
Australian trip
A sokoban-style puzzler with a canine guide and Aboriginal-inspired music, unassuming on the surface, quietly demanding once the lasers and portals show up.
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About Australian trip
I'll be honest: I almost scrolled past this one. Solo developer, 2017 release, a handful of Steam reviews, and a dingo on the title card. Then I sat down with it and found something that reminded me why small, focused puzzle games deserve a second look. Australian Trip is a sokoban at heart, which means the pleasure and the pain both live in the same place: that moment when you realize you pushed the opal stone in exactly the wrong direction and there is no going back. The core loop is straightforward enough. You guide Dingo across a series of levels laid out across a stylized map of Australia, pushing opal stones into position, blowing up crates, and routing Dingo through portals and along conveyor belts to reach the checkpoint. Early stages work as an unhurried warm-up, and the colorful, flat-art visuals keep things readable without any visual noise. The controls are simple to a fault, which is actually the right call here: the mental load lives entirely in the puzzle logic, not in the interface. Where the game earns its keep is in the later levels, where laser installations enter the picture and the solution space shrinks to one correct sequence of moves that you have to reconstruct from scratch after each failed attempt. Sokoban veterans will feel at home; newcomers may want to keep a notepad nearby. The soundtrack deserves a specific mention. Composer Edward D-tech built seven tracks that weave Aboriginal-influenced sound design into something genuinely ambient and unusual. Track names like "rock-n-lava" and "waterflow" tell you the tonal range. None of it feels like a surface-level tourism gesture; the music gives the whole thing a slow, contemplative character that works well against puzzle-solving's natural rhythm of pause and action. It is the kind of low-key score I find myself leaving on past the point I stop playing. Not everything lands. The game sits in a genre corner where production scale is always going to invite comparison to more polished sokoban titles, and Australian Trip does not pretend otherwise. The level count is modest. There is a narrative frame in the loosest possible sense, no story to speak of, and the achievement system is tied to collecting scattered energetic elements per level rather than anything more inventive. This is a game that knows what it is and does not reach beyond that. Whether that reads as discipline or limitation depends on your patience for the genre. One thing worth knowing: the developer went through a rough period early on involving stolen keys and a subsequent (now-resolved) key revocation situation. The community response to how it was eventually handled was warm, which says something about the goodwill SergioPoverony earned back. If you enjoy the slow geometry of sokoban puzzles and want something that commits to mood over spectacle, this is a genuinely decent way to spend a few focused hours. Go in with calibrated expectations, and Dingo will take you somewhere worth visiting. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7/8/10
- Memory
- 1 GB RAM
- Storage
- 300 MB available space
- Graphics
- DirectX11 Compatible GPU with 1 MB Video RAM
- Processor
- Core 4 Duo or higher
- Sound Card
- Directx 9.0 compatible Sound Card
Recommended
- OS
- Windows 7/8/10
- Memory
- 2 GB RAM
- Storage
- 300 MB available space
- Graphics
- DirectX11 Compatible GPU with 2GB Video RAM
- Processor
- Core 4 Duo or higher
- Sound Card
- Directx 9.0 compatible Sound Card
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Game Info
- Developer
- SergioPoverony
- Publisher
- SergioPoverony
- Release Date
- Dec 19, 2017