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The army lost to the birds. Do it again.

EmuWars is a one-thumb swarm-conquest game built on the real 1932 Emu War, the one usually called the Great Emu War. Two Lewis guns, 10,000 rounds and a month in the Western Australian wheatbelt bought the Australian army almost nothing, and twenty thousand emus carried on eating. You play the emus. This time you keep going east.

The EmuWars crest: an emu standing inside a red and cream roundel, wreathed in gold laurel above a seven-pointed star
26
areas of Australia
5
acts, one continent
103
army outposts to take
50
emus in the mob, maximum
An emu looming over a wrecked army map table while three soldiers scatter, drawn as a sepia 1930s newsreel illustration

The loop

Conquest runs are untimed. Take an hour over one if you want. The run ends when the last bird goes down.

  1. 01

    Steer the mob

    One thumb, no buttons. Drag, and the whole swarm follows: up to fifty emus moving as a single gangly mass that clearly has somewhere to be.

  2. 02

    Grow the swarm

    Eat the wheat. Smash the fences. Every stray you pass picks up the idea and falls in behind you.

  3. 03

    Take the outposts

    Park the mob in a gun post, a grain silo, a telegraph station, and stand there eating until the gold capture ring closes.

  4. 04

    Spend the scrap

    Beaten army kit drops scrap. Scrap buys the upgrade tree: peck, thrown sticks, rocks, and eventually the guns they came with.

Day 41: the emus have learned to throw things. This is considered a development.

Three currencies

Quantity

Food

Earned everywhere, richest in ground you already hold. Conquered areas stay yours. Go back and farm them whenever the mob gets thin.

Quality

Scrap

Whatever the army leaves behind when it stops working. Spent at the Bush HQ between wars.

Legend

Prestige

One medal per war won. It unlocks the meta track, and the newsreels that keep calling you a menace.

Peck to firearms, in six tiers

Bolt-action rifles, spoked wheels, canvas and corrugated iron. The army is stuck with all of it forever, while six tiers of scrap carry a mob of birds from pecking a fence post to dragging around a Lewis gun they stripped off a dead truck.

  • Tier 1

    At Large

    Aggressive pecking. A stick, thrown, with a 100% comedic arc.

  • Tier 2

    Strategic Withdrawal (Theirs)

    Beaks that open radiators. Rocks that stun a gunner for two seconds. The Weave, which serpentines the swarm through gun cones.

  • Tier 3

    The Emus Remain Undefeated

    Bolas. Wedge formation, front birds tanking. Three seconds of sprint at real emu top speed, near enough to 50 km/h.

  • Tier 4

    Escalation Concerns

    Five emus peck a truck to death between them. A two-emu sling that lobs rocks over sandbags. One sergeant in a hat.

  • Tier 5

    Armed and Flightless

    A veteran emu drags a captured Lewis gun around on a cart. It jams after eight shots, the same as it did when the army owned it.

  • Tier 6

    March on Canberra

    Whatever is left of the Australian Army, pointed the other way.

Five acts, west to east

Act 1, The Wheat Incident: hunger and discovery

Act 1

The Wheat Incident

Hunger and discovery

The emus are eating, which the humans decide to treat as an invasion. Farmers, scarecrows, and one borrowed Lewis gun that jams on schedule, which is what it did in life. The act closes the way the real war closed, with the army going home embarrassed and the mob working out, slowly, that it has won something.

Act 2, The Goldfields Push: momentum and myth-making

Act 2

The Goldfields Push

Momentum and myth-making

The newsreels find a phrase they like, "the emu menace", and recruits turn up on both sides. State militia now, trucks with guns bolted to the tray, a spotter biplane, and Meredith hauled out of disgrace and handed one more chance at the thing that ruined him.

Act 3, Crossing the Nullarbor: endurance

Act 3

Crossing the Nullarbor

Endurance

Nothing grows out here. Food runs down, so the ground you already hold has to feed you, and the army works that out too: blockades, garrisoned water holes, a slow squeeze in place of a fight. Somewhere in the heat Meredith starts to respect his enemy.

Act 4, The Eastern Front: federal panic

Act 4

The Eastern Front

Federal panic

Artillery. Searchlights, armoured cars, biplanes coming in low over the wheat. The Minister promises Parliament total victory within the fortnight, then promises it again across four more areas, by which point the mob has worked its way up to thrown spears and rifles it did not buy.

Act 5, The March on Canberra: desperate absurdity

Act 5

The March on Canberra

Desperate absurdity

Emu decoys. Ostrich double-agents, a giant net, and a ceremonial Wall of Wheat offered as a bribe. Meredith disobeys an order so he can fight one honourable rearguard, and after that there is only Canberra.

All 26 areas in the codex →

One continent, taken west to east

Twenty-six nodes, each one a war. Lines are the routes between them, and most junctions offer a choice of two. Open any of them to read what is waiting there.

The Campion Incident · Act 1 The Walgoolan Line · Act 1 The Chandler Dam Ambush · Act 1 The Merredin Withdrawal · Act 1 The Swan Valley Vintage · Act 2 The Fremantle Wharf Affair · Act 2 The Siege of the Perth Approaches · Act 2 Southern Cross Junction · Act 2 The Golden Mile · Act 2 The Long Straight · Act 2 The Kimba Grain Line · Act 3 The Gawler Bread Basket · Act 3 The Barossa Vintage Offensive · Act 3 The Wimmera Grain Belt · Act 3 The Melbourne Approaches · Act 3 The Gippsland Corridor · Act 3 The Bass Strait Incident · Act 3 The Riverina Grain Campaign · Act 4 The Battle of the Passes · Act 4 The Siege of Sydney · Act 4 The March on Canberra · Act 5 The Darling Downs Grain Rebellion · Act 4 The Sugar Coast Offensive · Act 4 The Channel Country Campaign · Act 4 The Alice Springs Wire War · Act 4 The Top End Aerodrome Affair · Act 4
  1. 01The Campion Incident
  2. 02The Walgoolan Line
  3. 03The Chandler Dam Ambush
  4. 04The Merredin Withdrawal
  5. 05The Swan Valley Vintage
  6. 06The Fremantle Wharf Affair
  7. 07The Siege of the Perth Approaches
  8. 08Southern Cross Junction
  9. 09The Golden Mile
  10. 10The Long Straight
  11. 11The Kimba Grain Line
  12. 12The Gawler Bread Basket
  13. 13The Barossa Vintage Offensive
  14. 14The Wimmera Grain Belt
  15. 15The Melbourne Approaches
  16. 16The Gippsland Corridor
  17. 17The Bass Strait Incident
  18. 18The Riverina Grain Campaign
  19. 19The Battle of the Passes
  20. 20The Siege of Sydney
  21. 21The Darling Downs Grain Rebellion
  22. 22The Sugar Coast Offensive
  23. 23The Channel Country Campaign
  24. 24The Alice Springs Wire War
  25. 25The Top End Aerodrome Affair
  26. 26The March on Canberra
Act 1 · The Wheat IncidentAct 2 · The Goldfields PushAct 3 · Crossing the NullarborAct 4 · The Eastern FrontAct 5 · The March on Canberra

Fact sheet

Engine
Godot 4
Platforms
iOS · Android, portrait
Perspective
Top-down 3/4, low-poly
Status
In development
Price
Undecided

Not out yet

The campaign map, the conquest loop and the economy are designed and building. Everything on this page is concept art. Inside the game most things are still grey boxes, which is the order this was meant to happen in. No store page, no date. Every area in the codex is written down, and the build is some way behind that.

Start at Campion, 2 November 1932 →