Dominic
the player
Blunt. Short sentences. Says what he wants and never what he feels, and is accidentally profound about once a chapter without noticing.
Free · in your browser · no download
A seagull with no job, no manners and a great deal of time discovers that the council have started writing things down. Twenty-four chapters, six islands, five people who would rather he stopped, and three different ways it can end.
PLAY it saves as you go ↗
The chip shop is shut. Not shut for lunch — shut with a printed notice on the door and four drawing pins holding it up, which is a lot of pins for one chip shop. The notice says the gull population of the island is to be managed.
Nobody on Cape Dominic knows what managed means. A pigeon called Nigel, who reads, works
it out in about a minute and then wishes he hadn't. It means a man with a clipboard
writes down how many of us there are, and then that number becomes a problem to be
solved.
Meanwhile Big Kev has taken the fish market. He is enormous, he is unpleasant, and he is standing on a stall in the middle of the morning with nobody telling him to get down. Everyone assumes Kev is behind the notice, because Kev is behind most things.
He is not behind this one. And the thing that is turns out to have been doing it since 1961.
You cannot peck a policy. You cannot fight a form. The inspector's entire job is to produce a number, and everything that happens after that is somebody else's department — so the plan, when the flock finally lands on one, is not to hide and not to fight.
It is to turn up. All of you. And be impossible to count.
Whether that works, and what it costs, is the other twenty-two chapters.
Fourteen of them, and every one is written as a mechanic as much as a voice. Who is with you changes how a day goes.
the player
Blunt. Short sentences. Says what he wants and never what he feels, and is accidentally profound about once a chapter without noticing.
the brain, and the guilt
Anxious and over-informed. Counts things. Interrupts himself. Cites his sources. Knows more about the notice than he has said.
the memory of 1974
The oldest gull on the island. Was here the last time this happened, kept the paperwork, and has been furious about it ever since. Delivers verdicts, not opinions, and will not explain a single one.
already walking
A crab. One. Word. At. A. Time. Set off on Tuesday. Cannot keep up with anybody and arrives exactly when it matters, which happens more than once.
the crow
Quick, delighted and needling. Lies for fun and owns up immediately. Wants nothing, which makes her the hardest one to buy. She is never afraid, so the two times she goes quiet, you notice.
could not care less
A feral pigeon who has been on that bench since March. Understates catastrophes. As a companion he does nothing, at length, and then does the single most useful thing available and will not say where he got it.
Garry's brother
Barely speaks. Three words at the outside. Follows Garry rather than you, gets in the way, and takes a hit meant for you often enough that you feel bad about it.
speaks only in clicks
Which different characters translate differently. Nigel cannot read him at all and Mervyn can. The one you send when it must not go wrong.
the market cat
Everything is an arrangement. Will call you love while telling you exactly what you are worth, and is the only one who can tell you what a piece of paper is really for.
the monster
Speaks in property. Mine, my, my market, my island. Repeats himself when he is losing. He is the thing you are afraid of for three acts, and he is not the thing that is doing this.
not yet
Stands with his wings out like a coat drying. Never raises his voice. Courteous. Knows everybody's name, which is the whole of the problem.
Six islands
Home is Cape Dominic, and it has fourteen places in it: the pier, the beach and dunes, the boardwalk, the park, the carpark, the back lanes, the fish market, the city, the meadows, the pinewoods, the wetlands, the cliffs, the fairground, and your own nest, where the wardrobe lives.
Halfway through, a crab builds you a boat out of four crates, a pallet, most of a door and a great deal of rope, and the map gets considerably bigger.
Home. Warm, cluttered, and the only place with a chip shop. Fourteen zones, and everything you learn to do you learn here.
Room for four hundred birds. There are nine. Cliff ledges, guano flats, a lighthouse that has not been lit since 1974, and a keeper's house with nobody in it.
A managed place, which is the whole horror of it. Landfill, a burn yard, a fence line, and a shed with a drawer in it. Somebody you know grew up here.
Beautiful, patient and underwater twice a day. The map is a different map every few minutes, and the tide comes in faster than you walk.
A ship on its side with a fairground drowned in the water beside it. Night only. Nothing on it is anything you have met before.
Industrial, and lit wrong. The only place in the archipelago where the lights work and somebody sweeps. This is where the paperwork is kept.
Bird Republic started as a drawing of a seagull who looked like he was about to do something he shouldn't. He went on a hoodie. People bought the hoodie. That should probably have been the end of it.
The trouble with putting a character on a shirt is that people start asking what he's
like — and badly behaved
is a personality, not a story. So we gave him an island,
and the island needed people on it, and the people needed something to be worried about.
The something turned out to be a council notice, because the most frightening thing that
can happen to a bird is not a cat. It is being counted.
None of it is bought. Every sprite on this page is drawn a pixel at a time and lives in the game's source as text — the seagull at the top of this page is the same handful of characters the game reads to draw him. The music and every sound effect are synthesised in the browser rather than recorded: there is not one audio file on this site.
The script is drafted with AI and then pulled apart and rewritten by hand, line by line, until every character sounds like nobody else in the game. That is the part that takes the time, and it is the part worth doing.
The game is free and will stay free. The shop is what pays for it. Buy a hoodie and you are not buying merch, you are funding the next island.
Dominic is a seagull with no job and no manners. What he has is time. The whole town is open from the moment you press play, and there is no tutorial and nothing to unlock first, so walk in any direction and see what happens.
Story mode runs twenty-four chapters. The council have shut the chip shop and put up a notice about managing the gull population. Big Kev has taken the fish market. A pigeon called Nigel works out that those two facts are the same fact. Getting to the bottom of it takes an ancient seagull off the cliffs, a crab who walks very slowly, two pigeons who are brothers, a crow who is enjoying herself, and a cat who does nothing for free. It also takes a great deal of squawking.
It plays out in cutscenes and in conversations you answer yourself. One objective sits down the side at a time, so you always know where you are meant to be going. It saves after every beat, which means you can put it down mid-chapter and pick it up a week later.
Pick a difficulty when you start. Chick gives you eight hearts and softens everything. Gull is six hearts and the island as intended. Proper Menace is four, and everything bites harder, sees further and wants more of it.
Casual mode has no plot, and comes two ways. Peaceful is the whole island and a long list of jobs, with three locals at a time wandering about wanting favours doing. Chips fetched, geese moved on, a fish landed for somebody who cannot reach. Finish one and somebody else turns up with the next.
Waves is a fight. The locals come for you in waves, a few more of them each time, with nastier company as the numbers climb. Clear a wave and you pick one upgrade out of three: a sharper beak, longer wings, a wider swing, lighter feet, another heart. Sometimes the hat turns up a weapon instead. There is a water pistol that soaks and slows, a rubber band that pings off walls, a chip launcher whose victims stop to eat the chip, a party popper that shoves a whole crowd, and a wet sock on a string that hits like a brick. Ammunition refills every time a wave ends. Your best wave is kept on your profile.
Dominic attacks with a wing swipe, on space or right-click. It sweeps through an arc in whichever direction you last pointed him and catches everything inside it. The arc is drawn as it goes, so there is never any doubt about where the blow went. E is for picking things up and for talking. Q squawks. R fires a weapon if you are carrying one, and with a mouse you can left-click to fire at the cursor instead.
The whole thing is one island with the sea all round it. The pier and the beach face north. The carpark, the cliffs and the back lanes run down the west side. The fairground, the fish market and the city take the east, and the meadows, the pinewoods and the wetlands fill the south. Press M for the map. Everywhere has its own residents, and everywhere has something worth stealing.
Find a rod stand on the pier and press E to cast. Wait for the bobber to flash, then press E again to strike. Miss the moment and it takes the bait. Most casts bring up a sprat or a mullet. A proper snapper turns up about one cast in eleven. The White Whale exists, at roughly one in eighty, and it only bites at the two stands on the very end of the pier.
Crabs, rats, cats, dogs and rival seagulls will all have a go at you. The swipe shoves them back, and they bite for one or two hearts in return. How many hearts you have to spare depends on the difficulty you picked. Crabs and rats are manageable. Cats are not, and will put you on the floor if you stand still. Chips, benches, the fountain and your own bed all patch you up, and being knocked out only sends you back to the last part of town you reached.
Seventy-five are earned by doing something: eating a hundred chips, landing ten fish, seeing off thirty locals, turning up in a full outfit, reaching all fourteen corners of town. The other fourteen are hidden out in the world, one to each place, and you collect those by walking over them.
They come in common green, uncommon brown, and rare blue that glows. Above those sit epic purple foil and legendary diamond, with a shine that sweeps across the card. Then there are four mythical gold ones, and those are the hard stop: land the White Whale, find the single golden chip at the bottom of a bin, see the whole story through to the end, and collect every other sticker in the book. Everything you find is saved to your collection, and signing in carries it to whatever device you play on next.
Hats, glasses, hoodies, tees and socks, pulled out of crates, dug out of bins and taken off washing lines. Whatever Dominic has on shows up on the bird as he walks about, and there is a sticker waiting for anyone who turns up in a full set.
Arrows or WASD to move, and shift to run. Space or right-click is the swipe. E picks things up and starts conversations, Q squawks, and R fires whatever you are carrying. F opens the wardrobe, M is the map, and esc pauses. Hold shift and squawk next to a tourist to dive-bomb them. On a phone or tablet there is a pad on screen instead. It is free and it runs in the browser, so there is nothing to download.
Yes, all of it. No ads, no download, no account and nothing to unlock with money. The clothing shop is what pays for the game.
No. It runs in the browser tab you are already in, on any modern browser. On a phone or tablet there is a control pad on screen instead of the keyboard.
Story mode runs twenty-four chapters across six islands. It saves after every beat, so you can stop mid-chapter and come back to it a week later.
Arrows or WASD to move and shift to run. Space or right-click swipes a wing, E picks things up and starts conversations, Q squawks, R fires whatever you are carrying, F opens the wardrobe, M is the map and escape pauses.
Yes. Peaceful mode is the whole island and a rolling list of favours for the locals. Waves mode is a fight that gets harder each round, with one upgrade to choose after every wave.
An independent studio and clothing label in Melbourne, Australia. Every bird starts as a real drawing, every sprite in the game is placed a pixel at a time, and the music and sound are synthesised in the browser rather than recorded.
430gsm oversized hoodies, 220gsm 100% cotton tees, heavyweight crewnecks and quarter-zips, in XS to 3XL. Each character is printed in a short run and then stops.
Home is Cape Dominic and it has fourteen places in it: the pier, the beach and dunes, the boardwalk, the park, the carpark, the back lanes, the fish market, the city, the meadows, the pinewoods, the wetlands, the cliffs, the fairground, and your own nest, where the wardrobe lives. The story takes you off it to five more — a rock that held four hundred birds and now holds nine, a mainland dump, tidal flats that drown twice a day, a beached ship with a fairground under the water beside it, and the quay where the paperwork is kept. The day ends when you sleep in the nest, and dawn finds you wherever you are if you don't.
Find a rod stand out on the pier and press E to cast. Wait for the bobber to flash, then hit E again to strike. Fish from the very end for the rarest things in the sea.
Twenty-four chapters, in five acts. The council want to shut the chip shop and manage the gulls, while Big Kev runs a protection racket off the fish market. It turns out the two are connected, and it turns out Kev is not the one holding the pen. Six islands, five bosses, a fight in Act II you are meant to lose, and three different ways to finish it. There are cutscenes, a cast of fourteen awful birds, and dialogue you answer yourself. Three difficulties, and it saves as you go, so you can put it down mid-chapter.
In casual mode the locals wander the island wanting things. Nigel wants chips, Beryl wants the geese off her rocks, Mervyn wants three fish and cannot reach. Do the favour, get paid in chips or clothing. There are always three on the go.
Crabs, rats, cats, dogs and rival gulls will all have a go. Space or right-click swings a wing swipe in an arc wherever you are pointing, so you can see exactly where it lands. They bite back, and your hearts are up in the corner. Chips, benches and the fountain patch you up.
The other half of casual. They come for you in waves, each bigger than the last. Clear one and pick an upgrade: longer wings, a quicker swing, another heart. Or take a silly weapon: a water pistol, a rubber band, a chip launcher, a party popper, a wet sock on a string.
Thieving in quick succession builds a combo, and combos pay out in chips. They also fill the black bar under your energy, which never goes down on its own and carries over from one day to the next. Fill it and Big Kev comes looking for you with his gang. Beat him for a rare sticker. Lose, and he takes your chips.
The clock sits under the minimap. When the lamps come on, the cats get braver. Sleep in the nest to end the day and bank whatever chips you are carrying, and the town restocks overnight. Get knocked about and some of those chips fall out of your pockets, so pick them back up.
Hoodies, tees and socks come out of wooden crates and bins. Press F to dress Dominic, whatever he wears shows up on the bird.
Eighty-nine of them, from common green cards up through uncommon, rare, epic and legendary to four mythical gold ones. Fourteen are hidden out in the world, one to each place. They all land in your collection.