Cavedog Entertainment

1995 - 2000
dead us
cavedog entertainment was set up in 1995 inside humongous entertainment as the adult-games division for chris taylor's real-time strategy project. total annihilation shipped in september 1997 and won multiple game-of-the-year nods at PC Gamer and Computer Gaming World, then total annihilation: kingdoms followed in june 1999. when gt interactive (humongous's parent) hit fatal financial trouble in late 1999 the studio was shuttered on february 11, 2000 with three games in active development cancelled.

~ the obituary ~

in 1997 i was thirteen and not yet online at home (we had a phone line but no modem until '98). total annihilation shipped that september and i missed it on launch. i knew it later through a copy that circulated on cd in ankara internet cafes around 2002 or 2003, by which point everyone i played with was on starcraft or red alert 2 and ta had already settled into a small-circle classic among rts diehards.

cavedog entertainment got set up in 1995 by ron gilbert and shelley day as the adult-games division of their kids-software studio humongous entertainment, up in bothell, washington. the company name was an in-joke about a dog mascot. the project that justified the division was chris taylor's pitch for a real-time strategy game that would render its units in full 3d at a time when warcraft and command & conquer were still doing 2d sprites on isometric tiles.

the resulting game (total annihilation, september 1997) was a critical hit. multiple goty nods, around 250,000 units sold in the first year, a core contingency expansion in 1998, a sequel-format spinoff (total annihilation: kingdoms) in june 1999. then the publisher collapsed underneath it.

~ the case file ~

Born1995 in Bothell, Washington as an adult-games division of Humongous Entertainment
PeakSeptember 1997 release of Total Annihilation, GOTY nods from PC Gamer and Computer Gaming World
KilledFebruary 11 2000
Lifespanabout 5 years
Made byRon Gilbert and Shelley Day (Humongous founders), Chris Taylor as lead designer
Killed byGT Interactive financial collapse, Infogrames takeover cuts

~ what it made ~

total annihilation's design was different from warcraft on several axes that mattered. units could fire over hills, projectile physics actually mattered (a missile lobbed in a parabolic arc could miss a moving target if the unit was running), resources flowed as a continuous economy rather than a stockpile-and-spend model, and there was effectively no hard unit cap. you could mass-produce two hundred peewee robots and stream them at an enemy commander.

the engine also pushed for a modder community. cavedog shipped new units as free monthly downloads through 1998, which was an unusual move when the broadband baseline was 56k dial-up and most patches still came on cd. the rts subgenre that supreme commander and planetary annihilation eventually inherited started in this engine.

~ the day it died ~

gt interactive bought humongous (and by extension cavedog) in 1996. by 1999 gt interactive was bleeding cash. unreal had been a hit for them in 1998 but the rest of the catalog was thin and the company was carrying debt from its ipo expansion. infogrames bought a controlling stake in gt interactive in november 1999 and immediately started cutting.

cavedog was closed on february 11, 2000. three games in development (amen: the awakening, elysium, plus good & evil) were cancelled. chris taylor walked out with a few colleagues and founded gas powered games in seattle a few months later. that studio shipped dungeon siege in 2002 and supreme commander in 2007, which is the spiritual sequel to total annihilation.

~ the inheritance ~

the total annihilation engine source code was reportedly destroyed by gt interactive in the wind-down (might be apocryphal but the story shows up in old gamespy retrospectives). a community project called spring re-implemented the engine from scratch starting around 2003 and is still actively maintained as a free rts platform in 2026. planetary annihilation, a 2014 kickstarter project by chris taylor's former colleagues at gas powered games, is the most direct commercial successor.

what got buried with cavedog as a studio: the model of a stand-alone rts house funded by a publisher who actually let designers ship a 3d engine on their first big project. ensemble (also dead, age of empires) and westwood (also dead, command & conquer) ran similar setups in the late nineties but the publisher-owned stand-alone rts shop is a class that no longer exists.

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other gaming: Gathering of Developers, Pokémon Trading Card Game Online, Celebdaq, World of Speed

also died in the 2000s: Communist Party People Net, Orientation.com, Peerflix

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