
Dog Duty
Cannon Fodder nostalgia bait with a Mad Max coat of paint, approachable enough for a weekend, shallow enough to frustrate anyone expecting Commandos-level depth.
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About Dog Duty
My spreadsheet instinct told me to slot Dog Duty into the real-time tactics column and grade it against Commandos, Desperados, and Shadow Tactics. That was the wrong framework, and the game suffers partly because its own marketing invites exactly that comparison. Strip the Commandos framing away and what you actually have is a breezy, arcade-flavored squad shooter, closer in spirit to Cannon Fodder than anything demanding a pause-and-plan approach, set against a deliberately cheesy Saturday-morning-cartoon conflict starring an evil Octopus Commander and his squid army. The tone is self-aware and frequently funny, the visuals mix low-poly 3D environments with 2D pixel-art cutscenes and UI elements, and the whole thing runs on a loop of liberating outposts, weakening regional bosses, and eventually storming the final capital. At around six to eight hours for a full run, it does not overstay its welcome. The squad system is the most interesting piece on the board. You start with three mercs rescued during a prison-break tutorial, then unlock more by clearing POW camps across three distinct zones. The roster covers a medic (Kilmer), a shield-barrier specialist (Paula), a chaingun heavy (Romeo), a sniper, a skirmisher, and a character named Madness whose cooldown-reset ability is the closest thing the game has to a broken combo. Point your cursor, click a target, activate an ability when the cooldown clears, that is the full decision loop on foot. Each character auto-fires in range, so the real input is positioning and ability timing, not complex multi-stage ambushes. For a strategy specialist like me that ceiling feels low, but for a player who wants a light tactical snack rather than a graduate thesis in flanking routes, the system clicks fine. The shared backpack for consumables, Molotovs, grenades, is a clean design choice that keeps item use accessible without fiddling with per-character inventories. The outpost loop has a genuine Far Cry rhythm to it: capture a supply depot and it strips armor from enemies at nearby bases, clear a weapon cache and their reinforcements weaken, then roll on the zone boss with a softened target. That debuff chain is a small but satisfying strategic layer, and it means the order in which you clear installations actually matters. Where the structure frays is in the vehicular segments. Driving your armored carrier between objectives is fiddly, the mouse-follow steering is neither tank controls nor true 360-degree movement, which produces a handling feel that most reviewers found frustrating. Vehicle-on-vehicle combat, triggered when enemy convoys intercept you on the world map, is almost entirely automated and adds little beyond a small cash reward. The pathfinding for your squad on foot is also erratic near stairs and tight chokepoints, occasionally demanding pixel-perfect micromanagement to get a unit two meters in the right direction. The difficulty curve is uneven in both directions. Some outposts are breezy blitzes; others spike sharply as reinforcement waves stack faster than three mercs can clear them. The final boss throws relentless enemy spawns at you that reward consumable use over any clever positioning, which is a strange note to end on. The tutorial covers the basics during the prison break and then cuts you loose on the world map with minimal additional guidance, a design philosophy that feels retro by accident rather than by craft. Sound balance is also rough, with certain boss audio reportedly loud enough to prompt players to mute the game entirely. On PC, where mouse precision helps most, these issues are at their most manageable, but they never fully disappear. Steam's mixed user rating of roughly 69 percent positive from around 59 reviews reflects that honestly: players who go in expecting breezy arcade fun find it; players who go in expecting Commandos depth come out disappointed. Dog Duty is the work of a two-person Brazilian developer team, which makes its ambition understandable and its rough edges forgivable in context. It is not a game that rewards min-maxing a build order or studying AI patrol patterns. It rewards keeping your medic's cooldown ready, using Molotovs on clustered groups, and staying calm when the reinforcement alarm sounds. For strategy-adjacent players who want something low-commitment between bigger releases, it fills that slot reasonably well. Go in with correct expectations and the six-to-eight-hour runtime feels right; go in expecting a Desperados successor and you will bounce off it within the first zone. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable.
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 2 GB RAM
- Storage
- 500 MB available space
- Graphics
- Nvidia GeForce GTX 770
- Processor
- Intel i3
Recommended
- OS
- WIndows 10
- Memory
- 2 GB RAM
- Storage
- 500 MB available space
- Graphics
- Nvidia GeForce GTX 970
- Processor
- Intel i7
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Reviews & Ratings
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Game Info
- Developer
- Zanardi and Liza
- Publisher
- SOEDESCO
- Release Date
- Sep 16, 2020
