The Australia Did It game puts a turn-based tactical spin on railway survival. Players guide an ever-changing party from one train station to the next, defending each platform from hostile creatures. Its core challenge is choosing which characters to bring into a fight, where to position them, and when to commit to an attack.

How the Australia Did It game plays
At each station, players summon characters with different archetypes and place them around the platform’s perimeter. Once a turn ends, the party attacks. This makes preparation an important part of each encounter: character placement and role selection shape how the team can respond to the creatures approaching the station.
The party changes as the journey progresses, so players should pay attention to the abilities available in each situation rather than rely on a single fixed lineup. A useful approach is to consider what each character contributes before positioning them. Damage, enemy control, and other effects can serve different purposes in a defense, depending on the threats the team faces.
Character roles and tactical choices
Each archetype has its own stats and perks. The Radshot inflicts radiation damage, while the Gunslinger focuses more directly on damage. The Nomad can use a shotgun blast to knock back incoming enemies. These distinctions give players several ways to shape a turn: deal damage, apply a specific effect, or create space by pushing enemies back.
- Radshot: Choose this role when radiation damage is useful against the enemies in the encounter.
- Gunslinger: Consider the Gunslinger when direct damage is the priority.
- Nomad: Use the Nomad’s knockback ability when pushing approaching enemies away can help protect the platform.
These are tactical considerations based on the abilities described; the best choice depends on the current party and situation. Before ending a turn, review where each character is placed and which role is best suited to the immediate threat.
A railway journey built around defense
Moving from station to station gives the game a clear rhythm: reach a platform, prepare a defense, and face the creatures that close in. The train setting connects these encounters, while the changing party and character abilities provide the tactical decisions within them. Rather than treating every station as the same battle, players can adapt their approach to the characters available and the job each one can perform.
What makes Australia Did It stand out
Australia Did It comes from Rami Ismail, co-founder of Vlambeer, whose games include Ridiculous Fishing and Nuclear Throne. After a long break from game development spent helping independent developers get their games off the ground, Ismail returned with this genre-blending project. Its combination of turn-based strategy, a shifting cast, and railway-station defenses gives the familiar tactics format a distinctive setting.
For players interested in tactical games, the Australia Did It game offers a straightforward way to think about each encounter: assess the available character roles, position the party with care, and make each turn count as the group travels between stations.