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Far Far West

Far Far West is a first-person co-op shooter set in a weird, undead-infested version of the Old West. Players are robot cowboys who accept bounty contracts from the Town Sheriff, then head into mines and across plains overrun by skeletal outlaws. Revolvers and elemental spells share one loadout, and missions can be played solo or in squads of up to four.

Developer:
Evil Raptor
Publisher:
Fireshine Games
Release date:
Languages:
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Far Far West

About the game

Far Far West

The cowboys in this first-person shooter are robots, the contracts come from a town sheriff, and most of the outlaws are skeletons. Far Far West, developed by Evil Raptor and published by Fireshine Games, is built around mission-based co-op for one to four players, with rifles, revolvers and elemental spells in the same loadout. The tone leans comic rather than grim.

Top 3 Reasons to Play

Spells that react to each other. The six schools are meant to be mixed in the same fight: setting an acid puddle on fire produces a fire tornado, while other pairings summon temporary allies or leave healing zones for the team.

Missions run without a timer. That leaves room to ride a horse across the map and wander off the objective path:

  • Side tasks such as gold ore deposits and small puzzles.
  • Regions hide collectibles of their own, among them graves, music discs and treasure chests.

Boss fights that demand movement. The boss waiting at the end of a contract is rolled at random, and the same map can end in a different showdown each time. These fights call for repositioning and weapon swaps; there is no sprint button, but players can jump and air dash.

Story and Lore

The plot stays in the background. A town sheriff posts the contracts, the robot hunters take them, and the setting does most of the storytelling. Mines are haunted, storms can turn deadly, and a ghost train runs the rails. Questlines tied to individual regions open up the wider map as they advance.

That map runs from the starter regions of Far West, Desert and Canyon through the pine country of Woodlands and the snowbound Far Far North, then on to the Jungle and the volcanic Hellfire. Area 41 sits at the far end as a government black site with aliens and magnetic anomalies, and it pushes the Western into science fiction for the final stretch.

Gameplay and Mechanics

Contracts follow a set outline. The crew rides a train out to an open map, completes an objective to draw out the boss, such as loading dynamite into a missile or performing a ritual at a totem, and then takes the boss down. Ringing the bell at the station calls the ride home, and a last wave of enemies has to be survived until it arrives. The arrival point, objective and extraction spot are shuffled between runs.

Loadouts split into sidearms and primary weapons. The starting kit is a rifle and a revolver, and the roster grows to include dual pistols, throwing stars, shotguns, miniguns and stranger picks like lightning revolvers and tomahawks. New weapons become available after collecting their fragments during missions and paying gold at the Gunsmith, and every weapon levels up with use.

Magic comes in six schools: acid, cactus, electric, fire, frost and voodoo. Spells are not bought. A school grows as its spells are cast, and higher levels bring stronger ones. Players can swap between a gun and a spell on the fly, and a weapon's primary fire type can be changed to suit the build.

Jokers are perk cards that shape a build, and they come in rarity tiers. Those pulled from chests and rewards during a mission last for that run only; those tied to quests or weapon ranks are permanent. Higher weapon levels add more Joker slots.

Everything outside combat happens in the Saloon town:

  • The Gunsmith sells and upgrades weapons.
  • Spells get swapped at the Spell Hut, which also shows how close each new one is.
  • A shooting range lets a build be tested without risking a run.
  • Dr. Spark-Twist's lab handles hero Jokers, with boosts to stats like health and jump height.

Hero, weapon and spell levels all rise through play, and gold earned in missions pays for permanent upgrades. At level 100 a hero or weapon can prestige, resetting the level in exchange for rewards such as extra Joker slots or XP tickets.

Characters and Factions

Players control a robot bounty hunter, and the look comes from a roster of named skins. John Doe and Jane Doe are available from the start, and others are earned through challenges: the Gravekeeper asks for 30 graves to be found, the Wandering Trader for 30 trades, and Definitely Not Cryptic for 25,000 Cryptic kills. A few are bought for gold in the shop. None of them changes how the hunter plays.

Beyond the hero, the town's cast is small. The Trackman at the dock handles mission selection, and the Sheriff who posts the contracts is also the name of a playable skin, earned by completing 30 missions.

Most of the opposition belongs to the Cryptic army, a bestiary that runs from Grunts, Slingers and Kamikazes up to Deadeyes, Liches and Horsemen. Marauders, whose camps dot the Desert, are a separate group, and kills against them do not count toward Cryptic challenges.

Four Cryptic bounty bosses anchor the contracts:

  • The Cryptic Necromancer
  • The Cryptic Vulture
  • The Cryptic Train, which takes damage section by section
  • The Cryptic Saloon, a floating haunted saloon

Editions

There is only standard edition. No DLC, deluxe tier or season pass is attached to it, and cosmetic skins are earned or bought in-game.

The Early Access build already contains the core mission loop, co-op, character customization and side missions, while the developer has described further enemies, weapons, game modes and progression systems as work still to come.