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Dogback Engine

An isometric strategy engine, with the tools to build your game. Built on C# 14, .NET 10, SDL3 GPU and Native AOT.

Engine and VS Code editor in release preparation. Public downloads and a release date have not been announced.

Capabilities

Deterministic integer lockstep
The simulation advances from commands in sealed turns. Replays and checksums make differences between peers inspectable.
Sprite and mesh rendering
An SDL3 GPU renderer for isometric worlds, with sprite atlases, team dye, fog, terrain, minimaps and a separate mesh pipeline.
Maps and scenarios in VS Code
Dogback Editor connects to the development host to inspect assets, edit supported maps and run scenarios and combat experiments.
Replays and diagnostics
Record commands, inspect a match and seek through its history. Build, test and packaging commands retain evidence of the checks they run.
Render farm over SSH
Submit asset jobs and simulation workloads to local and remote workers. Track progress, retries and output hashes from the editor.

Dogback Editor

The engine lives beside your C# project. Its editor lives inside Visual Studio Code, with panels for assets, scenarios, the combat laboratory and the render farm.

Inspect a running game, make a revision-checked edit, and return to code in the same workspace. The available tools follow the capabilities each game exposes.

Until We War running inside Visual Studio Code, with Dogback Editor’s entity Outliner, ruler observation Inspector and native game viewport.
A capture from the installed development editor: Until We War running in the Game panel, beside its Outliner and ruler observation Inspector.

From project to package

  1. 01

    Create a project

    Start with a game template and keep simulation rules separate from presentation.

  2. 02

    Build and inspect

    Use the CLI and VS Code panels to inspect data, assets and a running development build.

  3. 03

    Package and verify

    Produce a self-contained Native AOT build and keep its symbols, test results and launch evidence.

Preparing for release

Automated tests, local macOS builds and live Linux farm checks support the current development work. Windows and clean-machine verification, distribution accounts and trials with outside developers remain part of release preparation.

Until We War is the engine’s first game. Its launch target is Windows and macOS on Steam, with Linux following later.

We will publish download and installation details when the release is available.