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Steam News7 May 20262mo ago

🚧 New Playtest Invites Sent + New Playtest Build Available! 🚧

Welcome, new playtesters, and welcome back to those of you who've been in the playtest a bit longer! Rami here, the developer leading development of Australia Did It.

Full notes

Full Australia Did It update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes2 additions5 changes0 removals
  • Gameplay
  • Events
  • Balance
  • UI and audio
  • Fixes
addedWelcome, new playtesters, and welcome back to those of you who've been in the playtest a bit longer!
changedRami here, the developer leading development of Australia Did It. This game has been an incredibly fun challenge to build because all the different pieces of the game click together.
changedOne of my main goals for this playtest is figuring out how to balance the different parts of the game. Now, there are two entirely different ways we can approach that balancing: a more forgiving baseline strategically in Station Mode, where the Journey mode acts as your skill gate to check your progress -- or a more tense Station mode, where the Journey mode acts as a celebration for surviving Station.
addedNew Graveyards levels are now available!
changedTutorial fixes and clarity improvements.
changedA few UI tweaks where things weren't communicating clearly.

Australia Did It changes

addedWelcome, new playtesters, and welcome back to those of you who've been in the playtest a bit longer!
changedRami here, the developer leading development of Australia Did It. This game has been an incredibly fun challenge to build because all the different pieces of the game click together.
changedOne of my main goals for this playtest is figuring out how to balance the different parts of the game. Now, there are two entirely different ways we can approach that balancing: a more forgiving baseline strategically in Station Mode, where the Journey mode acts as your skill gate to check your progress -- or a more tense Station mode, where the Journey mode acts as a celebration for surviving Station.
addedNew Graveyards levels are now available!
changedTutorial fixes and clarity improvements.

Welcome, new playtesters, and welcome back to those of you who've been in the playtest a bit longer!

Rami here, the developer leading development of Australia Did It. This game has been an incredibly fun challenge to build because all the different pieces of the game click together.

One of my main goals for this playtest is figuring out how to balance the different parts of the game. Now, there are two entirely different ways we can approach that balancing: a more forgiving baseline strategically in Station Mode, where the Journey mode acts as your skill gate to check your progress -- or a more tense Station mode, where the Journey mode acts as a celebration for surviving Station.

So, the first half of this playtest was for version"A"- where the difficulty is mostly in spikes in the Journey mode. This was the original idea for the game, and from the feedback we've seen so far, it seems to work well for a lot of players. For the"B"version of the game, we want to try pushing on Station a bit more and see how that feels for you: it'd be a more strategic game at heart, and demand a bit more of your attention. Obviously, we'd love to hear your opinions!

As part of the mid-playtest update, you will find that:

  • New Graveyards levels are now available!

  • Enemies in Station are a little more resilient, and return less Cindermint. In exchange, they're a bit slower to reach your Station Walls.

  • Player units have more distance between the levels, meaning upgrades feel more meaningful.

  • This means your level 1 units are slightly nerfed, level 3 units are more specialized, and level 5 units are more devastating.

As a response to your feedback, we've also patched in:

  • Tutorial fixes and clarity improvements.

  • A few UI tweaks where things weren't communicating clearly.

  • Fixed two soft lock scenarios.

  • Fixed broken gamepad prompts for controllers not reporting their type.

  • Then also fixed broken gamepad prompts for controllers reporting their type.

We especially want to hear your thoughts on difficulty, and on anything that was unclear in the game. We are very much following your remarks on Discord, in social media DMs, via the feedback functionality in the game, and in my mailbox. Whatever way you send your feedback to us, please keep it coming! We're going to be deciding a lot of our next milestones based on what we get back these days, so your feedback really matters here.

As part of this second part of the playtest, you'll find the remainder of the Graveyards now playable. When you see those Doom Wheels come across the horizon, get your damage dealers over quickly - they hit incredibly hard! Good luck out there, and thank you for playing!

Source

Steam News / 7 May 2026

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