
Step into the Wild West future of Cowboy 3030, a third-person shooter with 3D bullet hell and roguelike elements. Play solo or team up with friends, as various heroes with unique abilities. Take on notorious alien outlaws, forge unique builds in every run and rise to become top gun of 3030!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 21 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About




Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Не очень. Как игра: нормальная поделка, но не цепляет. Может рекомендовал бы, если бы не цена. В этом (и соседних) ценовых сегментах есть большое количество более достойных игр. Робоквест/Ганфаер, в которые можно легко наиграть десятки часов, всего на пару $ дороже... А эта - ну, побегать на пару вечеров. Вроде всё хорошо: разнообразие (какое уж есть), "прокачка" (какую придумали), разные враги/боссы/персы. А по факту - неинтересное. Оружие одинаковое, персонажи большинство неудобные (придуманы "оригинальные" механики, а играбельность не придумана...) и скучные. Враги слишком похожие, "радуют" (насколько могут) только боссы. В целом, есть хорошие идеи. Реализация - душновата. Еще этот бег... нажатие клавиши переключает бег, а не ускоряет. А еще, если ты (я) поставишь бег на шифт, а додж на альт - у тебя каждый раз при додже на бегу будет появляться надпись: "Переключение на управление клавиатурой" 👍 зачем..? 🤷♂️
Wow what a fun game. I love challenging games. This game is on the difficult side so I recommend it to anyone that likes challenging games and is willing to deal with a learning curve.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Portuguese - Brazil, Spanish - Spain, German, Russian, Japanese, Turkish, French, Portuguese - Portugal, Spanish - Latin America
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Actually fun Rouge like, the 3030 reminds me of Deltron 3030 the hip hop album with del the funky homosapien.
A lot of interesting mechanisms and differentiation in the characters ([i]Teri's spread thing is a neat mini-game with each click[/i]) but I'm pretty sure the game has been abandoned. A shame, because it has / had a lot of potential.
[h1]Cowboy 3030, a visually weak looking 3rd person shooter roguelike, a gameplay strong feeling 3rd person shooter roguelike[/h1] Cowboy 3030 is a roguelike where you basically enter a wild-west looking "street", X amount of enemies appear and it's up to you finish them off before they finish you. As someone whom have played way too many roguelikes and roguelites, on paper Cowboy 3030 is something that should drop my interest very soon and be slammed with red colored thumb down review. The streets are very same looking after first time you enter one and at the very end of a run, the roguelike upgrades you gather during a run are quite unimaginative and mostly just "shield +X amount" or "firerate +X amount", chapter bosses are always the same (new boss designs are saved to NG+ runs) and guns you collect during a run are not too different from each other (each weapon category is saved for spesific classes, like only one gets sniper, while other only gets light machine guns etc.). However, where Cowboy 3030 very strongly shines is in it's gameplay, something that looking through gameplay videos doesn't easily come up but as you get to play it yourself you can feel you have a good time. Player character controls work well and enemy attack patterns are challenging yet avoidable when you focus to combat. In other words when you must focus to avoiding enemy attacks, that's when Cowboy 3030 is "the good s###". [h2]Verdict:[/h2] While Cowboy 3030 looks very simplistic in it's visuals and fails to follow good roguelike recepies (varying boss challenges in end of chapter [until you beat the game once] and upgrades are 90% boring stuff), it shines in it's gameplay. Despite the strong gameplay, I woudn't recommend this game at it's full price with current amount of content but it's a good pick on sale. And if nothing else, this would be a very strong job-application if people whom worked on this game were to apply work in bigger game studios that are spesialized in 3rd person "bullet hells" like Housemarque, Platinum games or Gearbox.
Feels like a game from 20 years ago. It's... Really not good.
A fun, cute, simple, straight forward roguelike in a cowboy setting. Think "Returnal" but with a western theme and on a much smaller scale. Online play works flawlessly, bring the homies.
Cowboy 3030 combines the swagger of a futuristic Western with the escalating chaos of a roguelike third-person shooter. Developed and published by Soy Boy Games, it places players in Hololasso County as a bounty hunter tasked with confronting the Nebularos, a gang made up of extraterrestrial criminals and robots. The premise is deliberately playful, mixing recognizable gunslinger imagery with advanced technology, alien enemies, electrical gadgets, and increasingly dangerous firefights. Rather than relying on the unusual setting alone, the game builds its identity around fast combat, randomized progression, distinct playable heroes, and a substantial amount of replayability. The shooting has a strong bullet-hell influence that makes movement almost as important as accuracy. Ordinary encounters can quickly fill the battlefield with incoming attacks, while specialized enemies such as snipers force players to respect positioning and timing. Boss encounters intensify the pressure with patterns such as sweeping waves of lasers that have to be avoided through careful movement and well-timed dashes. Because enemies employ different attack behaviors, surviving is not simply a matter of obtaining a powerful weapon and overwhelming everything in sight. Recognizing threats, creating space, attacking at the right moment, and maintaining mobility are essential parts of the experience. Character variety provides another important layer. Calix is designed for aggressive close-range combat, using a revolver alongside an Electro Lasso that can affect multiple opponents and a Flash Bang capable of disrupting enemies. Keri approaches fights from farther away with a marksman rifle and can strengthen ranged attacks through the Electro Screen while using the Bowling Bomb for additional offensive power. Teri offers another contrasting style with a shotgun, Magnetic Grappler, and Electric Shock, allowing enemies to be pulled into effective range and stunned. These differences give each hero more personality than a simple change of weapon and encourage experimentation with entirely different combat rhythms. The progression system is where the roguelike structure becomes especially noticeable. Abilities can be enhanced, weapons upgraded, and perks collected throughout a run to create increasingly powerful combinations. The progression grid changes between attempts by generating different perks, meaning players cannot depend on receiving exactly the same collection of upgrades every time. This unpredictability encourages adaptation. A run that begins with one intended strategy may gradually develop into something different depending on the available improvements, giving players an incentive to experiment instead of repeatedly following a fixed upgrade path. Randomized progression also provides the foundation for replayability. Discovering effective combinations is satisfying because improvements can complement a hero's existing strengths or encourage a different approach. However, raw upgrades never completely replace player skill. Even an impressive build still has to contend with enemy projectiles and dangerous attack patterns. This balance between increasing power and mechanical execution helps maintain tension as a run develops. Becoming stronger feels rewarding, but careless positioning can still turn a promising attempt into a failure. The futuristic Western presentation complements the action nicely. Revolvers, shotguns, bounty hunters, alien outlaws, robots, electrical lassos, magnetic grappling devices, and other science-fiction elements are intentionally thrown together into an eccentric setting. Hololasso County consequently feels less like a traditional frontier and more like a humorous interpretation of what Wild West mythology might resemble thousands of years in the future. The concept gives the game recognizable character without requiring an elaborate narrative to justify every encounter. Solo play works naturally with the roguelike structure, but online cooperative support for as many as four players substantially broadens the appeal. Having several heroes fighting together can produce considerably more hectic battles while allowing their different combat specialties to complement one another. Long-range characters can maintain pressure from safer positions while close-range specialists move directly into dangerous situations. The resulting cooperative chaos suits the exaggerated nature of the combat and gives groups another reason to experiment with different character combinations. There are some natural limitations to the formula. Players who dislike repeatedly beginning new roguelike runs may find the progression structure less appealing, while the combination of projectiles, lasers, enemies, abilities, and multiplayer activity can make intense encounters visually busy. The narrative is primarily there to establish the setting and provide a reason to hunt alien criminals, so anyone expecting a deep story-driven Western should adjust expectations. The real attraction is mastering combat, discovering builds, defeating bosses, and seeing how far a particular combination of upgrades can carry a run. Steam Deck compatibility is officially rated Playable rather than Verified. The game runs successfully on SteamOS and its default graphics configuration performs well on the handheld. Gamepad input is supported, making the core shooting reasonably suited to portable play. There are nevertheless some compromises: certain functions may require the touchscreen, virtual keyboard, or a community controller configuration, some prompts can display non-Steam-Deck controller or keyboard icons, and text may occasionally appear small. The native display resolution is supported, although it may need to be selected manually. These are inconveniences rather than fundamental barriers, making Steam Deck a practical option provided players are comfortable making minor adjustments. Overall, this is an energetic mixture of third-person gunplay, 3D bullet-hell dodging, randomized character building, and cooperative action wrapped inside a distinctive science-fiction Western theme. Its greatest strength is how its systems work together: hero abilities determine combat style, randomized perks encourage improvisation, escalating enemy patterns reward skill, and co-op provides another way to experience the same underlying mechanics. It does not need to radically reinvent the roguelike shooter to be enjoyable because its unusual setting and varied heroes give the established formula enough individuality. Players who enjoy repeated runs, increasingly powerful builds, responsive shooting, demanding projectile patterns, and cooperative PvE action should find plenty to appreciate. Rating: 8/10
It has promise, especially like the idea of the passive-tree grid. But overall a bit too barebones and the gunplay is horrible.
Also grundsätzlich ein solides Game, welches zumindest mit Freunden recht unterhaltsam ist. Kleiner Wermutstropfen bleibt aber ganz klar: Es gibt ungefähr 3 Räume im ganzen Spiel, die sich ständig wiederholen, wenn auch mit teilweise unterschiedlichen Wetter-Skins. Ein bisschen Abwechslung würde diesem ansonsten sehr kreativen und technisch sehr stabil umgesetzten Spiel also nicht schaden. Danke, Ende.
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Players by region
Where this game's players are, estimated from review languages.
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