Paperbark

A Watercolour Wombat Walk That Is More Picture Book Than Puzzle Box

by Paper House

Adventure gameiOSSteam$8.99

Reviewed by the Rankeno Puzzle & Casual DeskUpdated Oct 2026

Paperbark is an Adventure game for iOS and Steam. As an interactive picture book it's lovely; come looking for puzzles and it will feel thin. It scores 6.1 out of 10 — Mixed.

6.1Mixed#585 of 624 Adventure games

How it scored How we score

  • Design7.5
  • Innovation6.0
  • Value5.5
  • Utility5.0

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

Paperbark is a hand-painted, hour-long portrait of the Australian bush that gets its mood almost exactly right — and offers almost nothing to actually play.

Released Dec 12, 2018

The verdict

As an interactive picture book it’s lovely; come looking for puzzles and it will feel thin.

What we liked

  • Beautiful watercolour art rooted in Australian picture books
  • Calm, pressure-free design with no fail states
  • Excellent layered bush soundscape
  • Handles bushfire and resilience with real restraint
  • No onboarding friction, easy to share with kids and non-gamers

What could be better

  • Around one hour long with little reason to replay
  • Almost no challenge or puzzle depth
  • Interactions feel like page turns rather than decisions
  • Value depends heavily on what you expect going in
  • Mid-game stretches lack mechanical variety

Cheaper than 84% of the 585 Adventure games we price-check.

Is it for you?

Best for

  • Players who value atmosphere and art direction over mechanics
  • Parents looking for a gentle, story-led game to share with young children
  • Australians, and anyone with a soft spot for Australian children's literature
  • Tablet players who want a quiet, single-sitting experience

More reviewed in Adventure

Overview

Every few years a small studio proves that a game doesn’t need a fail state to leave a mark. Paperbark wants to be one of those games, and it mostly is.

The developer is Paper House, a Melbourne studio formed by graduates of RMIT’s game design program. It released Paperbark on December 12, 2018 for iOS and Steam at $8.99. The premise fits in one sentence. You play a sleepy wombat whose burrow has been destroyed by a bushfire in the middle of a scorching Australian summer, and you have to find a new home. There are no villains, no timers and no combat. It is a slow walk through the bush with a narrator who speaks in short, gentle lines of text.

Commercially, Paperbark sits in the “wholesome exploration” niche, next to interactive storybooks and ambient walking games. Its visual lineage is the most distinctive thing about it. The art borrows openly from Australian children’s literature. The comparisons to Diary of a Wombat, Possum Magic and Blinky Bill hold up. For an Australian player, that recognition hits hard. For everyone else, the game offers a rare, unfiltered look at a landscape most games treat as a backdrop for deadly wildlife jokes.

The game did well with critics and industry juries. It won Best Open-Genre Game at Intel Level Up 2017 before launch and was nominated for Australian Developed Game of the Year at the 2018 Australian Games Awards. The complaints that surface around it are consistent, and they’re fair. The game is very short and asks almost nothing of you.

Those two facts shape the whole review. Paperbark is a confident, clearly focused piece of work. Whether that focus counts as a strength or a limit depends on what you bring to it.

Key features

  • Painting as you move: The world starts as blank paper and fills in with watercolour washes as the wombat moves through it. Movement literally paints the scene, which ties the core interaction to the art direction.
  • No fail states, no pressure: There are no timers, no combat and no way to lose. The game runs on mood. Progress comes from small environmental interactions, not from solving problems.
  • Wombat-scale verbs: Roll through leaf litter, sniff out food, dig, climb and startle birds. These small, physical actions are what sell the fantasy of being a wombat rather than someone pointing at a wombat.
  • Layered bush soundscape: Birdsong, insects and wind are layered to make the bush feel alive. The audio does as much storytelling work as the visuals.
  • Built for one sitting: The story is structured like a short story and lasts about an hour, designed to be experienced start to finish in a single session.
  • Reflecting on bushfire: Under the softness is a quiet reflection on the Australian landscape, fire and resilience. Given how Australian summers have gone since 2018, that subject has only become more relevant.

Analysis

The Gameplay Loop, Such As It Is

The core loop is simple: tap or click, nudge the wombat, watch the world react, move on. Each scene has a few objects or animals to interact with, and one of those interactions moves the story to the next scene. There is no inventory, no branching and no real puzzle logic. When the game “gates” progress, the answer is usually to poke the obvious thing on screen.

That’s a deliberate design choice, and an understandable one. Paper House didn’t set out to build an adventure game and then forget the puzzles. It set out to build a playable picture book, and every mechanic points toward pacing and atmosphere instead of friction. The interactions work as page turns. Rolling through a pile of leaves isn’t a solution. It’s a small reward that also happens to move the story forward.

The trouble is the space between “page turn” and “game.” Nothing the player does has any real consequence, so the role shrinks from protagonist to metronome. The pace of the story is set; it is never shaped. For most of the runtime that’s fine, because the pacing is well judged and new scenes arrive before the novelty wears off. But the middle stretches could use one interaction that asks for a second of thought. A sniffing sequence that required following a scent, or a dig that required picking a spot, would have added texture without breaking the calm. Paperbark never takes that risk.

Onboarding and Flow

There is essentially no onboarding friction, and that’s one of the game’s quiet achievements. There’s no tutorial, because none is needed. The first screen teaches everything: touch the wombat, touch the world, see what happens. That makes Paperbark unusually approachable for young children and for adults who don’t play games. It’s a game that can be handed to a parent or grandparent without an explanation.

The narrator’s text does a lot of work here. Lines are short and warm, and they’re written with the rhythm of a book read aloud. They frame each scene without over-explaining it. The writing never gets saccharine, which is harder than it sounds with a sleepy wombat as the lead.

The Emotional Core

The bushfire premise is where Paperbark shows its ambition. The destroyed burrow isn’t played for tragedy. It’s the fact that gets the story moving, and the game treats it with a matter-of-fact calm that feels very Australian. Fire is part of this landscape. The bush burns, the bush recovers, and the animals move on. The game never lectures. By the end, the walk has become a small meditation on resilience and belonging, reached through tone rather than exposition.

That restraint is the smartest decision in the game, and it’s why Paperbark stays with people longer than its runtime suggests.

Length and Replay Value

About an hour, and a single run shows nearly everything. There’s little reason to replay beyond wanting to see the art again. That is the most common complaint about the game, and it’s fair up to a point. The length suits the story; stretching it with filler would have been worse. But how much the game is worth depends heavily on whether an hour of well-crafted mood counts as value. Measured in hours per dollar, Paperbark will disappoint. Measured by how much an experience stays with you, it holds up better.

Visuals & performance

This is Paperbark’s strongest case, and it’s a strong one. The watercolour art direction is the product. Soft washes of ochre, eucalyptus green and dusty sky blue bleed into each other with the imperfect edges of real paint on paper. The effect of the world painting itself in as the wombat moves is more than decoration. It turns exploration into something visible, so each scene feels like it’s being illustrated in real time.

The animal designs follow the tradition of Australian picture books closely: rounded, a little comic and warm. The wombat itself is excellent. It is stubby, heavy and quietly determined, and its animations are built to sell its weight and its stubbornness. A wombat that rolls through leaf litter should look like it enjoys it, and this one does.

The UI is almost invisible, which is right for this kind of game. There’s no HUD clutter, and the narrator’s text sits cleanly over the art without fighting it for attention.

As for performance, a 2D, painterly game of this scope is light on hardware, and nothing in the rendering is designed to strain current devices. The audio design deserves as much praise as the visuals. The layered birdsong, insect buzz and wind are built to make each space feel physically real, and they do more to place the player in the Australian bush than any line of text. Headphones recommended.

Platform nuances

iOS: This is Paperbark’s natural home. The tap-and-nudge interaction model feels designed for touch. Poking a wombat with a finger is simply more satisfying than clicking it, and the game’s scale and pacing suit a tablet on the couch or a phone on a quiet commute. On an iPad in particular, the watercolours have room to breathe and the game sits closest to the physical picture books it’s modelled on. It’s also the obvious way to share it with a child.

Steam (PC): On PC, mouse control suits the point-and-nudge design well, and the bigger screen shows off the art. A good pair of headphones or speakers makes the most of the sound design. But the experience loses some intimacy. Sitting at a desk and clicking through a gentle storybook feels slightly less natural than holding it in your hands. For PC players, Paperbark works best as an evening palate cleanser between larger games.

Final verdict

Paperbark knows exactly what it is. That’s rarer than it should be, and it’s why the game works. Paper House built a playable picture book with painterly visuals, a sound design that puts the player in the bush, and a quietly serious theme handled with a light touch. As an hour of mood, it’s among the most polished in its niche.

It is also, without much doubt, a very thin game. Interactions never become decisions, and the runtime ends before the design has a chance to deepen. Anyone who wants even a small amount of agency or challenge will finish it feeling they watched something beautiful rather than played it. That trade-off is hard to recommend for most people.

The recommendation, then, is conditional. For the right audience — parents, art lovers, players who want a quiet hour rather than a challenge — set aside an hour, play it on a tablet with headphones, and don’t expect it to be more than it is. On those terms, Paperbark is a small, sincere, lovely piece of work, and one of the better video game portraits of the Australian landscape.

Reviewed by the Rankeno Puzzle & Casual Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
Paper House
Released
Dec 12, 2018
Platforms
iOS, Steam
Price
$8.99
Genres
Adventure, Books, Casual, Family, Indie
Age rating
4+
Store rating
4.4 ★ · 27 ratings

Questions about Paperbark

Is Paperbark worth it?

Paperbark knows exactly what it is. Our editors scored Paperbark 6.1 out of 10, which puts it in our Mixed band.

Why does Paperbark score 6.1 out of 10?

With a score of 6.1 out of 10, Paperbark lands in our Mixed band. Design is its strongest category at 7.5 out of 10. Utility is the weakest at 5.0.

What do our editors like most about Paperbark?

Beautiful watercolour art rooted in Australian picture books. Calm, pressure-free design with no fail states.

What do our editors say is Paperbark's biggest weakness?

Around one hour long with little reason to replay. Almost no challenge or puzzle depth.

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