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Full Steam announcements and update articles for this title.
It's been a while. We ended up skipping a version because of ongoing testing and bug fixes. This new version adds some improvements to reduce motion sickness and make the game generally easier to play.
Intro got improved. Barking is now possible when pulling too hard on the leash
Improved the collision size of the Traffic Cone (much easier to grab now)
Smoother camera movements on various points of interest, such as items
The camera is now zooming into the map boards to help with readability (especially for us steam deck players)
More dynamic leash wobble visuals and sound (No more spamming 'boing' sounds)
Improved textures and geometry on snowy hills
Replaced UI toggles with checkboxes (for consistency and readability)
Improved some bush placements (that were very easy to get stuck on)
Small adjustments on the credits (Sorry Danny!)
Much smoother camera movement (to prevent motion sickness)
Improved various fence collision points that tend to get the kid stuck
Less likely to have flickering animations on the dog. Overall more consistent feel to the movement.
Fixed some animation flickering with the dog's rotation and animation blending
Improved position of the shovel (so the kid cannot see it)
Updated the source code to reflect the current version of the game
Updated the licensing information to be more specific for art assets as CC-BY 4.0 and the source code as MIT
Fixed the walking speed of the kid on snow
Fixed the kid detecting the shovel where you can first spot it
Fixed the kid jittering on uneven ground in the forest
Fixed a bug where bumping into the kid during the intro will make them forget to give a treat
Improved the visibility of the tennis ball on the ground
Improved the movement cursor aliasing
Small changes and updates to the credits
Added the game version number to the main menu
On Friday the team at Blender Studio was proud & excited to finally share DOGWALK with everyone. And the response has been truly breathtaking! Thank you all so much for playing and responding so positively :3
We did a live stream for the launch with a Q&A. Check it out if you haven't seen it. And thanks to everyone who joined!
We're already working on getting a patch out to fix various issues. There were plenty of bugs still in the game that we didn't get ironed out in time for the release (and new discoveries through the gameplay you shared online).
In case you have any issues or bugs, post about it over on the Community Hub:
Report Issues/Bugs here
We're also busy writing more about how the game was made on our website. A new article on how we used Blender in combination with Godot is live now.
Find out more
Thank you all so much. Happy dog-walking!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for DOGWALK, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main DOGWALK statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.