Video game genres are usually pretty clearly defined. You have your real-time strategy, your RPGs, your roguelikes… and then you have Australia Did It.
This upcoming title from designer Rami Ismail (of Nuclear Throne and Luftrausers fame) and co-developer Aesthetician Labs doesn’t just borrow from existing genres; it’s practically defined its own: the Tactical Reverse Bullet Hell.
If you’re tired of games that play it safe, prepare for a chaotic, strategic, and utterly unique experience that flips established conventions on their head.
What Exactly is a “Tactical Reverse Bullet Hell”?
The core of Australia Did It is a thrilling, high-stakes two-part loop:
1. The Tactical Turn-Based Tower Defense (Planning)
Before your cargo train departs from a station, you enter the strategic planning phase. This is your chance to shine as a master tactician.
- Deploy and Position: You have a limited number of units to deploy around your train car to defend it from the incoming onslaught of enemies. Think of it like a rapid, pressurized game of chess where every placement matters.
- The Merge System: This is where the strategy gets wild. You can merge units on the fly to evolve them, unlocking over 1,500 unique combinations across 30+ unit types! This merging is essential for creating the powerful specialists you’ll need to survive. Experimentation is key—but beware of explosive mistakes!
2. The Explosive On-Rails Reverse Bullet Hell (Chaos)
Once you give the command, the train starts moving, and all hell breaks loose. The game shifts from thoughtful turn-based strategy to intense, real-time action.
- You Are the Bullet Hell: Instead of dodging a thousand enemy projectiles, you are now the one unleashing sensory-overload chaos! You mow down thousands of monsters in dazzling shootouts as the train rushes through the drained Atlantic Ocean basin.
- Offense is Defense: The goal is pure survival for the cargo. Your deployed, merged units become the source of all the bullets, and your success is determined by the strategic setups you created in the turn-based phase.
The World: Why Did Australia Do It?
The setting is just as bizarre and intriguing as the gameplay. The game is set in a post-catastrophic world where the Atlantic Ocean has been completely drained. The seabed is now a hostile wasteland crawling with bizarre mutated creatures, ancient weapons, and oversized bugs.
Your job? You’re a hired mercenary escorting precious cargo across this monster-ridden, train-navigated seabed. The company motto is simple: Cargo delivery is mandatory. Repairs are optional. Whether you survive or not.
A Breath of Fresh Air for Strategy Fans
In an industry that can sometimes feel risk-averse, Australia Did It stands out as a genuine experiment. Designer Rami Ismail created the project with the goal of staying small, taking risks, and building something that doesn’t fit a mold.
The fusion of deep, strategic unit placement and evolution with a chaotic, high-intensity action sequence offers a unique challenge that will appeal to fans of both Tower Defense and arcade-style shooters.
If you are looking for a game that truly challenges genre conventions, this is one to keep on your radar.
What’s Next?
Australia Did It is coming soon to PC via Steam. Now is the perfect time to head over and add it to your Wishlist. Get ready to deploy your units, hit the merge button, and ride the chaos train!
Australia Did It on Steam – https://shorturl.at/Ykq63
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