What happens when a bullet hell game flips the script, puts players in charge of the chaos, and straps it all to a runaway train across a dried-up ocean floor? Australia Did It, the wild new project from Rami Ismail and Mystic Forge, answers that question with a bang — literally. This genre-defying strategy-action hybrid turns players into a mobile fortress of firepower as they battle monsters in a dried-out Atlantic basin, blending turn-based planning with explosive real-time mayhem.
Defending a cargo train through the dried-out seabed of a monster-filled apocalypse

Set in a post-apocalyptic future where the Atlantic Ocean has mysteriously dried up, Australia Did It drops players into the conductor’s seat of a heavily armed cargo train. The mission is simple: get that train safely across a monster-infested wasteland. But simple doesn’t mean easy. At every station along the route, grotesque creatures rise from the depths of this once-underwater world to stop progress dead in its tracks.
The game blends survival and tactics by asking players to defend their train at each stop before charging into chaotic shootouts during travel. The environment isn’t just weird for weirdness’ sake — it adds pressure. Fighting off relentless waves while managing scarce resources and unit placements makes every stop feel like juggling fire while riding a rollercoaster made of dynamite.
Becoming the bullet hell instead of dodging it

Most bullet hell games ask players to dodge and weave through impossible storms of enemy fire. Australia Did It flips that idea on its head. Here, the player is the storm. Once the train leaves a station, it doesn’t tiptoe around trouble — it crashes straight through it, blasting enemies with overwhelming firepower.
The screen fills with explosions and bullets not because enemies are attacking — but because players are unleashing everything they’ve got. It’s reverse bullet hell at its most thrilling: fast-paced, sensory-overloading, and visually wild. The train doesn’t just move forward; it mows down anything in its path like an angry lawnmower from another dimension.
One can almost hear metal screeching and engines roaring as the player steers this steel beast through endless waves of monsters. It’s less about surviving by nimbleness and more about crushing opposition under sheer might.
Planning your defense before all hell breaks loose

Before each explosive ride begins, there’s time to breathe — barely. At every station stop, Australia Did It shifts gears into turn-based tower defense mode. This is where strategic brains come alive.
Players place units on a grid, trying to block incoming enemy waves using whatever limited forces are available. Placement matters. A poorly positioned unit can leave holes in defenses wider than the Grand Canyon. And since only so many units can be deployed at once, tough choices have to be made fast.
The game’s pacing keeps things tight but fair. These moments feel like setting up dominos before flipping the switch to see what kind of glorious destruction unfolds once the train gets moving again.
Merging units for over 1,500 possible combos

If there’s one mechanic that makes strategists perk up like meerkats spotting danger, it’s unit merging — and Australia Did It serves up an entire buffet of possibilities here. With over 30 different unit types available and more than 1,500 potential combinations through dynamic merging, no two runs need look alike.
Merged units don’t just hit harder — they evolve into specialized forms with unique abilities or surprising advantages. One moment you’re combining two basic troops for extra muscle; next thing you know you’ve created a long-range flamethrower sniper that melts enemies before they even reach your lines.
This kind of depth encourages experimentation without punishing missteps too harshly. During one playtest session, combining two support drones accidentally created an area-healing tank unit — entirely unexpected but wildly effective against poison-spitting monsters later on.
Collecting reward cards that reshape your strategy on the fly

After each successful defense at a station, players get to pick from reward cards offering perks that can shift strategies mid-game. Some increase damage output; others provide utility boosts like faster reload times or bonus health for certain merged units.
The beauty lies in how these cards interact with evolving unit builds. That healing tank mentioned earlier? Pairing it with a card that doubles healing range turned it into an anchor point around which entire strategies formed for several levels afterward.
This system adds layers without drowning players in complexity — think seasoning rather than stuffing every dish with every spice on the shelf.
A game flow packed with contrast between calm thinking and chaotic action

The way Australia Did It shifts between quiet planning and loud combat feels deliberate — and satisfying. One minute it’s all careful calculations: where to place turrets, when to merge snipers into shotgun-wielding brutes, how much risk to take with resource spending. The next minute it’s pure adrenaline as flames streak across screens filled with monstrous swarms charging at breakneck speed.
The back-and-forth keeps gameplay feeling fresh over time instead of getting stuck in one groove too long. There’s always something new around each corner: new enemy types popping out from rusty shipwrecks or strange weather phenomena affecting visibility mid-battle.
That rhythm of breath-holding decisions followed by fiery chaos strikes right at the sweet spot between strategy-head satisfaction and action-lover excitement.
When does Australia Did It come out?

Australia Did It is set for release sometime in 2026 under publisher Mystic Forge’s banner. While platforms haven’t been locked in yet beyond PC via Steam, anticipation is already building thanks to its daring mix of genres and break-the-rules attitude toward strategy design.
If development continues along this creative path without pulling any punches (or bullets), it could shape up to be one of those rare titles that both puzzle solvers and action junkies rally behind equally hard.
A final thought before boarding this runaway wartrain

Australia Did It takes risks most games wouldn’t dare touch — fusing tactics with chaos until sparks fly from both ends. It’s clever without being stuffy, wild without being messy, and experimental without losing sight of fun gameplay fundamentals. For those tired of predictable genre lines or looking for their next obsession built on brains and brawn — this one might just do it.
The only question left: when this war-train starts rolling full speed… will anyone be able to stop it?
F.A.Q.
When does Australia Did It come out?
Australia Did It is set for release sometime in 2026. The game will be available on PC via Steam, with other platforms yet to be announced. For more updates, check the game’s Steam page.
What type of game is Australia Did It?
Australia Did It is a unique blend of strategy-action genres, combining elements of turn-based tower defense and reverse bullet hell mechanics. Players control a heavily armed train and engage in tactical defense and explosive real-time combat.
Does Australia Did It have a unit merging system?
Yes, Australia Did It features a dynamic unit merging system with over 1,500 possible combinations from more than 30 different unit types. This allows players to evolve their units into specialized forms with unique abilities, adding depth to the strategic gameplay.
Is Australia Did It worth it for strategy and action game fans?
Australia Did It offers an innovative mix of strategy and action elements, making it a compelling choice for fans of both genres. The game’s unique mechanics, such as the reverse bullet hell and unit merging system, provide a fresh take on traditional gameplay conventions.
What is the setting of Australia Did It?
The game is set in a post-apocalyptic future where the Atlantic Ocean has mysteriously dried up. Players navigate a monster-infested wasteland, defending a cargo train as it crosses the dried-out seabed, creating a tense and unique narrative atmosphere.
Does Australia Did It offer any reward systems?
Yes, after each successful defense at a station, players can choose from reward cards that offer perks and boosts. These cards can enhance unit abilities and provide strategic advantages, allowing for highly customizable gameplay strategies.