Based in Eugene, Oregon
Press / Business contact:
795 W 27th Ave
+1 (309) 241 6641
Annually, from across dozens of galactic sectors, men, girblons, women, and children tune in to their local space TV stations for the most anticipated event of the year: “ChargeShot”. Bounty hunters from across the known universe compete annually for eternal glory and a coveted $2,000,001 space-credit reward. In ChargeShot, each player is armed with a Pulsar Cannon, capable of powerful blasts that bounce off walls and instantly destroy any life forms they touch; an Energy Shield, which can reflect Pulsar blasts and knock opponents into dangerous hazards; and a standard-issue jetpack for traversing the battlefield with deadly speed and grace. In a fascist, dystopian galaxy where humans are the rats of the stars, yetis have mastered space travel, and Goopies are Girblons, you’ll assume control of one of many ass-kicking, elite bounty-hunters. Play against humans, hone your skills against AI, or dominate the leaderboards of the single-player quest to become the best professional bounty hunter in the known universe. With achievements, character backstories, and a slathering of unlockable characters, ChargeShot’s got what your butt’s been craving.
Developed within the bosom of Willamette Valley, and Dwyer’s living room, ChargeShot originated as a Ludum Dare experiment by Brady that he and Dwyer bonded over. “I had no fucking idea what I was doing” said Brady, “ I begged Cullen to help me fix the spaghetti that was the code post-Dare. He took one look and just started it from scratch.” Brady met partner, Cullen Dwyer, at a local game dev meetup in Eugene.Development
“ChargeShot is certainly a video game,” chuckled Dwyer, lead programmer and co-founder of Cowboy Color, “And we really wanted to elbow the conventions that make video games what they are in the ribs and say, ‘Hey! Look! I did the trope!’” Dwyer developed ChargeShot exclusively in Game Maker: Studio, leveraging the power of rapid and iterative development that the IDE provides. The team finished the game in a few months on a less-than shoestring budget.
Multiplayer Release Trailer YouTube
Singleplayer Feature Trailer YouTube
There are far more images available for Cowboy Color, but these are the ones we felt would be most useful to you. If you have specific requests, please do contact us!
Logo & Icon
Awards & Recognition
- "Official Selection, IndieCade Showcase @ E3 2015" -
- "Owch, that hurt! Good game, but the lava level is shitty."
- Rami Ismail, Website
- "I am so proud of you. You always were my favorite child."
- My Dad,
We also have an IndieDB page outlining some updates and whatnot, check it out at indiedb.com.
Team & Repeating Collaborator
Britt "Hammer Guy" Brady
Art, Design, Music
Cullen "Slam-dunk" Dwyer
Matthew "Pood" Stevens
Tige "Hot Topic" Robertson
Intern, social media, QA