
Survive in a realistic Tasmanian wilderness recreated with real‑world data. The land is beautiful, harsh, and indifferent to your survival.
Modeled estimate, not a reported figure. How we estimate →
About

Walkabout is a realistic digital twin of the Cockle Creek region in southern Tasmania, recreated using real‑world data with the goal of recreating a real place as faithfully as possible.
Cockle Creek is the southernmost drivable point in Australia. It is remote and quiet, surrounded by pristine beaches and dense rainforests, with unforgiving weather. It is a beautiful place and a harsh one. That makes it an ideal setting for a realistic survival experience.
The environment is your story.
Good luck staying alive.

Walkabout was built with accuracy to real life in mind. The following features were created using real‑world data and hand‑crafted reconstruction to match the Cockle Creek region as closely as possible:
Actual heightmap data used for the base landscape.
Accurate time and date simulation using the correct time zone and calendar.
Dynamic lighting based on real‑world intensity, exposure, and colour temperature values.
True sun position calculated from global coordinates, date, and time.
Seasonally‑influenced dynamic weather reflecting southern Tasmanian conditions.
Realistic ocean tides simulated using data from the Cockle Creek area.
Accurate Earth rotation represented in the sky system.
Hand‑sculpted rivers matching their real‑world paths.
Roads, walking trails, driveways, and 4WD tracks shaped to match their real‑world locations.
Native flora representing approximately 80% of the vegetation.
Native fauna representing 100% of the wildlife.
Additionally, Walkabout currently features:
Customisable UI colouring.
Full gamepad controller support with customisable keybinds.
Customisable keybinds for mouse and keyboard.
Language support for 15 different languages.

Walkabout takes place in a 7 km × 7 km recreation of a real Australian location. It’s a quiet, atmospheric survival experience where you explore the land, gather what you need, and try to stay alive in a place that doesn’t care whether you make it or not.
The wildlife won’t always warn you, the weather can turn without notice, and shelter becomes essential. You’ll build, craft, forage, and hunt iconic Australian animals when you need to. Survival depends on paying attention to your surroundings.

Wafflesoft is an independent Australian studio, and Walkabout is a solo project. This is my first game, built from the ground up with a focus on accuracy, atmosphere, and long‑term craft.
Maintaining independence allows me the creative freedom to make decisions purely to serve the best interest of Walkabout. Every part of Walkabout exists because it feels right for the experience I’m trying to create.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Arabic, Czech, Danish, Greek, Japanese, Portuguese - Portugal, Russian +3 more
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really wanted to give this game a higher approval. Sadly on my scale of 1-10 I can only give it a 2 and that was for the effort and the risk of putting something out. The LAG kills this game and where that memory leak is who knows. Even dropping the Graphic quality did not assist in the LAG issues. I am sorry but I really so hope that you are able to fix the problems. I would love to come back to a better game. Good luck I wish to you from the bottom of my Gaming heart.
Всем привет! Знаете, я не могу сейчас похвалить игру. И не могу сказать что она оригинальная или имеет какие-то интересные фишки. Скорее игру можно много за что поругать. Но это одна из немногих игр, во время которой я ржал как конь. Хорошо это или плохо, вопрос риторический, но я сделаю окончательную оценку игре после выхода в релиз. Обзор https://youtu.be/UdIK_RE5btQ
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
C'est pas le jeu du siècle, mais ça vaut son prix.
The game is pretty much an asset flip with a bit of tinkering, but that tinkering is just the dev getting his aesthetic into the game rather than improving the short falls of the base asset kit or trying to improve the overall product. I picked this up when it was for $1 and that's about all it should be worth if not free to play, now I am reading comments about the dev not having enough time etc... none of the changes to the system really take that much time to do, and as an aussie solo hobbyist dev myself it's easy to spot what has and has not been done on this title. I'd suggest picking it up for a laugh at aussie culture, but there isn't any aussie culture in it, nor is there really any gameplay other than a hollow shell of a survival system, so don't expect to be off making some classy mansion with electronics throughout, you're better off getting rust.
very interesting.. hopfully more will come// plus thx to the developer for giving me code ;) but its so worth it to buy especially at this price..
A great enjoyable aussie game by a solo aussie developer with his first project who is always there to help on the discord channel Explore the outback of Australia but beware of danger from snakes & ferals (rednecks) who shoot on sight. Build your base & survive as best as you can. I especially like the kangaroos the way they hop about the landscape. Remember everything in aussie land wants you dead. Fully recommend this good aussie game. 10/10.
When i get a new game i give it a 30 mins play test. In the first 30 mins does this game keep my attention enough to keep playing. So far yes. But as the Dev has is listed its in Alpha. Things i would love to see included. 1) Tutorial, spent the first five mins trying to figure out what to do. 2) Ability to get into options without having to end game back to main menu. 3) I know this one is an artistic part of the Dev, but when the game starts maybe a char creation that allows the choice of the cartoon style or not. This feature to me does not feel like a survival game but more of a borderlands game feel. 4) Crafting refinements maybe a tier system to crafting as going from punching trees to higher tier was to quick once i understood the system. I was able to bypass primitive crafting easly. All said though, ill will return to see how this progress is coming and continue to give feed back.
Hit a tree, craft an axe. Hit some stone, craft a furnace. Smelt some stone and get some iron. Take the iron and craft a rifle. There's not $10 worth of content here. Within 5 minutes of playing you already have the best items in the game. The amount of zombies that spawn around you, constantly, is not challenging what-so-ever; just annoying. Can't do anything without mobs constantly bombarding you no matter where you are. The menu is bad, no keybind remapping and very uncomfortable default binds. I've played less than an hour and I already feel like I've accomplished everything I could have while playing. [h1]My Advice[/h1] - Add the ability to remap keys or make defaults more natural. TAB is a lot better than I. - Make the ESC menu escapable so you don't have to click "no" every time you want to close a container. - Lower the spawn rate on zombies. This is not challenging -- nor fun. Just very... annoying. I don't even mind all of the bugs. The game is just too clunky to really get into.
the graphics are good and it ran very smooth on my PC, what i didn't care for was that the guys with guns that spawn, there were so many and i didn't have any weapons, very difficult but fun
Basic survival - gather, build, craft, kill. Best items in game were acquired quite fast so it takes a lot of the "grind" out that many survival games have. Did however make me not want to go outside once the sun went down in game. I did like the over abundance of Wildlife at night to showcase the lack of "human presence" with it being a survival game. Some things I would work on: Hit boxes - Always having to aim center mass - maybe add head shots(more damage), leg shots, etc. Firearm Ranges - Increase the M4 Range for obvious reasons as to the type of weapon it is. Shotgun and Handgun both have decent ranges for their type. Loot Spawn Rate - It spawns in fast, so sitting in a house and waiting is just an easy way to make money fast. NPC Loot - Give NPC's loot to drop, whether it's bandages, bullets, food, etc. ---Overall it's a solid start for development and can't wait to see what more comes!---
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Players by region
Where this game's players are, estimated from review languages.
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