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What is geographical-adventures?

seblague/geographical-adventures — explained in plain English

Analysis updated 2026-05-18

3,637C#Audience · generalComplexity · 3/5Setup · hard

In one sentence

A work in progress Unity geography game, built in C#, where you deliver packages to countries using real world geographic data.

Mindmap

mindmap
  root((repo))
    What it does
      Package delivery game
      Real world map data
    Tech stack
      Unity
      C#
    Use cases
      Play the game
      Watch dev process
    Audience
      Game players
      Game developers

Code map

Detail Auto

An interactive map of this repo's files and how they connect — its source is parsed live in your browser. Click Visualize to build it.

filefunction / class

What do people build with it?

USE CASE 1

Play the current build of the geography delivery game on itch.io.

USE CASE 2

Watch the linked video series to see how the game was built using real geographic data.

USE CASE 3

Explore the source code as an example of combining Unity with real world map data.

What is it built with?

UnityC#

How does it compare?

seblague/geographical-adventuresdotnet/maui-sampleskeenanwoodall/deform
Stars3,6373,6353,641
LanguageC#C#C#
Setup difficultyhardmoderateeasy
Complexity3/52/52/5
Audiencegeneraldeveloperdeveloper

Figures from each repo's GitHub metadata at analysis time.

How do you get it running?

Difficulty · hard Time to first run · 1day+

No build instructions are provided in the README, the project is a work in progress.

So what is it?

Geographical Adventures is a small, work-in-progress geography game built in the Unity game engine using C#. The premise is simple: deliver packages to different countries around the world. A playable version of the game in its current state is available to try on itch.io, and the repository itself is the source code for that game. What makes the project notable is that it is built around real-world geographic data rather than a fictional or simplified map. The creator has documented the development process in a three part YouTube video series. The first video covers the initial attempt at building a game using real-world geographic data. The second video focuses on improving the game by adding more of that real-world data to make the experience feel more accurate and complete. The third video covers polishing the game and preparing it for release. Beyond those broad strokes, the README itself does not go into detail about specific game mechanics, exactly which geographic datasets are used, how the world map is generated, or instructions for building the project from source in Unity. There are two screenshot images in the README showing the game's visual style, which appears to be a stylized, low-poly representation of the globe with delivery routes between locations. Because this is a work-in-progress project shared alongside a development video series, it reads more as an open look into one developer's process of combining a game engine with real geographic data than as a finished, documented product ready for other developers to build on top of. Anyone curious about the technical approach is directed to the linked videos rather than written documentation in the repository.

Copy-paste prompts

Prompt 1
Explain what real world geographic data this game might be using based on the README.
Prompt 2
Help me understand the project's structure so I could try building it in Unity.
Prompt 3
Summarize what each of the three development videos covers.

Frequently asked questions

What is geographical-adventures?

A work in progress Unity geography game, built in C#, where you deliver packages to countries using real world geographic data.

What language is geographical-adventures written in?

Mainly C#. The stack also includes Unity, C#.

How hard is geographical-adventures to set up?

Setup difficulty is rated hard, with roughly 1day+ to a first successful run.

Who is geographical-adventures for?

Mainly general.

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