The wild west just got a lot more wild. Fight off steam-powered machines using your arsenal of modified western weapons. Use abilities such as shields and slow motion to get the upper hand and Room-Scale VR to duck, dive, and crawl behind cover.
User reviews:
Mixed (18 reviews) - 66% of the 18 user reviews for this game are positive.
Release Date: Aug 10, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The core mechanics and programming are done and Cogs and Cowboys as it is is a fun game. However, I'd like to keep building on it by adding more content and more varied gameplay over time and I need community feedback to shape it as I do.”

Approximately how long will this game be in Early Access?

“With the core parts of the game done, the additional content is planned to be implemented and the game out of Early Access before the end of 2016.”

How is the full version planned to differ from the Early Access version?

“The full version will have more locations and at 9 weapons (plus throwables). Each location will have it's own enemy types. More abilities will be added as well.

  • 9 weapons total (plus throwables - knives, dynamite, tomahawks)
  • 3 locations or more
  • More enemies (dependent on locations)
  • More abilities

What is the current state of the Early Access version?

  • 6 weapons
  • 2 abilities
  • 2 enemy types
  • 1 location

Will the game be priced differently during and after Early Access?

“The price may increase after Early Access once all the additional content has been added.”

How are you planning on involving the Community in your development process?

“The Community will be looked to for feedback and suggestions during development. Feedback has already changed many core mechanics of the game to be much more user friendly, such as the weapon selection wheel and weapon handling.

In addition, we have a Twitch stream and Discord channel for those in the Community that want to see the behind-the-scenes, talk about games/game development, or just hang out and play games together.
(Link to Discord server is on the Twitch channel)”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (31)

April 19

Progress Report - Becoming a Gunslinger

Hello everyone!
I'd like to give you a quick view of what I've been working on this week since the last news post.

First things first:


Posted about this last week, but they're in and working now. Still have to work on weapon-specific animations, but for pistols they will grip the pistol, when unarmed you can make fists.


Weapon code has been COMPLETELY reworked. Weapon are now treated as independent objects. What does that mean? It means you can pick them up, throw them, juggle them, pretty much anything like that.

Want to feel awesome when you've run out of ammo in one hand? Throw a gun over your head from your other hand, catch it, and keep shooting. It's great. Right now to hold guns you have to keep the grip pressed. I will most likely add an option to change that to a toggle, but for now I'm leaving as-is it because it makes throwing them much easier.


Holsters now work for hips, back, and behind head. Better yet, they no longer have that annoying problem of flipping around when you look down (for those who played Cogs and Cowboys during that phase). I just got this finished today, so I've got some more testing to do before I push the update.


Two-handed weapon holding works but it is very work in progress right now. There aren't animations for it yet and the hands don't quite look right, but I will be working on those.

Expect this update late next week. I'm going to be very busy with school the next few days because of what I put off to get all this done and won't be able to get back to work until Monday. I've been set on getting the update out but I have a few more things to finish setting up and testing still to do, so I'm going to wait until it's good and ready.

I hope you're excited as I am for these upcoming changes. See you soon :)

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April 11

(Another) Overhual in Progress

Hello everyone,
My sincere apologies for not updating this game the last 2+ months, things have been busy. I am working on overhualing the game again, this time doing it all the way it should have been done the first time. I've spent time analyzing interactions and mechanics from other VR titles and am now working on redoing everything to feel more natural and more polished based off of what I have learned. VR development is difficult right now because there are no set ways to do things yet, even more so as a solo developer without the time or means to test different methods. But I've got it figured out now, and some big changes are on the horizon.


Okay so not really that important right now, but I am adding hands that will be animated for each weapon. They look great and games that used hands were much more immersive, so I'm working on doing it as well. With this I've added melee combat to the todo list, as squeezing the controller to make a fist and punching things is pretty fun.


Holsters are coming back but they will work much better than they did originally. They will no longer flip out when you look down and the area you can grab the gun from them will be much larger so you don't have to look down to see where your holster moved, if your hand is down you can grab the gun even with your head turned. With this I will also be bringing back weapons attached to your back, I'm just not sure if I want to go full out 2 on lower back and 2 behind head yet, that's a lot of guns to carry at once, but we'll see.

Weapons treated as objects
This one is hard to explain, but the way I had the game set up, weapons weren't really treated as their own objects. Each hand had all the weapons set up and "picking up" weapons from the ground just told the game which ones to activate on the hand. This is how most non-VR games work, but with VR we can actually interact with objects in the game world so I am currently working on redoing weapons to be treated as any other object in the game world that you can pick up, use, and drop (or holster) with universal button presses instead of going through a menu to drop it (the current setup).

I've taken a step back to look at how I'm going to do the story and it's changed a bit. I'm not going to say anything yet, but I've got plans now that are clearer than what I had before.

This may or may not happen. I'd like it to happen, but it won't be for a fairly long time if it does. I have the means to do it and have been planning the story mode mechanics around it, but I won't have the time to start on it for a while.

Thank you for your support in this development. I don't plan on giving up on this and I apologize if my absence made it appear so.


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About This Game

The wild west just got a lot more wild.

Fight off steam-powered machines literally bent on destroying you. Use your arsenal of modified western weapons to fight back, using abilities such as shields and slow motion to get the upper hand. Use Room-Scale VR to duck and dive behind cover (you may even find yourself rolling and army crawling around to avoid fire). The weapons at your disposal range from scoped revolver snipers to gatling rifles.

Current Progress

  • 6 varied weapons - Double Barrel Sawed Off Shotgun, Lever Action Rifle, Gatling Rifle, Scoped Revolver Sniper Rifle, Heavy Pistol, Rapid Fire Pistol
  • 2 Abilities - Wrist Shield (expands when activated, recharges after taking too much damage), Slow Motion (Dodge enemy fire and line up your shots)
  • 2 Enemies - Small Grunt, Large Golem
  • 1 Location - Town Main Street

Work in Progress

  • More Weapons - At least 3 more weapons, 1 pistol and two shotguns, as well as throwables like dynamite, knives, and tomahawks
  • More Locations - Moving train (fight off steam-powered bandits), Large cage dome (captured by the machine leader, survive as long as you can. May have VS multiplayer later as well)
  • More Enemies - New enemies for each location
  • More Abilities - Based on locations
  • Revision of Current Assets - Making the weapons and scenery look more steampunk


System Requirements

    • OS: Windows 8
    • Processor: Intel® i5-4590, AMD FX 8350 equivalent or better
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 970/AMD Radeon R9 290 equivalent or better
    • DirectX: Version 11
    • Storage: 2 GB available space
    • OS: Windows 10
    • Processor: Intel i7-4770 equivalent or better
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 980/AMD Radeon RX 480 equivalent or better
    • DirectX: Version 11
    • Storage: 2 GB available space
Customer reviews Learn More
Mixed (18 reviews)
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