About the Game
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Flock of Dogs is a quirky, top-down, co-op roguelike. Fly through the sky with your dogs, friends, and a floating whale. Everyone is headed to the Flying Festival at the end of the Air River. Battle monsters and help critters make it to the big party.
Procedurally generated, hand-drawn world
Feed, water, and level up your dogs
Pilot a flying whale that acts as your mobile battle station
Descend into caves to fight boss battles against massive Cave Beasts
Encounter critters and folks that need your help on the journey
Take a break with minigames at the dog park!
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At its heart, Flock of Dogs is about being a weird world with friends. You can play locally and/or online. You can share a keyboard with one other friend. The progression in the game is focused on the dogs and the whale, so players can join or drop at any time and won't be left behind.
Maybe the best feature is the Friend Slot...
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A Friend Slot allows one of your online friends to join you for free! Anyone can download the "Flock of Dogs - Friend's Pass" and then join the game of someone who purchased Flock of Dogs.
One Friend Slot comes with purchase
Invite any friend (and each time, it can be a different friend)
Friend Slots stack, so if two people own the game and are playing together, 2 more friends can join them using the Friend's Pass to make a team of 4.
Flock of Dogs is my little dream world. The music was created by my friends and family. Wherever and with whomever you play, I hope it's a magical flight.
-Max
Screenshots
17 images
Version Information
Steam Patch Notes
Official update history
Anyway, hope you had a Merry Christmas and a Happy New Year.
- Fixed the submission feedback form losing focus, if you're playing with a controller
- Fixed playing with multiple controllers on the Steam Deck
Please submit logs or message me whenever you have map desyncs! (Or any bugs at all, ofc) One of the things I didn't realize when I decided to add online multiplayer when making this game was how hard it is to recreate network bugs, even if you know they exist.
-Max
Anyway, here's a list of stuff I did.
- Added "Flight Report" score card, so each run now gets a score, i don't track your high scores yet tho
- Ramed 'Carnivore' to 'Monstervore', bc it's more funner
- Fixed several issues with final boss!
- Put sundial and ffwd button at festival to make it clearer how to fast forward time
- Fixed dogs leveling up every time they eat a bone after getting 1 Big Bone
- Fixed ui issue on treehouse ladder
- Fixed visual issue with nighttime emotes
- Fixed issue with collecting coins during level transitions
- Tweaked generatoin amounts of flowers, hitchhikers, puppies
- Added "dirty whale" warning to help people understand why they move slow on whale
- Increased bosses' hps
- Fixed faucet-pups interaction
- Fixed mop-pup interaction
- Fixed mop-water bowl interaction
- Fixed duplicating returning small flowers to pool in final stage
- Fixed typos "Deliverty" and "Busness"
- Fixed day counter regression
- Fixed network issue with disbanding group
- Fixed network loading issue with photonnetworktime wrappinrg weirdly
- Fixed network bug with "Cancel Flight" aka "Return to Treehouse"
Note: many other known issues, but if you have any kind of desync or get errors, please press F9 and submit feedback. If you crash, it's more effort, but you can access your previous log through the menus and send that to me, but...just press F9 and tell me what you were last doing :)
Yours truly,
Max
-Max
I didn't update the trader to sell the new (C)etacean (AT)tachments like the turbine, pencils, vacuum, faucet.
Also fixed an issue with the "Retreat to Fork" option where everyone but the host would get dropped.
Fixed a text wrapping issue.
Defined a previously undefined color palette.
Many fixes. Network stuff, UI stuff, gameplay, etc. Added a controls menu and an in-game platform I call the "input switcheroo" to view controls and rebind controls, if you're using a keyboard. You can now start straight away at the Minigame Park, the Fork, or the Treehouse, which is cool.
The big news is that you can now also go beyond the gate, into the Air River, and play a demo of the first two biomes.
And the Flight to the Festival DLC page is now up on Steam.
-Max
P.S. Alright, so of course, many things are unfinished, so I won’t even bother listing those. I plan to release an official FoD Development Sky Map (aka road map) in my next update.
I will mention some significant known issues though:
- If you venture beyond the gate, sometimes, after completing the two demo stages, some clients will freeze at a black screen. Sometimes, everyone freeze. Sometimes, the game recovers if one person force quits the game.
- If a dog is flying back to the whale, it can go through walls and a player that joins might spawn on that dog and thus be out of bounds. You can drop out from your PopUp menu.
- Coins are not synced for joining players
- When the whale is landing, other players’ position might flicker a bit
- Sometimes, small tetris pieces are unbreakable/only appear for some clients
- Wingless dogs don’t take off when reaching an island border
- Kites destroy frame rate
- Moons spawn on top of each other
- Mop lady does nothing
- Long neck man does very little, it’s a semi secret, but there’s hardly anyway for you to figure it out atm
- Lawn mower is out of control
- (Throwing items is now done with mouse click or right trigger, not exactly an ‘issue’)
- And many more!
Some of the fixes in the past 7 weeks:
- Showing cursor when game menu opened when 0 players and hiding cursor when
- SpigQueen won't spawn key if gate is open
- Fixed Build-A-Pup being used by mouseless keyboard player glyphs
- Fixed BAP allowing you to make see-through dog
- Fixed BAP t9 clickableness
- Fixed searching for room name T9 input
- Adjusted menu options fill speed
- Added more instructions near treehouse
- Added controls display pressure plate in-game (with keyboard rebinding access)
- Added controls display in menu
- Fixed drifting gamepad input
- Fixed issues with treehouse bedroom
- Improved latency compensation for dogs, monsters, items
- Fixed a sandstorm issue
- You can now kick players out of your room
- Fixed unbreakable giant tetris blocks (but still tiny ones sometimes spawn)
- A few dog behaviors added, like follow the leader, meander, sniff & poop
- Networked the Flower Powers menu, but most Flower Powers not yet implemented
- Fixed some network race conditions in level transitions
- Regression fixed with dogs circling
- Regression fixed with Flower Cocoons
- Fixed saving/loading preferred/customized dogs
- Regression fixed for climbing ladders
- Fixed issues with whale’s belly
- Regression fixed for items disappearing on flipper shelf
- Fixed handling dog landing when transitioning between levels
- Fixed Zzz lingering by where whale was sleeping
- Fixed rebinding keys to already bound keys
- Fixed regression for dog starting to follow another dog when it’s the ‘pup’ in the BAP
- Fixed visuals for UI during night
- Fixed regression with the summoning pedestal and the rocks not being activateable sometimes
- Thorny vines on islands no longer affect flying dogs
- Improved UI flow for players who move with arrows
- Fixed whale summoning chess pieces and not just flock
- Removed System.Diagnostics.Process.Start calls and replaced where possible with Application.OpenURL
- Fixed Sternhalma (aka Chinese Checkers) array error
- Fixed a 2-players-1-keyboard issue
- Stopped every cloud being a rain cloud at the Fork
- Replaced treehouse island fencing
Alright, listen, these are only some of the commits going back to Jan 11. There’s about 3 more weeks to go through and I’m not sure this is interesting to anybody. If you want to hear about more things that I fixed/messed up and then fixed, ask and I will tell ya.
I never intended to go this long between updates. Sorry. This was a significant one, because it involved updating Photon and Rewired, as well as letting players spawn directly at the minigames or at the Fork, which meant letting them spawn without the whale, which meant tons of things that just assumed the whale was there were no longer valid. Then also letting players past the gate and through two levels also meant a lot more work.
If this proves pretty stable though, fundamentally, everything added should be fairly incremental. I make no promises about the timing of the next update, however.
Santa's brought me only bugs, which I love, because I eat them alive. Also, you can now consistently, successfully kick people out of your game. The menus are prepped for future Friend Slotting. I've done away with the thorny brambles blocking the air layer. This always seemed weird to me, but I wanted some method of trapping the dogs in the treehouse area until they meet the whale. So I've reworked the giant tetris blocks a bit so they're damageable even by slow whale rammings.
You can access emotes with 1 or with the DPad now. They're somewhat limited, but lemme know if there's some emotion you just must convey.
Man, UI tweaking is so fiddly and takes so long. I'll just mention though that it's so nice that I no longer really clench up in fear that my game will break when I'm playing online with a friend and we're transitioning from are to area. So that's some progress.
Keep submitting feedback from the in-game form and considering joining the Discord to really tell me about all your troubles.
-Max
Build Version 0.3.61 Patch notes:
- Cleared up some todo's
- Workaround for dead tiny tetro
- Fixed menu discord link
- Fixed menu dev note link from in-game
- Fixed double joining keyboard players
- Fixed persona rpc argument mismatch
- Fixed some photoner info menu stuff
- Got rid of the space key to submit feedback
- Friend Slot menu options added
- Menu UI improved overall
- Fixed editor logic for starting with better level settings
- Sped up camera
- Fill to click cornerui
- Fixed players not quitting teams when leaving dogpark
- Fixed emotes
- Fixed matching summoning rocks color to player colro change
- Fixed grasslands LMNO being assigned to wrong letter
- Fixed dark gavel menu
- Fixed rad on emote
- Fixed emote input toggling it
- Lance can hit kiting players again
- Mailbox will receive letter if visible for anyone
- Secret Debug menu works from main menu now
- Fixed unassigned air river audio group
- Fixed ring selector hand rotation
- Fixed syncing null collectibles meh
- Added a null quiver arrow check
- Raised ramming threshold
- Reworded TODO list hints
- Defaulting unknown glyphs to ps3+
- Thorny vines effector only affects carrier layer
- Added controls menu explanation for sharing keyboard
- Fixed another bug with sky racing syncing
- Forcing car warp to move transform not just rb
- Fixed inactive items not loading their position
- Fixed attackable dead dens
- Fixed dashed line at dog park
- Fixed some calling dogs issue with whale cries
- Added emoting
- Made thinking bubble menu ellpsising
- Fixed not syncing chess board when showing up at dogpark together
- Moving mouse's dots on the main menu
- Fixed whale crying when summoning dogs by treehouse only if there are dogs to summon
- Redid dogpark entrance
Build Version 0.3.51
So are you ready to here about the new feature that I'm most excited about in Flock of Dogs? Hmm?
Ok. Here goes...
There's a new, in-game form to submit feedback to me!
Hot dog! You can press F9 and create a bug report/feedback message at any time. So yeah, do that.
I'm now allowing players on the beta branch to fly beyond the gate. If you're unsatisfied with the amount of bugs in the current experience, I apologize. I can provide many, many, many more on the beta branch when you fly beyond the gate ahahaha. Seriously though, let me know if you (and your friend(s)) would like a beta key and promise to give me feedback. Join the Discord.
-Max
P.S. MESSI MESSI MESSI MESSI MESSI!!!!!!!!!!!
P.P.S. Just realized I didn't include this message in the new, in-game "developer note" menu option. I guess I'll have to publish build 0.3.51 in like 5 minutes from now. Whoops.
Patch notes:
- Fixed properly killing items in whale belly (fixed issue with end of Block Buffet)
- Fixed properly killing items selected by player in belly at end of block buffet
- Fixed network issue with potting items while being chewed in block buffet
- Fixed trove hints to show controls not destroying properly
- Fixed regression balloon gallery not finding subclasses of living tool, failing to take away the popguns
- Fixed giant pot overbooming
- Fixed regression battlezone not finding all subtypes of mario kart items
- Fixed dogpark not registering magic bouncers in time
- Wrapped whale swallow item in null check
- Easter egg room names added
- Reduced servers used to consolidate player population
- Better UX flow for changing servers in menus
- Fixed double popping question boxes
- Fixed SkyTrack desync by initializing race tracks for client by having master share tracks in level load
- Fixed the colors of the sky track
- Fixed sync/loading player instantiation data with new numbering
- Can call whale even when piloted (just won't obey right away)
- Fixed bug with trying to launch from nest from dog that is still scrambling in
- Fixed syncing dead units by landing them
- FlyingDog on rossmoor will fly to whale if rider quits and whale has available nests, otherwise will fly to tree
- Fixed mop non owner sending swipes
- Fixed player numbering byte code issue
- Fixed thorny dens endlessly scanning (when synced dead was the problem realaly)(might have introduced new bug)
- Fixed mailbox interacted with vs delivery done
- Fixed summoning pit regression
- Fixed picking random color only trying once
- Redid summoning rocks save/load
- Fixed joining while waiting for game state
- Inverting LS and RS in
- Fixed unlocking gate on beta and sound
- Fixed gavel menu aiming
- Fixed profile menu renaming
- Fixed arrowKeysMap drop out button
- Increased moon onscreen range
- Fixed clicking on usemouse
- Fixed some race office desyncs when mashing the open track lever
- Fixed numbering players (it wasn't the handles that were messing up to begin with!)
- Added arrow key input check at start
- Fixed parade credits disappearing asyou lerp away
- Fixed easy feebdack input not working while on title screen with menu dot
- Fixed sky track cover offset and color
- Fixed loading tracks, highlightig, unhighlighting, syncing tracks
- Fixed regression for mop swiping
- Fixed No Registrants syncing
- Better battle zone camera
- Reduced cover tarp life
- Fixed some other issues with treehouse residency
- Fixed chennai!
- Addeed etting vsync in title
- Fixed airwalking
- Fixed getting into bed and getting on ladder breaking treehouse
- Fixed items instant death not destroying them, preventing lost and found to work
- Fixed extra filling on button station UIs
This is what Early Access is all about woo hoo. If you have you more bugs to report or would like to participate in play testing, join the Discord.
It's crazy to me that there's people finally playing my game. It messed up some of my debugging routines that auto-joined rooms, because I never thought to check for more than 1 room existing! Anyway, I've been working long hours, but I'm like more into it than ever, which is sorta surprising, sorta not. I figured I'd be motivated by having actual players.
I'm hoping that after another week of really hammering on network code bugs, I will be able to pour my full attention to the Flight to the Festival.
Patch notes:
- Better trove visuals
- No more petting while on car back (so tool rack and trove are more easily accessed)
- Better trove controls and instructions
- Fixed sliding key/items thru gate via whale by putting gate top blocker on tilemap layer
- Teaching how to trove
- Better local menuers handling, separating off network menuing (flower powering, should use different icons)
- Better UX for hosting/joining rooms that are still at main menu
- Added radiance to other UI elements
- Improved trove instructions canvases
- Fixed regression from dogs launching on blocked side of whale (able to bridge oob)
- Fixing menu dots to be all local players (unless flower powers menu)
- Ensuring treehouse tree bares fruit upon return
- Fixed sliding key/items thru gate via whale by putting gate top blocker on tilemap layer
- Teaching how to trove
- Better local menuers handling, separating off network menuing (flower powering, should use different icons)
- Better UX for hosting/joining rooms that are still at main menu
- Added radiance to other UI elements
- Improved trove instructions canvases
- Fixed regression from dogs launching on blocked side of whale (able to bridge oob)
- Fixing menu dots to be all local players (unless flower powers menu)
- Ensuring treehouse tree bares fruit upon return
- Debug joining will use persona name now
- Hinting how to open trove better
- Reworking syncing player handles
- Fixed making goldfish clickable
- improved naming on BAP
- zooming if all locals on island
- pods release near dogs
- Better mailbox button prompt
- Players start with no names
- Dynamic zooming at rossmoor
- Fixed some flower sorting on rossmoor
- Reset flock also resets player names
- Made sure stage cleanups return to stretch follow locals
- Redid thorny vine munching
- Redid thorny den munching
- Fork synamic stretching
- Dogs eat bones unless you're holding dog food bag
- Removed whale nose
- Fixed some rossmoor camera behavior
- Fixed landing on destroyed thorny dens
- Better loading screen
- Fixed clicking letting people try to lerp away to join unstarted room
- Fixed CornerUI correctly displays version on title screen when not online
- Fixed joining room by entering room name!!!!!!!
- Fixed turning invisible when climbing in/out of treehouse windows
- Better loading screen image
- Fixed corner ui ver
- hat null ref fixed
- DogFoodBag auto shelving issue fixed
- Fixed syncing vines hp as float not int
- Fixed player manning nest while there was still a launcher!!!
- Fixed feeding from whaleback (item matching holder layer)
- Spawning players better place
- Twaeked whale cam pos
- Added dead check in all item droppedrpc
- Masterclient can override blockbuffet game length
- Fixed kite syncing, fixed kites not dying (items not dying)
- Saving/loading preferred whale position
- Added UI element on browse rooms list for when waiting for rooms to update
- Fixed not clearning dead items between areas
- Lowered target frame rate to 60
- Removed auto opening popup menu for plyers with unknown glyphs
Fixed some issues with the belly trove.
Other fixes.
0.3.27 build!
Current Release
Build 17302583
Uploaded Jul 31, 2026
System Requirements
How to Install
FlockOfDogs.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
632 MB
17302583
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View AllDownload Flock of Dogs for PC with a direct link or via torrent. Get the full version of Flock of Dogs for free. Flock of Dogs is a Action released by Max Clark.