different way forward from one who relies on weapons. The story is structured around the Rangers’ obligation to Arizona and the unfamiliar people they meet in Colorado. In single-player, one player manages the whole team; story-driven co-op lets two players share the journey and its decisions.

The squad can contain up to six Rangers, combining the two starting characters with recruits and companions met in Colorado. Each Ranger has attributes, weapon skills, utility skills, perks and optional quirks, so developing a capable group means deciding who handles which jobs. Weapon skills improve combat with categories such as rifles, small arms, heavy weapons and melee arms. Other skills cover tasks like First Aid, Mechanics, Lockpicking, Explosives, Nerd Stuff and social checks. These skills matter in conversations, exploration and combat: Mechanics can work with machines, Explosives can deal with mines, and technical or persuasion skills can unlock dialogue responses. The base can supply new recruits if the original lineup leaves gaps. Since ammunition and equipment are shared concerns, squad members benefit from distinct weapons and complementary specialties, while extra recruits make it possible to adapt the group as new needs appear.

Rangers fight across a snow-covered battlefield in Colorado.
Rangers fight across a snow-covered battlefield in Colorado. Official game screenshot; copyright belongs to its respective owners.

When a fight starts, exploration shifts into turn-based tactical combat on a square grid. The Rangers take their team turn, spending each character’s Action Points on movement, attacks, reloading, abilities or other actions before the opposing side acts. How far a Ranger moves can affect whether there is enough time left to shoot, so moving the full distance may trade a strong attack for a better position. Cover reduces exposure, while range, weapon type and line of sight help determine which targets can be attacked. The player can arrange the squad before initiating some encounters, and a stealth attack can give the Rangers the first move. Different weapons consume different ammunition and have different reach and costs; switching to a second equipped weapon can help manage scarce rounds. Abilities and perks add tactical options, while a precision Strike can target a weak point or exploit an enemy’s vulnerability.

The Colorado journey is also about movement and keeping equipment useful. The Kodiak, an armoured vehicle, carries the Rangers across the world map and can take part in some battles. Its upgrades improve its protection and ability to cross radioactive areas, extending where the squad can travel. Radiation clouds mark hazards along roads, so the vehicle’s resistance matters when choosing a route. Exploration proceeds in real time between encounters: the team talks to locals, investigates buildings, searches containers and uses specialized skills on objects or obstacles. Perception can expose dangers, while Mechanics and Nerd Stuff can interact with machinery and electronic systems. Supplies, ammunition, healing items and equipment choices all feed into preparations for the next confrontation. The vehicle is therefore both transport and part of the squad’s combat capability, with upgrades linking resource choices at base to access across Colorado.

Ranger HQ gives the group a place to organize after reaching Colorado. It can be staffed and developed with useful services, including recruitment and medical support, and becomes a hub for equipment, squad changes and contact with people who need help. Leveling grants points to improve skills and attributes, while loot and vendors provide armour, weapons, ammunition and modifications. Conversations and missions can change how groups view the Rangers, and allies or recruits may respond to major decisions. Because specialized skills can uncover options in both dialogue and the environment, progression is not limited to damage or survival; the player also decides which capabilities the team will carry. Every mission feeds back into the larger question raised by the Patriarch’s offer: whether the Rangers should enforce his peace, challenge his authority or pursue another course for Colorado, even as the needs of Arizona remain urgent.

A squad confronts hostile figures during a fiery indoor encounter.
A squad confronts hostile figures during a fiery indoor encounter. Official game screenshot; copyright belongs to its respective owners.
Developer
inXile Entertainment
Genre
Party-based role-playing game