09 Aug 2025 » C-Dogs 2.3.1 Released!

This is an out-of-band release that fixes a bug where the game gets stuck at the end of a level. Thanks for those who found and reported the bug!

The next release will have a major new feature and it is coming slowly but surely. Stay tuned for it!

Download free from itch.io: https://congusbongus.itch.io/cdogs-sdl/purchase

Release notes: https://github.com/cxong/cdogs-sdl/releases/tag/2.3.1


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08 Mar 2025 » C-Dogs 2.3.0 Released!

New year new C-Dogs SDL minor release! This release adds a new high score system, with lots of added features. Check it out!

new high scores

Compared to the old version, this adds:

  • Time taken
  • Kills
  • Accuracy
  • Favorite Gun/weapon
  • Face

Which should make it much more useful. Want to challenge yourself to a speed run, or maybe a pacifist run? How about 100% accuracy? Now you can track it all with this system.

It’s a feature that I’ve wanted to add for many many years. It turned out to be a much bigger task than anticipated, and warranted a complete rewrite of the high score system. Unfortunately it is also backwards incompatible - more details are in the previous post. I hope it was worth it and you’ll enjoy it!

Download free from itch.io: https://congusbongus.itch.io/cdogs-sdl/purchase

Release notes: https://github.com/cxong/cdogs-sdl/releases/tag/2.3.0


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08 Feb 2025 » High Scores

The high score system is due for a major overhaul, and while we’ll add cool new features in the next version like showing the character used, accuracy and favourite weapon used, unfortunately this will be a breaking change: old high scores will no longer be available. This does go against one of C-Dogs SDL’s principles, but it’s a necessary change.

To explain why, we need to go back in history. C-Dogs’ predecessor, Cyberdogs (1994), was a fairly straightforward shooting game. Fight through 10 semi-randomly-generated levels shooting bad guys, collecting objectives while the difficulty ramps up, and if you manage to survive until the end, you enter your name into the high scores list. It’s pretty typical of 90’s games.

Although the game is “semi-randomly-generated”, what this means is the objectives of each level stays the same, it’s only the level layout, enemy and item placement that gets randomised, so playing with a different seed meant you couldn’t memorise where things are, but the game itself is pretty similar overall. This means a single high score across the whole game made sense.

Fast forward a little to C-Dogs, which came with 5 campaigns of varying themes and lengths. This greatly improved the variety and replayability of the game, but as in many aspects C-Dogs was two-steps-forward-one-step-back compared to Cyberdogs, the high score system felt a little half-baked. It largely inherited the high score system from Cyberdogs, with a small enhancement - the game would show all-time high scores in addition to today’s high scores - but it still used one single set of scores for the whole game, regardless of campaign. This made less sense, since some campaigns would naturally result in higher scores than others.

harmful chrysalis

What’s worse is that fans created lots of custom campaigns, of greatly varying lengths and quality. Some poorly-made campaigns filled with easy objectives could have a player easily rack up a huge high score. And now C-Dogs SDL comes with perhaps a dozen high quality campaigns, with even more incomparable scores. The high score system was truly broken.

New Campaigns

As I looked into the high score system, the need to rework it entirely was inevitable. We had to have per-campaign high scores! This means completely ditching the old high score system and rebuilding it from scratch, and old high scores will not be available in the next release. This decision wasn’t made lightly, as high scores can often have a lot of sentimental value, but as we saw over its history:

  • it never really made sense in C-Dogs
  • it made even less sense in C-Dogs SDL
  • it always seemed more like an afterthought (you could only see high scores after playing through a campaign!)

So once we rebuild an enhanced version of the high score system, we’ll give it greater prominence - allow you to view the high scores without playing the game. Stick around to see the shiny new high score system in the next release!

Victory screen


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07 Dec 2024 » C-Dogs 2.2.0 Released!

Let’s close off 2024 with a minor release of C-Dogs SDL!

This one was unplanned but has quite a number of small, mostly UX-related fixes and improvements. Two highlights:

  1. New icons! Commissioned from pixel artist misnina.com, this gives a fresh new look to the program bundle.

    New C-Dogs SDL program icon, WarBaby New C-Dogs SDL program icon, Jones New C-Dogs SDL program icon, Jones

  2. Most changes for this release came from outside contributors!

C-Dogs SDL wouldn’t be the same without these contributions. Thank you and enjoy the release!

Download free from itch.io: https://congusbongus.itch.io/cdogs-sdl/purchase

Release notes: https://github.com/cxong/cdogs-sdl/releases/tag/2.2.0


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13 Oct 2024 » Follow C-Dogs SDL development on Mastodon

tl;dr follow C-Dogs SDL dev progress on Mastodon #CDogsSDL!

Looking back at the news archives, I noticed that a while ago I stopped posting regular progress updates, and the posts were generally limited to release announcements and the occasional longer-form blog post. Actually I do still post progress updates but since they are very short form, they are on Mastodon, and you would never know by looking at this website! So I’ve added a link in the top bar. And also this post! 😀

I think this is for the best; this site is supposed to be the main face of “C-Dogs SDL the game”, so I refrained from progress updates because it had matured from an in-development project to a playable game available on many platforms, so filling the front page with stuff that isn’t available yet would be confusing. But for people who don’t mind and want to follow the very latest news, having it in a microblogging platform like Mastodon seems appropriate.


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