
PD Howler 11
Rarely does a Windows-only paint suite pack digital painting, GPU raytracing, frame-by-frame animation, and particle brushes under one roof at this price point. If the learning curve doesn't scare you off, Howler 11 punches well above its weight class.
GamerScout Verdict
Best for indie developers and digital artists willing to climb a steep learning curve in exchange for a surprisingly deep all-in-one creative toolkit.
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About PD Howler 11
I went into PD Howler 11 expecting a bargain-bin also-ran and came out the other side genuinely surprised at what two indie developers have built across decades of iteration. This is not a stripped-down hobbyist sketching app. It is a full Windows creative suite that combines natural-media digital painting, GPU-accelerated raytracing through its Puppy Ray renderer, frame-by-frame animation with a proper timeline and exposure sheet, video-over-video painting, and a sprawling brush library that includes foliage particle brushes, animated brushes, custom image-based brushes, and even brushes that react to audio input. That is an odd, ambitious mix, and it mostly works. The painting side is where Howler 11 earns its keep. Oils, watercolors, and simulated bristle brushes feel genuinely expressive, and tablet support is solid. The v11 release sharpened a lot of workflow rough edges: numeric entry was added across nearly every slider so you can lock in exact values instead of squinting at approximate positions, the gradient tool gained contour-fill options, the rotoscope and curve tools were improved, the media browser got delete and save functions for particle presets, and the Puppy Ray GPU raytracer picked up bounce light, refraction, water surface rendering, visible sun, and bump maps. These are real, substantive additions, not cosmetic ones. The rough edges are real too. The interface carries decades of legacy decisions and first-time users will find it genuinely daunting. The stored-image system, which works a lot like a non-persistent layer buffer, catches newcomers off guard: those stored images do not survive a save, so muscle memory from Photoshop or Krita will mislead you early on. The color-keying workflow uses an opponent-color approach that is clever once you understand it and confusing until you do. The Steam community threads show a consistent pattern: users who invest time with the learning materials end up enthusiastic; users who expect an immediately intuitive experience bounce off fast. Tutorial resources exist but they are scattered across webinars and the developer's website rather than bundled in a clean in-app onboarding flow. Who should actually consider this? Indie game developers who need a single tool for concept painting, animated sprite work, and quick landscape renders will find genuine value. Digital artists who want a low-cost route into GPU raytracing for painted backgrounds will too. It is emphatically not a replacement for Clip Studio or Procreate on the pure illustration side, and it is not competing with DaVinci Resolve on the video side, but as a creative generalist toolkit for Windows it occupies a niche that nothing else quite fills at this price. The 83% positive Steam score from a small but clearly engaged user base tracks with that reading: the people who click with it, click hard.

Catch-all
Tags
System Requirements
Minimum
- Processor
- 1.0 GHz or better that supports SSE2
- Memory
- 3 GB RAM
- Graphics
- Your GPU (if you want to use it in P…
Recommended
- Processor
- Quad core or higher will help
- Memory
- 8 GB RAM
- Graphics
- Your GPU (if you want to use it in Pupp…
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Game Info
- Developer
- Daniel Ritchie - PDHowler.com, Philip Staiger - TheBest3D.com
- Publisher
- KPL
- Release Date
- May 5, 2017
