More indie games

A Walk With My Dog is a walking simulator built around one real dog

5 min read

Most games with an animal in them use it as an escort, a quest marker, or a health pack with fur. A Walk With My Dog scanned a specific real dog and built everything else around him.

A short list of verbs, and a dog

The things you do here fit in a sentence. You walk through woods. You pet the dog. You throw a ball and he brings it back. You take one end of a rope and pull while he takes the other. You pick things up off the ground and they go into a backpack, and when you want to stop walking for a while you sit down and assemble a jigsaw. Nothing on that list is scored against a clock, and nothing on it can be failed.

The unusual part is not the list, it is who the dog is. Ezio is a real animal, digitised by the developer so the walks can keep going indefinitely, and that quietly changes the design job. An escort companion has to be legible, predictable, and easy to forget about the moment something else demands attention. A portrait has to be recognisable to the one person who knows the original — the gait, the weight, the ear position, the particular way he comes back with the ball and does not immediately give it up. Those are different targets, and the second one is much harder to fake.

Then there is the flip. Finish a walk and the game unlocks Dog Mode and hands you Ezio, which means the same forest again at knee height with the relationship pointing the other way. Perspective switches usually exist to reveal information the first character could not see. Here the information is the walk itself: how far ahead the dog actually ranges, how much of the map is off the path, how slow the human is.

The collectibles are stranger than the word suggests. Scattered around the map are real photographs and videos, so filling the backpack pulls documentary material into a game world. You also get to customise both the person and the dog, which is the one place the game admits that the Ezio you are walking is a copy rather than the original.

What a calm game has to get right, and what it risks

What to build first in an open world argues that the instinct to draw the map is backwards, and that the right first thing is a hundred metres of ground you enjoy crossing. For most open worlds that is good advice. For a walking simulator it is the entire specification. There is no combat to carry a dull stretch of forest and no quest log to pull you across it, so the footstep audio, the camera movement, the spacing of the trees and the way the ground reads underfoot are not polish applied at the end. They are the product.

Ico, and design by subtraction is the harder mirror. Ico endures because nearly everything that did not serve the bond between two characters was cut out of it. This game runs the other way: jigsaw puzzles, a customisation layer, a treasure hunt and a second playable perspective all sit alongside the dog. Subtraction gives you a clean test for each of them — does this make Ezio more present, or is it something to do while he is off screen? Fetch and tug pass it easily. A jigsaw table is a break from the walk by its own description, and a break from the walk is a break from the companion.

This psychological trick makes rewards backfire is the one the store page invites. The argument is that quests and prizes push players along, but in games about curiosity or expression the same nudge flattens the play. This is a game whose stated purpose is to sit somewhere quiet and breathe, and it ships with achievements, stats and leaderboards. The moment a hidden item becomes a count you are behind on, wandering off the beaten path stops being wandering and becomes clearing a list. That is a real tension, not a flaw — the same features are what make a calm game legible to someone browsing a store — but it is the thing to watch when you play it.

What you actually get

A Walk With My Dog is by Nikodem Lokatelj, self-published, out now on Windows, filed under Adventure, Casual and Indie. It is single-player, with full controller support, Steam achievements, cloud saves and leaderboards.

Two of the store flags describe the game better than the genre tags do: you can save at any time, and it is playable without timed input. A game that never asks you to react quickly and never makes you finish a section before you put it down is being honest about the length of a session it expects. It is short by design, and that is the correct shape for something whose main appeal is a mood rather than a progression curve.

If the draw is the perspective flip rather than the calm, Hubert is the other one on this list that puts you in the dog — a sheepdog on a working farm, where the herding only starts making sense once you are down at nose height and reading the field the way the animal does.