Welcome to another exclusive feature on Fix Gaming Channel, where we highlight the brilliant developers behind some of the most intriguing indie games. Today, we’re excited to present a special Q&A with Archor Wright, the indie developer behind Multiplayer Cowboys and Multiplayer Cavemen — two titles we recently showcased and reviewed. Both games left a strong impression, clearly crafted with passion and a love for game creation.
Developer Bio
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://youtu.be/RGCHB1_0ZFc), [https://rabbit.tech](https://rabbit.tech) And: [https://x.ai](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 shows the resilience and creativity behind true indie development, balancing passion and innovation even as a hobbyist. We’re excited to see what comes next!
Missed Archor Wright’s earlier games? Check them out Viral Multiplayer reviewed.
Written by Ronny Fiksdahl, Founder & Editor of Fix Gaming Channel.
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