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Archor Wright Interview: Multiplayer Cowboys, Cavemen, and Indie Game Development

Posted on January 18, 2024May 1, 2026 By Ronny Fiksdahl

Archor Wright on hobbyist game development, meme games, and staying creative as an indie developer

Welcome to another interview on Fix Gaming Channel, where we highlight the developers and creators behind games that catch our attention. Today, we speak with Archor Wright, the indie developer behind Multiplayer Cowboys and Multiplayer Cavemen, two titles we recently showcased and reviewed.

Archor’s work sits in that strange, funny, experimental corner of indie development where ideas do not need to follow a clean corporate formula. His games lean into quirky mechanics, humorous concepts, and a clear love for making things simply because the idea is worth trying.

Developer Bio

You can find more of Archor Wright’s work through the Archor Games official site, Multiplayer Cowboys on Steam, and Archor Wright’s Steam developer page.

About Archor Wright: Archor Wright is an indie game developer behind projects including Multiplayer Cowboys and Multiplayer Cavemen. His work often explores experimental ideas, playful mechanics, and humorous game concepts.

Q: How did you first get involved in game development, and what inspired you to pursue this career?

A: Firstly, I’d like to point out that game development is my ‘hobby’, not my ‘day job’. That being said, when I was young, I used a computer at my local library to teach myself basic programming. Before too long, I was teaching others at the library. I used video games as examples because they involve lots of aspects of programming all in one place (e.g., sound, graphics, data processing, I-O, etc.). I eventually got a few internationally published programs/articles, and I was hooked. From there, it just became part of who I am (in my ‘hobby’ life, at least).

Q: Who or what are your biggest influences in game design and storytelling?

A: I just look at some of the games that I or my friends/family are playing, and I try to figure out how to emulate something like those.

Gameplay Video


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Q: Can you walk us through the concept and development process of your latest game or games?

A: I usually start with the ‘end goal’ of a project and then reverse engineer my way back to the start. I usually set some sort of ‘challenge’ for myself with each project (e.g., learn some game tech to get to the goal).

Q: What unique challenges did you face while developing your games and how did you overcome them?

A: In general, for most of my games, the biggest enemies are time and resources since this is my ‘hobby’, not my ‘day job’. For example, I am not a musician, so I acquire game music assets to use, or I am not really a 3D artist, so I acquire 3D models to ‘kitbash’ together to get to my goal for a game, etc.

Gameplay Video

Q: How do you balance player feedback with your vision during the development process?

A: I am a solo developer, so I am my play tester for the most part. But on a rare occasion, I will see if a friend or family member can provide objective feedback, especially if I am stuck on something. I might use them as a sounding board to brainstorm ideas.

Q: What trends in the gaming industry excite you the most currently?

A: Emerging technologies like VR, AR, XR, and AI excite me the most.

Q: How do you see emerging technologies like VR, AR, or AI impacting game development?

A: I think some sort of XR/AI hybrid would be interesting. Examples: https://youtu.be/RGCHB1_0ZFc, https://rabbit.tech And: https://x.ai

Gameplay Video

Q: Describe a typical day in your life as a game developer. How do you approach the creative process?

A: As I mentioned earlier, game development is just my ‘hobby’, not my ‘day job’. That being said, I usually have some sort of end goal or challenge that I am trying to get to, and I use that to drive the development.

Q: What has been the most rewarding project in your career so far, and why?

A: ‘Rewarding’ is a ‘tricky’ word. Some folks might think it means ‘number of games sold’, but I actually like some of my ‘underdog’ type projects that maybe didn’t get too noticed by folks, but I still feel like I reached my goals for those projects.

Q: What advice would you give to someone aspiring to enter the field of game development?

A: ‘Don’t feed the trolls!’ There are a lot of negative folks out there who will dig into something ‘subjective’ they don’t like about your games. Try to focus on the ‘objective’ / constructive feedback you get and use that to drive you. ‘Dream big, don’t quit.’

Q: In an industry dominated by big publishers with significant resources, how do you differentiate your games and stay competitive?

A: I am a solo ‘hobbyist’ developer at best, even some ‘indie’ developers have medium to large teams. I don’t use those as my ‘benchmark’, instead, I look at the smaller developers that somehow got successful, and I try to figure out how they did it. I think what ‘differentiates’ me is that I’ve been labeled (by other folks, not by myself) as the ‘Steam Meme Game King’. I didn’t really like that at first, but it has grown on me. Some of my games are ‘spoof’/parody games, just for fun with it.

Q: How do you view the impact of independent reviews and gameplay publications, like ours, on the visibility and sales of your games?

A: Being an ‘indie’ myself, I am a big fan of any ‘indie’-focused publications and I see them as very useful.

Q: Is there anything else you’d like to share with our readers about your experiences or upcoming projects?

A: Stay tuned! More to come! GAMES.ARCHOR.COM


Final Thoughts

Archor Wright’s story is a reminder that indie development does not always have to follow the same path. For some creators, game development is not a full-time studio machine. It is a creative outlet, a technical challenge, a personal hobby, and a place to test strange ideas without asking permission first.

That honesty is part of what makes interviews like this valuable. Behind every small game, joke project, meme title, or experimental release, there is usually someone learning, building, failing, trying again, and finding their own reason to keep going.

Related Reading

Missed Archor Wright’s earlier games? Read our Viral Multiplayer review.


Written by Ronny Fiksdahl, Founder & Editor of Fix Gaming Channel.

Have a tip, pitch, or game worth covering? Contact contact@fixgamingchannel.com.

Developers, Indie, Interviews, News Tags:Archor Wright, Fix Gaming Channel, game design, game development, hobbyist developer, Indie, indie game, indie game developer interview, Indie Games, Industry News, Multiplayer Cavemen, Multiplayer Cowboys, PC, solo developer, Steam games, Steam Meme Game King, Viral Multiplayer

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