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GameEarly access

Dinkum

Build a town in the Australian outback. Cozy, sunny, and full of things that bite.

Studio
James Bendon
Status
Early Access, updated steadily
Platforms
PC (Steam)
Players
Co-op, friends visit and work on your island
The vibe
Animal Crossing structure, Stardew depth, crocodiles

What Dinkum actually is

You land on an uninhabited island in a very Australian corner of the world and start a town. Fletch, who runs the place, hands you a tent, a loan, and a lot of encouragement.

The loop borrows the best of two genres. From Animal Crossing it takes the town building, the debt-driven progression and the daily rhythm. From Stardew it takes real farming, mining, fishing and crafting depth. What it adds is a landscape that is actively hostile: the wildlife here is not decoration, and a bad encounter with a croc ends your day.

  • Licences gate your abilities. You buy each one with permit points, and they unlock mining, farming, hunting, building and more.
  • Permit points come from doing things for the first time and from daily activity, so exploration pays twice.
  • Loans from the bank fund your buildings, and paying them off is the progression spine.
  • Seasons are wet and dry rather than four, and they change what the island does to you.
It is an Early Access game

Systems, licences and town buildings have all shifted between updates and will again. Check the patch notes for anything specific.

Your first week

  1. 1

    Talk to Fletch and take the loan

    The loan is not a trap, it is the tutorial. A tent becomes a house becomes a town.

  2. 2

    Spend permit points on licences, not luxuries

    Mining, farming and hunting licences unlock whole systems. Buy the ones that open a new verb first.

  3. 3

    Do a bit of everything daily

    Permit points come from firsts and from variety. Fish once, mine once, chop once, catch a bug.

  4. 4

    Learn what is dangerous

    Crocodiles, sharks, and the larger birds will kill an underequipped player. Carry a weapon and respect the water.

  5. 5

    Invite the first residents

    Buying a deed and placing a building brings NPCs in. Each one is a shop, a service or a quest source.

  6. 6

    Set up a farm and a base of operations

    Somewhere central, near water and trees, with storage. You will haul a lot.

Permit points are the real currency

Money buys buildings. Permit points buy the RIGHT to do things. New players hoard cash and stay locked out of half the game because they never bought the licence.

Building a town

  • Deeds from Fletch place buildings. Each new resident adds a shop or a service that saves you time forever.
  • The town has a layout you control, so think about walking distance before you plant a building.
  • Residents have friendship levels, requests and personalities. Keep them happy and they stay.
  • Town score rises as you build and decorate, and it unlocks further growth.

Farming, mining and the island

  • Farming: crops by season, animals for produce, and a genuine profit curve once you scale.
  • Mining: quarries and deep mines for ore, gems and the materials for better tools.
  • Fishing and bug catching: money, museum-style collections, and the calmest way to spend an in-game day.
  • Hunting: the island has real fauna, and it is both a threat and a resource.
  • Tools upgrade in tiers, and the difference between the first and third tier is enormous.

A gentle frontier

Dinkum is not a story game, and it does not pretend to be. What it has instead is a strong sense of place: a specific, affectionate, slightly sunburnt version of rural Australia, from the wildlife to the way people talk.

  • The island is uninhabited when you arrive, and everything that appears is something you or Fletch put there.
  • Residents arrive with their own reasons for coming, and the town gains a personality as they stack up.
  • The tone is warm, jokey and low stakes. Nothing is trying to conquer anything.
  • The wildlife carries the danger the plot does not. That balance is deliberate and it works.

Playing together

  • Friends can join your island, work, gather and build alongside you.
  • Progress belongs to the host island, so pick one town and grow it together.
  • Splitting the licences across players does not work: licences are personal, so everyone needs their own.
  • Two players hunting a croc is dramatically safer than one.

Things that will save you an hour

  • Buy the licences that unlock systems before the ones that improve systems.
  • Carry water and food. Heat and stamina are real.
  • Do not swim casually. Ever.
  • Sell through the right shop. Prices differ and some residents pay far better for their speciality.
  • Place your bed and storage centrally before you decorate anything.
  • Check the noticeboard and the daily requests. Easy points, easy money.

Where to go next

  • The Steam page changelog, which is where the developer actually communicates.
  • The community wiki for licence costs, deed prices and seasonal spawn tables.
  • Ask in our Discord. It is cheap, it is charming, and it is best played alongside someone.

Sources and further reading

Where this came from, and where to check anything that has changed since.

Stuck on something?

Stuck on a step? There is always someone in the community chat who has already made the mistake you are about to.

Ask in chat