
An action based shooter based in Australia where everything wants to kill you.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Terrible amatuer project.
I absolutely adore this game. It definitely reminds me of Stalker (big fan of) with how everything plays out. The first part of the game is akin to a survival horror with managing your resources. You have to constantly be looking out for the fauna, the sounds of kangaroos will activate your flight or fight. I really enjoy the structure of going out to do the story missions, and hunts along the way. Go back to base, gear up, and do it all again. The loop feels so fun. There's side stuff like the gold panning that spice it up for you to get cash. And time trials too! If you die, you do lose some of your stuff and go back to the hub, which makes it all the more intense as every animal in the Australian outback wants you dead. The travel system is also intresting with it's economy. You can fast travel, but it costs money. So if you're tight on cash you can use the horse. But. You are exposed to Emu's and other horrors of the outback. Which brings the supernatural side. I don't want to spoil much, but it is there and kept twisting! The game is really fun to learn and play. Honestly some of the most fun I've had playing a game. Sometimes the sheer absurdity of it all gets you and you have to just laugh as you gun down a goat with a six shooter like it's second nature. Also was made by a solo dev! So show him some support! Thank you for reading this far and thank you for making such a fun game. It's been so fun to show people and talk about!
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Roo-roos creeping up on you? Check! Venomous spiders? Check! Goats? Check! Lightning strikes sparking fires all around you? Check! It’s the Australian outback, where everything that moves—and even Mother Nature herself—seems determined to take you down. I had an absolute blast playing this game and look forward to coming back to it in the future, especially as updates are released. It looks fantastic and runs incredibly well. It's truly impressive what one dev can do. He is actively working on updates for the game and very open to feedback.
Got surrounded by a mob of roos at a cattle station, 2 big reds and 3 greys. Short on 303 ammo, whipped out the trusty shotgun. Put all 5 down, only to have a king brown roll up and bite me on the arse. Bang, shot him, inject a quick anti venom, finish mustering cattle. Fly back to the pub, play darts against Nev, and wait for all this to blow over. A genuinely fun experience. Feels like home. Looking forward to seeing what Ayrtech come up with next.
16hrs. I still have a LONG way to go. There are still some things I feel could be ironed out , a few other things that would improve storage and backpack ( organising would be great but not an option sadly ) But , what makes me want to recommend .... [spoiler] the fact when you get to the coastline and see Tasmania , Bruce is there complete with JAWS theme[/spoiler]
The game is quite solid, albeit the price is a bit too high. But still a great game overall, final ranking: 7/10.
Straya is like Far Cry 2 if instead of Africans as foes, your enemy was the fauna of Australia. Ostensibly Straya is a hunting game, but in practice it becomes more of a survival horror game with elements of the small australia simulator genre. The map is larger than Grand Theft Auto 6, comprising the entirety of the Oceanic continent. There are a lot of different kinds of missions, and plenty of animal bounties to seek. There are scary aboriginal things, but they pale in comparison to being literally randomly jumpscared by a two foot wide spider every ten minutes, or being chased by, at one time, a camel, two lizards, a buffalo, two kangaroos, an eagle, a snake, and a spider. Every animal is upscaled and buffed, most animals are actively hostile to the player. Guns are effective, the FAL is probably the best anti-animal tool if you are in a pinch, but in keeping with the survival horror elements, there are no attachments for it. I enjoy hunting with the enfield or shotgun mostly. The game's opening seemed hokey at first, talking about how hard you have to be to live in Australia, but after a mere three hours playing, I can say with authority that the Australian people live in a constant holocaust of anti-human animal kamikaze attacks. I normally hate fishing minigames, but in Straya I had a mission to do one. Normally, fishing minigames are meant to be relaxing, however, a camel, two kangaroos, a goat, and a gator harrassed my character while I was in the fishing minigame. I dared not exit it until I did not see any hostile animals, and even when I thought the coast was clear, a spider attacked me. I would suggest Straya if not for the realism, for the sheer insanity. Stay on the roads, don't go out at night, and always remember, just because you wouldn't eat something, doesn't mean it won't eat you.
Played this before going to Australia and can confirm that it is 100% legit and will infact aid you in surviving the outback. All jokes aside this game is actually good. It has some Aboriginal folklore and Aussie landmarks. Very fun
Straya is an open-world survival shooter that commits fully to its setting and theme, presenting a hostile and often unforgiving vision of the Australian outback. Developed and published by Ayrtech, the game places players in a rough, semi-historical interpretation of 1960s Australia, where survival is not just a mechanic but the defining identity of the experience. From the outset, Straya makes it clear that the land itself is your primary adversary, and the constant tension between exploration and danger shapes nearly every moment of play. At its core, Straya blends first-person shooting with survival and light role-playing systems. Players are free to roam a large open world on foot or using various modes of transport, taking on missions, hunting wildlife, searching for hidden locations, and gathering resources. Unlike many shooters that rely heavily on enemy encounters to drive momentum, Straya derives much of its intensity from unpredictability. A peaceful trek across the bush can abruptly turn deadly due to aggressive wildlife, environmental hazards, or poorly timed encounters. This constant risk gives exploration real weight, making even routine travel feel deliberate and cautious. Combat is functional and grounded, leaning more toward practicality than spectacle. Firearms are essential tools, but they are not a universal solution, as ammunition management and positioning matter greatly. Different threats require different responses, and careless aggression is often punished. Wildlife encounters in particular demand respect, as enemies can be fast, resilient, and lethal if underestimated. This emphasis on preparation and awareness reinforces the survival tone, encouraging players to think before acting rather than charging headfirst into danger. Survival mechanics play a meaningful role in reinforcing the game’s atmosphere. Gathering food, crafting consumables, and brewing elixirs from local plants are essential for maintaining health and readiness. Activities like fishing, gold panning, and scavenging provide alternative paths for progression and income, giving players reasons to engage with the environment beyond combat. These systems are simple but effective, supporting the idea that survival in Straya is about persistence and adaptation rather than complex micromanagement. Exploration is one of the game’s strongest aspects, but it is also one of its most demanding. The open world is filled with points of interest, secrets, and references to local mythology and folklore, rewarding players who are willing to venture off the beaten path. However, guidance is intentionally limited, and objectives are not always clearly signposted. This design choice reinforces immersion but can also lead to confusion or frustration, especially when searching for specific locations or mission objectives. The game expects patience and attentiveness, and players who prefer constant direction may find the experience challenging. Visually, Straya favors atmosphere over polish. The environments capture a sense of isolation and ruggedness that suits the setting, even if the presentation occasionally feels rough around the edges. Lighting and ambient sound design do a great deal of work in establishing mood, particularly during long stretches of travel or sudden encounters in the wilderness. While not technically cutting-edge, the visual style effectively conveys a world that feels dangerous, sparse, and indifferent to the player’s survival. The game’s difficulty and death penalties further reinforce its uncompromising design philosophy. Mistakes can result in significant setbacks, including the loss of progress or equipment, which heightens tension but can also be discouraging. These systems underscore the survival focus but may feel overly punishing to players accustomed to more forgiving open-world games. Over time, learning the game’s rhythms and dangers becomes part of the experience, turning frustration into hard-earned familiarity. What ultimately sets Straya apart is its dedication to its concept. It does not try to soften its edges or appeal to everyone, instead embracing a specific vision of survival driven by environment, risk, and resilience. For players who enjoy open-world games where exploration feels dangerous and survival must be earned, Straya offers a distinctive and memorable experience. While it has its rough spots and demands patience, its strong sense of place and commitment to challenge make it stand out as a survival shooter that dares to be unapologetically harsh. Rating: 7/10
Live in Straya meself and can confirm, perfectly accurate and faithful depiction of the daily life of an average Australian
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
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