At Project House, Leeds over 40 games will be demoing, along with 300+ developers, game industry publishers, investors and platforms in attendance for GaMaYo 26! Join us on the 21st of May for a day full of demos and round tables, networking and more.
This event is brought to you by Game Republic along with their Official Partners Red Kite Games, Double Eleven and Xsolla, with event sponsors Plus Accounting, Kudos Games, Steel City Interactive and Escape Technology.
Today we are looking at ‘Hidden Dogs: In the Dog House!’ which is confirmed to be at the event, from Admiral Egg Games!


Hidden Dogs: In the Dog House!, by Admiral Egg Games
What would be your description of your game?
Find over 500 hidden dogs and items across 15 levels – all set in a charming English countryside village! Help Labby find his friends for a special mission in this cosy, hand-drawn hidden object adventure.
How did development start? (Were there any key inspirations or ideas that drove you?)
We started in August 2024 and released the base game on September 2025! In December 2025 we released our first expansion pack. This game was a ‘make something simple and learn to ship a game’ style of game, it doesn’t try to do much new and uses a well defined genre (hidden object) for the core design. Elements were taken from Hidden Folks and A Castle Full of Cats!

Tell us about the team behind the game?
Chris – Director, Designer, Programmer, Writer and a little sound. This is the first game from Admiral Egg Games, founded in 2024.
Sarah – Artist for almost all the levels! Sarah came out of Uni with an animation degree, and is an incredible artist and diligent worker. The game would not have been made without her.
Aurie – Our artist for the initial concepts, levels, and key art. She’s currently working on a degree in concept art!
Cat – UI, level blockouts and our map! Cat works for Binary Spiders, who have been a great partner for the UI in our game.
Darren – Our incredible musician, veteran on the music scene and looking to work in games.
Alex – Worked on our SFX at the end of the project, he helped me out in a tight situation!
What kind of experiences do you hope to bring players?
Something funny, something playable, something inclusive and something with more under the surface than you’d expect.

In 10 words or less, highlight the appeal of the game.
It’s like Where’s Wally, but with dogs…
