Solo development · Godot
Saloonery
Saloonery is a fast-paced, first-person "boomer shooter": grab a revolver and blast away outlaws across dusty desert bluffs, snow-capped mountains, and the ruins of a cult hideout. I designed, built, marketed, and shipped it entirely on my own, from the first prototype to a public Steam release.
Overview
After years of leading a team on Kittens with Cannons, I wanted to prove I could take a game from nothing to a store page by myself. Saloonery is the result: a single-player campaign, a set of elimination contracts, and wave-based survival modes, all built around old-school run-and-gun combat with a modern trick or two.
From concept to release, solo
I founded Bow Tie Cat Studios LLC to run Saloonery as a real, released product rather than a portfolio piece. That meant owning every part of delivery myself: coding, level and encounter design, UI/UX, debugging, store page and marketing assets, and the release process itself, including Steam Cloud saves, Family Sharing, and 19 unlockable achievements.
Gunplay built around bullet-time
The combat loop centers on 16 weapons across rifles, shotguns, and sidearms, with dual-wielding and a bullet-time mechanic for lining up precise shots under pressure, plus sprinting and dashing to stay mobile against groups of outlaws. Weapons unlock through play, and four difficulty levels let the pacing scale from a relaxed shootout to a genuine challenge run.
Missions, contracts, and survival
The campaign is built from 9 main missions (roughly 1–1.5 hours of content) punctuated by two boss encounters, plus 7 shorter side missions for players who want quick, focused engagements. Wave-based survival modes round things out for players who just want to keep shooting.
Shipping and post-launch
Saloonery released on Steam on July 29, 2025, and has held a 97% positive rating. Post-launch, I kept iterating based directly on community feedback, the same ownership-heavy loop of coding, testing, and shipping updates that defined the whole project.
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