STREWTH! It's time to go back Down Under with this fully remastered version of TY the Tasmanian Tiger 2: Bush Rescue. Rang, bite, smash and glide your way around the Australian Outback and stop the evil machinations of the diabolical BOSS CASS in this open world adventure.
User reviews:
Very Positive (13 reviews) - 100% of the 13 user reviews in the last 30 days are positive.
Very Positive (181 reviews) - 97% of the 181 user reviews for this game are positive.
Release Date: Mar 20, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Releasing TY the Tasmanian Tiger through Early Access on Steam was a fantastic process for us, worked very well for involving the TY fanbase in the development and improvement of the game, and judging by the reviews seems to have been a positive process for you guys too! So we want to do more of the same, just to TY the Tasmanian Tiger 2: Bush Rescue this time!
Releasing the game in to Early Access will let us engage all the TY fans to further improve the game, implement new features, and develop an ultimate version of TY the Tasmanian Tiger 2: Bush Rescue.”

Approximately how long will this game be in Early Access?

“We anticipate that the game will leave Early Access in Q4, 2017.”

How is the full version planned to differ from the Early Access version?

“Please keep in mind that our currently listed minimum specification may be adjusted during development. If it is going to be adjusted, it is likely to be adjusted UPWARDS (ie a higher spec machine). TY2 has a lot more bells and whistles going on than TY1, even before our upgrades!

When Early Access is complete, we intend on the following items being fully implemented:
  • Full suite of graphical options, similar to those in TY1 (anti-aliasing, anisotropic filtering, SSAO, Bloom, Adaptive brightness, water reflections, draw distance improvements, etc.
  • Additional beautification models placed throughout the game world.
  • Additional sound effects implemented throughout the game, and improved audio quality.
  • Steam trading cards
  • Leaderboard updates
  • More Achievements
  • Hi-res updates to textures throughout the entire game
  • More polish on keyboard and mouse controls
  • Improvements to the game camera
  • Performance improvements
  • Modifications to the original game, to remove hindrances (like the mud slowdown, chicanes, etc)

What is the current state of the Early Access version?

“In its current state, the game:
  • Can be 100% completed, from start to finish, although there may be some crashes and issues along the way, there is nothing that is a blocking issue.
  • The improvements we've already made have not yet been optimized - you will need a high PC spec to run the game at 60fps at 1080p, and some areas will NOT run at 60fps at high detail.
  • Has an initial set of graphical improvements in place, for shadows, anti-aliasing, SSAO and the like, though these are not fine-tuned on a per-level basis at this stage
  • The first level has been more fully developed than the rest of the game at this stage - with improved textures, tuned graphical settings, additional audio implementation and the like. It's not 100% upgraded, but it's the furthest along!
  • We have implemented a handful of achievements, but there will be many more coming throughout the development process, after community feedback.
  • English, French and German are currently supported in the default branch - Italian, Spanish, Swedish (text only) and Danish (text only) are first pass implemented in the "experimental" branch.
  • New minimap and minimap options (full screen, semi-transparent map similar to the mode in TY3)
  • Steam leaderboards for the cart racing, game completion and opal collection
  • There may be some graphical corruption issues on some video cards (lower spec OpenGL cards, Intel cards, etc)

We've done initial playthroughs on Intel (HD4000 on OpenGL3.3), a couple of AMD video cards and Nvidia (GTX260 on OpenGL 3.3, 750Ti on OpenGL 4.4, 1070 on OpenGL 4.5, etc).”

Will the game be priced differently during and after Early Access?

“Apart from the "launch" discount, the game will remain at the listed price for the entirety of Early Access, the price then increasing once Early Access is complete.
Our intention is that the game will not go on sale during Steam sale events, while it is in Early Access; or for a minimum of 3 months after full release.”

How are you planning on involving the Community in your development process?

“We aim to be as proactive in the game community as we have been in our previous Early Access titles, and will be constantly asking the fans for their input on a wide variety of improvements and ideas, including:
  • Additional Achievements
  • Control improvements
  • Camera improvements
  • Game world improvements (such as the ideas to remove the roadblocks from the driving sections, adding an easier path up to Sly's Shack, once you've been there once; etc)
  • Additional leaderboards
  • Vehicle control improvements, for both the Fourbie and the carts
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Recent updates View all (21)

July 18

TY2 Build r2516_v061 now on EXPERIMENTAL

Hi all,

A new build is (finally!) released out to the EXPERIMENTAL branch.
Other than whatever issues are raised from you guys checking it out, we believe this will be the end of the major cart racing changes.
That will mean that, next build, we will be looking to ensure the build is stable so that we can put the build onto the default branch.
This will ALSO mean that:

  • We will be resetting all race leaderboards
  • We will be resetting all the user's individual "best times" for the racers (NOT that you have completed the race)
This is so that the leaderboards will/can reflect achievable times by the new code.

There are a LOT of changes in this new build.
We've taken a bit of time getting it out because we have been testing and fixing issues - but there may well be some issues that have crept in from all the updates. In particular, please let us know if you have any issues with the new graphical updates, such as the improved laser blasts, and the "cheap" adaptive brightness.

We have had the occasional load crash accessing a file - haven't been able to reliably reproduce that at the moment though - so please let us know any issues you have!

Now... to the changes since the last build!


  • New sounds for cart racing (bumps and hits, engine sounds, skid sounds, rolling on the road sounds, smashing in to things)
  • New sounds for footsteps, TY being punched, lasers, some environmental audio
  • New sounds for splashes
  • New sounds for battle bunyip attacks
  • New sounds and sound updates for Patchy
  • Fixed up some audio clipping of the fourbie engine sounds in the intro cutscene to the game
  • Added Kart VO system, for the racers to use for overtaking, hitting the player with a weapon, or bumping into the player
  • Ensured environmental effects don't play on music
  • Set up the trigger to stop the reverb from effecting audio when exiting the sewers in town, when completing Ranger Ken's croc mission
  • Stop audio effects when quitting to the main menu
  • Stop audio effects when on the pause menu
  • Fixed music cross fading so that the NEW music track fades in while the old one fades out, and adjusted fade time
  • Changed bilby and platinum cog to play their pickup sounds as SFX not music, to fix music reversion issue
  • Fixed Bilby, platinum cog and kromium orb SFX to not use environmental effects
  • Fix for the incorrect music playing when exiting a Birrel and Squeaver mission area (by entering the fourbie) before the mission is complete
  • Added new sounds to all the boomerangs
  • they have multiple throw sounds now (impact and looping sounds)
  • Added "successful bite" hit sound
  • Fix for sounds using the Audio Fader to ignore the volume setting defined in the audio configuration file (was always playing at full volume previously). Example - TY's swimming sounds
  • Tweaks to chopper sounds
  • Changes to enemy death sounds for some enemies (croc, frill, generic enemy death)

  • Many fixes for bunyips and the camera, and pushing out of water volumes, and the camera getting stuck above you

  • Added skins to TY and the Fourbie. Buy some with platinum cogs, from Trader Bob's. Get awarded some others by "doing stuff" TM

  • I wonder what this does? First person to find out, let us know! :)

  • Added give and complete mission position markers for the maps for Haunted Hassle
  • Racing: Large changes to cart racing position calculation during shortcuts, AI route selection (shortcuts, catchup) etc, based off feedback and QA testing
  • Racing: Fixes for speedups not working
  • Racing: make the spins even out when you're facing forwards-ish
  • Racing: fix crash when AI takes a specific route type
  • Racing: added pitch smoothing to the camera
  • Racing: Increased the maximum allowed speed now that the pitch smoothing of the camera is working
  • Racing: Fixed icons on the pause map not displaying
  • Racing: Fixed current lap number being incorrect on restart of a race
  • Racing: Fixed 8th place appearing with "default" text if you finished in 1st to 3rd when playing races single player from inside Chockers' shops.
  • Added 4 x more achievements
  • "Complete all Birrel and Squeaver Missions", "Buy all Mopoke's Maps", "Buy all Skins" and a hidden achievement.

  • Fix shadow settings in Outback Dash race
  • Fixed lens flare not rendering
  • SSAO shaders now work with fog
  • Dynamic brightness changed to use average brightness instead of max; so that areas of flame don't make the entire room dark, like seen previously in the Oil Rig
  • Underwater wobble effect added, if Bloom is enabled
  • Fixes to grass reflections drawing below-water grass in the reflection
  • Added plankton underwater effect
  • Fixes to the road shader to solve shader compile crashes
  • Removed cross hatch glow from the loading gate's light objects and replaced with a diffuse glow
  • Added cubemap support and changed road shader to use the cubemap
  • Added a cheap brightness shader for when bloom is disabled, so that adaptive brightness works on a min-spec machine.
  • Added GPU particle effects to the lasers for the critters, Shazza's laser weapon and the shadow bunyip's pew pew laser

  • Fixes to the skid mark textures to be visible
  • Fixes for shadow settings for Burramudgee and Sourthern Rivers

  • Multiple memory leak fixes
  • Fix for crash when using "Next Track" UI option for "All Tracks" cart racing from the main menu
  • Fix for occassional camera weirdness (and potential crash) on restarting a race
  • Crash fixes
  • Fix for chunk queuing issue in Southern Rivers while driving the fourbie
  • Fix for crash caused by uninitialised controller last device
  • Stop crashes caused by crazy camera velocity when teleporting camera

  • Sped up the scrolling button group some more. Made switching to previous do a "one ahead" like switching to next does, so that you can see what's coming up on the list.
  • Reduced cart scale to 3.3 and moved them downwards in order to try and lessen how much of some characters heads are obscured by the name text.
  • New UI icons for Main Menu race track selection

  • Update race results UI. In game version now uses the same as the frontend version (with the racer models).
  • Pause menu "zoomed in" so that it fills more of the screen and less of the PDA is visible.
  • Added "change skin" UI to the pause menu
  • Added Rang count to game totals screen display, as it contributes to the 100% complete

32 comments Read more

July 6


Hey all,

We thought that it was about time for us to let you know some information on what's coming next.
Next build will be another EXPERIMENTAL branch build - probably somewhere near the end of next week, or the start of the week after.

In this next build:

  • Made cogs do something. I hope you've been collecting them...

  • Fixes for shadow settings in various levels
  • Added the Lens Flare on sunlight back in
  • SSAO shaders now work with fog.
  • Dynamic brightness now uses average brightness instead of max - so small flames don't make entire rooms dark, like on the Oil Rig
  • Fix for issue with grass reflections was getting confused and drawing below-water grass in the reflection.
  • Added some underwater effects
  • Added a cheap brightener shader for when bloom is disabled, so the adaptive brightness still works on a minspec machine.
  • Fix for endless bilby music, if you collected a bilby, then a cog.
  • Fixes so that music will cross fade properly, going in and out of music regions or changing levels.

  • Updated sounds for cart racing and some rangs, and general gameplay.
  • Added voice overs to the cart racing, for the AI passing you, etc
  • Fixes for environmental audio effects getting applied to music, and to the pause menu or main menu

  • Sped up shop icon scrolling
  • New icons for Cart Racing level selection on the main menu
  • Update race results UI - now uses the same as the frontend version (with the racer models).
  • Rang count added to game info screen (seeing as it counts to the percent complete)
  • Cart racing positions now display on the pause menu map.
  • Fixed current lap number being incorrect on restart of race.
  • Fixed 8th place appearing with "default" text if you finished in 1st to 3rd when playing races single player from inside chockers shops.

  • Added mission markers for Haunted Hassle
  • Various camera fixes for stick points etc
  • I wonder what this does?
  • Added some more achievements. They'll have backwards compatibility :)
  • Various additional fixes and tweaks to the cart racing AI and driving, from feedback as well as internal playtested. Needs to be well tested further before releasing to the non-EXPERIMENTAL branch.
  • Further fixes to cart racing camera.

  • Crash fixes
  • Lots and lots of upres'd textures (lots more to come!)

We've got a few more things we need to clean up before doing some testing and getting the build out to EXPERIMENTAL. We hope you enjoy it, once we do!

Also - just a reminder again - once we're happy with the cart racing changes and push it to the default build, all the cart racing best times in your saves will be invalidated, and the leaderboards reset. That you've COMPLETED the races, will not be wiped.


44 comments Read more
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About This Game

STREWTH! It's time to go back Down Under with this fully remastered version of TY the Tasmanian Tiger 2: Bush Rescue, the sequel to the best Thylacine Simulator ever. Once again rang, bite, smash and glide your way around the Australian Outback and help the people of the SOUTHERN RIVERS against the evil machinations of the diabolical BOSS CASS.

More rangs, more vehicles, more mechs, more EVERYTHING... in an open world Aussie Adventure. There might even be a few surprises along the way...

  • Huge open world to explore, with 18 rangs, and a wide variety of vehicles and mechs.
  • Two-player split-screen cart racing
  • Improved graphics; including updated shadows, reflections, HD resolutions and 60fps (note that areas of the game will not run at 60fps until optimization has been performed, during the Early Access process)
  • Steamworks integration for achievements and leaderboards

Long ago, a great battle was fought. BOSS CASS sought out five mystic talismans, so he could banish every warm blooded creature, to the DREAMING.
But one brave soul stood up to CASS, and thwarted his quest for the talismans. He risked all, in an effort to save his family and friends.
And in the end... he succeeded. CASS was banished for his crimes, and the land was made safe once again. All thanks to to one lone hero...
TY the Tasmanian Tiger.

Now, evil stirs again - the little country town of CURRAWONG is under attack, and a hero is needed once more...

System Requirements

    • OS: Windows® 7 SP1, Windows® 8/8.1 (32bit and 64bit), Windows® 10 (32bit and 64bit)
    • Processor: Intel Core i3/i5/i7 1.8 GHz CPU dual-core. AMD 2.0 GHz dual-core.
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 260 / Radeon HD 4000 Series / Intel HD Graphics 4000 with OpenGL 3.3 minimum.
    • Storage: 3 GB available space
    • Sound Card: DirectX 9.0c-compliant
    • Additional Notes: Xinput controller compliant
    • OS: Windows® 7 SP1, Windows® 8/8.1 (32bit and 64bit), Windows® 10 (32bit and 64bit)
    • Processor: Intel quad-core 3.0 GHz or dual-core 3.2 GHz. AMD 3.4 GHz quad-core
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 770 2GB / Radeon HD 7970 3GB with OpenGL 3.3 minimum.
    • Storage: 3 GB available space
    • Sound Card: DirectX 9.0c-compliant
    • Additional Notes: Xinput controller compliant
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