Flow
Guide the herd like a moving river.
Steer intention and momentum through broad arcs. The outside of the herd swings wider; the group changes shape through the turn.
THE GAME / PLANNED GAMEPLAY
Steer the intent and momentum of a living herd. Keep it together. Let it spread. Compress it. Redirect it.

Wonder what happens if 200 wienerdogs run into it. The dogs are the hook. What you can do with them is the game.
Notice opportunity → redirect herd → environment reacts → choose swarm response → chain reaction → reward → discover next opportunity.
Guide the herd like a moving river.
Steer intention and momentum through broad arcs. The outside of the herd swings wider; the group changes shape through the turn.
Compress the pack. Store the problem.
Bring the herd together before a tight space or a heavy interaction. Speed and density are separate resources.
Release the problem.
Turn gathered mass into forward momentum. A heavier herd opens possibilities that a few dogs cannot.
One Stampede. Several bad ideas.
Send groups around obstacles and approach opportunities from more than one direction.
Get everyone back together. Eventually.
Bring the scattered herd back into a moving whole. Distraction is part of the situation.
Nothing to see here.
The herd stops and attempts to look innocent while authorities search. Most of them understand the assignment. Kevin does not.
A stretched herd moves faster. A compressed herd hits harder. Steering should feel like driving, surfing and fluid flow, with enough imperfection to feel alive.
Planned control actions include steer, camera, accelerate, brake/Bunch, jump/scramble, bark, interact/fetch, regroup and scatter. Platform bindings are not final.
Start with a few loose dachshunds. Learn to steer the herd.
Recruit more. Every dog changes the shape of the herd.
Use mass, momentum and extremely questionable judgment.
Turn ordinary places into increasingly complicated public problems.
The world itself becomes the progression map.
One dog is a pet. Five hundred is infrastructure.
Containment has failed. Society is adapting.
Recruit strays, fenced pets and dogs at adoption events or kennels. Food lures, environmental puzzles and Legendary Wiener quests open new routes to a bigger herd.
At The Yard, recruited dogs, stolen objects and absurd trophies become a physical history of the Stampede. Chaos outside → return home → see progress → choose the next target.
The intent and momentum of a living herd. Individual dogs combine player intent with group behavior.
No. Website imagery is concept art and previsualization. The game is in development.
Platforms and a release date have not been announced. There is no public playable build or store wishlist link on this website yet.
Dogs do not die. They may be separated, trapped, captured, exhausted, distracted or found somewhere ridiculous later. Animal harm is never the joke.
Mass changes interaction possibilities. The world itself becomes the progression map.
It is the fictional in-world emergency portal associated with Wienerdog Stampede. Wiener Emergency means attempted containment; Wienerpocalypse means containment has failed.