Every year, PAX Australia features a selection of games under the ‘Aus Indie Showcase’ label. These games have been selected from across Australia, either recently released or upcoming, as deserving of a spotlight.

For the 2025 selection, there are six video games and six board games. You can view the complete list here, along with additional details for each game.

We’ve had the opportunity to chat with some of the team behind the games that will be featured during PAX AUS 2025 and have been able to get some questions answered about the games, as well as the teams themselves. In the lead-up to PAX AUS 2025, please enjoy this series of articles offering insight into some of the featured games.

GAME NAME: DOGGY DON’T CARE
DEVELOPER: ROHAN NOWELL
INTERVIEW WITH: ROHAN NOWELL

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What does it mean to you to be included in the PAX Rising?

It’s honestly surreal and a huge honour. As a long-time PAX fan, being part of the Indie Showcase is like a milestone that validates all the hard work leading to this moment. It’s really about seeing people play the game in person and being able to connect with them on a personal level to hear what they think about the game.

What’s the best pitch to get people to play and check out your game at PAX AUS this year?

I’d say: If you want to unleash your inner mischievous dog and have a blast causing adorable chaos, Doggy Don’t Care is the game for you! You can knock things over, pee on stuff, and earn Mischievous Badges for your trouble. It’s all about fun and laughter!

Can you tell us about your team: size, roles, and how you collaborate?

Sure! It started as a solo project for the first couple of years until I had a playable prototype. After getting some funding, I brought in a graphic designer, composer, and, most recently, a 3D artist. Now it’s a small team effort – those individuals continue to elevate the game to a professional polish that I couldn’t achieve on my own. I’m super grateful to Screen NSW and Screen Australia for believing in me and Doggy Don’t Care.

Talk about how the levels work in the game: are there objectives, etc.?

Each level is all about unleashing adorable chaos in different settings—like a house, an office, a farm, and a museum. Along with each level comes a new host bird who rewards you with Mischievous Badges for doing naughty things. Collect all the badges, solve puzzles using found items, and enjoy being a dog.

Australian game developers have a fondness for creating games featuring animals as the main characters. Why do you think this is?

I think it’s just a lot of fun to step into an animal’s shoes. And to take it one step further, I think it’s fun to play as animals we see in everyday life. It adds a layer of humour and empathy that I think people really enjoy.

I love all the costumes that have been seen in the trailer. Can you talk about how you’ve picked which ones are in the game and where they come from?

Absolutely! Originally, I designed the dog as a pug because it was easy to get the breed across without adding too much detail (I was very new to making 3D games). As the game gained attention and a following, people wanted to play as their own breeds, so instead of changing the character, I added costumes (or pajamas) to let players dress the pug up as different breeds. That way, you get that customisation while keeping the core character. It of course enabled the hilarious versions as well, such as a giraffe, a unicorn, and a dinosaur, which are perfect contrasts to his adorable, stern little face.

You’ve had some success promoting Doggy Don’t Care on social media. How has that affected the development and promotion of the game?

Social media has been huge. I learned from my first game, Swoopy Boi, that I needed to share early and often. By doing that this time, I got so much valuable feedback that helped shape the game and build a community around it. To be honest, being constantly active on socials is draining and time-consuming, but it needs to be done. I want people to know about Doggy Don’t Care, and to enjoy it when it comes out. The character has evolved through my posting on social media, and I believe the character that exists today would not have landed if it were not for the feedback and reactions from its fans through its development.

The big question we all have: why doesn’t the dog care?

Well, it’s all about having fun with that idea. The dog “not caring” is really a way to give players the freedom to be mischievous and see the world through a dog’s eyes. There’s a light story, but I leave a lot of it open to interpretation so players can have their own fun with it.

Have you attended PAX before, and what’s your favourite Aussie game you remember checking out?

I went last year to check it out after not getting into the showcase. It was humbling and inspiring seeing some amazing games like Rat Trap, Rita, and Anticitizen Red that really stuck with me. Walking around the show floor, I realised I had a lot of work to do to bring Doggy Don’t Care up to the quality of those selected. It was a great motivator and gave me a tangible goal and deadline to aim for when returning home. I’m super proud and relieved to have been selected this year.

What’s the most recently played/watched/listened to Aussie thing that you loved?

A bit of a throwback, but Untitled Goose Game was huge for me. It got me through lockdown and turned a tough time into something memorable. Ultimately, it showed me that something simple, built really well, can make a big splash. I hope players get a similar, memorable experience when playing Doggy Don’t Care.

Thank you to Rohan for taking the time to answer the questions and help us learn more about the game! You can now add the game to your wishlist on Steam.

You’ll be able to find Doggy Don’t Care at the Indie Showcase Area, which is not far from entering the PAX Hall via the Que Hall, as circled on the map below. 

For more on PAX AUS 2025 from Explosion Network — click here!