

Blood West
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.


01About Blood West
Blood West blends Weird West legends and eldritch horror in a single-player stealth FPS. As an undead gunslinger, explore open areas, scout enemies, and choose whether to strike from the shadows or face them with firearms and close-combat weapons. Its three scenarios take place in canyons, a swamp, and mountains. Skills, experience, and artifacts support different playstyles. Steam players rate it 89% across 6,202 reviews.
Credits
Lowest recorded in 36 months
$0.002025-12-20 · Epic Game StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| German | Yes | Yes | — |
Show 5 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Hungarian | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| French | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play and control
The Steam PC version supports full controller input and is a single-player game.
Language
English has full audio. Supported interface languages include English and Simplified Chinese.
03Frequently asked questions
What is Blood West about?
You play an undead gunslinger in a Weird West haunted by demons and monsters.
What settings does it feature?
Its three scenarios span canyons, a swamp, and mountains, with open areas to explore at your own pace.
Do you have to sneak?
Careful scouting and stealth attacks are rewarded, but you can also confront enemies directly.
How does character progression work?
Experience, a skill tree, and artifacts support varied approaches, including stealthy hunting and aggressive gunplay.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
this game has a bizarre obsession with giving every female entity really big boobs and honestly im here for itShow moreShow less
Ok. Final release. What we got here.... ah nice artwork style, sounds and music, what else? Tarkov inventory with a lot of Tetris gameplay, some of you will like it. We got gore, we got 50% useful skills, others don't needed ever. And most importantly - we got gameplay - it's average, really, I spent 14 hours and it's always stealthy gameplay. Only headshots, or you waste all your ammo in 1–2 monsters. What a garbage idea. I really don't like it. Full gameplay depending only on stealth or you will be punished badly! Oh, and - all maps are dark, like in a coal mine. No lantern or anything - you can only turn Gamma high. MAP 1 - Classic western type. Pretty pleasant map. I understand that in early stages like Map 1 (I will call them Maps) we got apocalyptic situation with only 2 survivors, and that's OK. Low on ammo, adrenaline, horrors everywhere, and you're completely inexperienced with rusty guns. After 3 hours, you will get better equipment and Skills. You already know how to kill every type of monster on these Map 1. Ok, I'm ready to roll. Next Map.... MAP 2 Fcn Swamps. "We hate this place" Totem (Our Ally who bring us back into these Apocalypse) hate this place. I'm totally understood you, buddy. We got the couple of new monsters here. And the most horrible and fcn broken - Skin collector. Fat bastard that can outrun you. Broken - you can shoot in him, but hitboxes become broken while he's running on you. I died because of this 4 times. I shoot exactly in the center of his body - no splashes of blood. Nothing. Other fiends are ok. Last boss, not even a challenge. Stupid walking sponge that you can kill with 7 shots with nitro.... Boring. Positive side: I'm glad that they add some characters. That's all. MAP 3 Mountains. The worst design. The worst monsters, the worst..... I'm really tired of "bring that item and come back" New monsters (Bat dudes) - are the most disgusting among them. After their death, they spawn fcn leech that flies toward your face, and eating around 30 hp. That's a lot. And even if you kill them with STEALTH - they know where to fly. Disgusting. Kojima stop with your stealth ♥♥♥♥ please. Final boss... and ending. SPOILERS "Everyone died. The end" REALLY? That is all what you got? You like put the worst ending that possible. "Everything what you do was useless, and you lose your 16h of life = congratulations. Thank you for your money." So. I'm very disappointed. When it was EA only 1 Map that was enough. And that ending, and f up characters. I really don't know how to react. 5 Out of 10. I'm not recommend. Waste your time somewhere else.Show moreShow less
Blood West is one of those games I'll be proud I'm in for the rest of my life. It's been an immense pleasure to be a part of it and it's gonna be an even bigger pleasure playing through it now that it's out in 1.0. I've been waiting for over a year since I joined the voice cast to play it - that time is now! For the curious, I voiced 5 characters in total: - The Undead (skeleton fella who some of you have dubbed "Mr. Bones") - The Treeman (that holier than thou mofo preaching at your undead ass) - 3 enemy types: Skin Collector, Skin Seeker & the Cultist! Hope y'all will enjoy the game. I know I will. See ya Westside, partners!Show moreShow less
I truly don't mind Stealth FPS, but I can't in good faith recommend this game. Combat feels rewarding, yes, but the pacing is at a snail's crawl. You get punished for any small mistake that alerts nearby enemies. Progression feels rewarding, but its at such a slow pace that it's a struggle to stay engaged/motivated to continue. For stealth to be the main game mechanic here, it is not fleshed out well. You assume the enemies would not be able to see you if you're in a reasonable line of sight. I found that even if I'm one frame within the enemy's peripherals or a hair behind and to the side of them, the game still counts it as the enemies being able to see you. I've died multiple times because I assumed I would be able to get a surprise attack off to get face checked, which feels horrible given how scarce health items are. If there were more health drops scattered about, it wouldn't feel nearly as demotivating to die. Not that it's a massive downside to the game, but the lack of explanation on if you should visit other areas before the main objective (spoiler: you shouldn't) makes pathing a little confusing. If you're willing to put up with the progression slog and a lot of backtracking to return to safety/buy items/etc. then I'd say give it a try. If not, I wouldn't put yourself through the frustration. 6.5/10.Show moreShow less
Do you like reloading, stranger? 8 seconds to load 6 rounds into a revolver, 14 seconds to load 10 rounds into a rifle. No hyperbole - I love every painstaking second I spend crouched behind a crate, feverishly shoving round after round into my weapons, listening for the creak of floorboards coming closer and the ethereal whisper of some wretched undead thing, wondering if they'll pop 'round the corner before I get the last round in. 8 seconds to reload my revolver, 14 seconds to reload my rifle. I probably spend far too much time unloading the weapons I'm holding (they added a shortcut so you can take enemy ammunition, but it works on your equipped guns, too!) and watching in mesmerized silence as my gravel-gargling cowboy plonks a bullet into the cylinder, slowly spins it, grabs another round, thumbs that one in, and on... 8 seconds for my revolver, 14 seconds for my rifle. I experience the purest joy whenever I buy or discover a new weapon because I get to learn exactly how long it takes to reload from empty. Step outside, take a few practice shots, hit R, and watch the show all over again. 8 seconds, 14 seconds. And, hey, every weapon reloads one round at a time, so I can always interrupt it in a firefight! With how much noise I'm making firing a .45 willy-nilly into the dead silent night air, I will, assuredly, be interrupted. 8, 14. So I'll ask again, stranger: do you like reloading?Show moreShow less
I don't think I can recommend Blood West, though I wish I had a thumbs-middle option for it because I do enjoy some aspects of it. I like the concept, I like the aesthetics. The gameplay can be fun for a few hours. I feel bad about being negative on what is a passion project by a smaller studio. Here are my key problems with Blood West: 1: The Artifact System In Blood West, you can have up to 3 artifacts equipped at any time. The vast majority of these artifacts are very situational, such as only being useful against specific enemies, only being useful in certain environments, etc. The problem that having limited slots and situational artifacts is that you must do one of the following: * Leave less useful artifacts equipped when you don't need to (less effective) * Swap artifacts constantly (very tedious) * Use very general artifacts that are useful most of the time (boring) I chose #3, and I suspect many other players do the same. This is unfortunate because Blood West has MANY artifacts. I never used almost any of them because the basic +loot +headshot damage +revolver stats artifacts were always relevant and swapping artifacts constantly was tedious. 2: The AI Blood West's AI is really bad. They cannot climb ladders or terrain, allowing you to manipulate them easily. They can't navigate terrain well in general. If they see an enemy die, they walk right up to where it died, letting you chain kills. Poor AI means the player has less decisions to make and makes the gameplay more boring. 3: Punishment on Death doesn't result in the gameplay you expect as a developer... In Blood West, if you die some enemies respawn and you gain a 'soul flaw' that acts as some form of debuff, such as lower XP gained. Punishing the player in some way on their death seems like a good idea on paper. It adds tension and makes them care about dying. The problem is what this causes many players to *DO* about it. Many will simply choose to play as slowly and tediously as possible. Stealth all the time. Headshots all the time. No risky plays. No running in guns ablaze. Never trying a new idea because they have something that works. Always keeping one artifact slot filled with the coin in case you get jumped. That is frankly not a fun way to play the game. It's very boring and personally it started to really grate on me in the middle of the second chapter and was unbearable in C3. I wanted to go play something else instead and frequently put the game down after realizing how long clearing an area would take. And respawning enemies is never fun. If you just cleared half of the chapter's map and then died to an invisible enemy - now you have to kill dozens of those enemies all over. That feeling alone made me not want to play once or twice. 4: Repetitive Gameplay Blood West is not an immersive sim, despite any surface similarities. Unlike games like Prey 2017 or Deus Ex, your interaction with the environment is very limited and your options for dealing with most situations are very few. In an ImSim, those two are the key components. I mainly bring it up because ImSims by their nature tend to have a lot more variety and replayability. One time you may reach an objective by killing everything. Another by hacking. Another by bribing someone to tell you about a secret route. Another by stacking boxes until you get there. Another by creating a distraction and using stealth. Etc. Blood West does not play like this at all. BW does not 'need' to be an immersive sim, but that language shows up on the Steam page and in the reviews - and it's definitely not the case. Also: Because you can't simply re-spec at any time for free (it costs a potion that there are few of in the game), most players will stick with one build for the whole game, which is a bit of a bummer. 5: Other issues * Most of the skills are very boring, unfortunately. +X% XP is not a fun skill, even if it's objectively good in the long run. Neither is 15% more stamina. Towards the end I was just taking whatever because nothing sounded that appealing or interesting to me for my build. * Even with all the storage upgrades and the largest backpack, your inventory will constantly fill up with mostly useless junk. Dragging all of it back to the stash is not all that fun, and gets egregiously tedious in Chapter 3 when the chest is so far from the rest of the map. * The lesson about consumables still hasn't been learned. If you provide consumables that are even semi-rare, players will hoard them and never use them for the entire game. Many games have developed systems to keep players using similar abilities without this problem. Maybe the + accuracy alcohol is great, but I kept 'saving' it until I realized I had beaten the game. Same with the Keen Bolts, exploding bolts, etc. If I've only found <10 in my playthrough I'm never going to use them. * Notes as physical objects may be immersive, but it's frustrating. You have limited space and can't afford to carry dozens of these notes around with you. Which enemy is which again? I think a "Bestiary" with a picture and gets filled in as you find pages for each enemy would have gone MILES to making it a better system. The rest of the notes and journal entries you find could be added to some kind of book to keep track of it all. * More added later once I think of them 6: There's not a lot else here I'm willing to forgive the gameplay and mechanical flaws if there's something else here...but there's not. The story is fairly threadbare, there's few characters with few lines of dialog, there's no real big moments to notice. It has good style but not a lot of substance. I think I counted maybe 3 side quests? Each of which was "go to a place and bring something back" which is about as barebones as it gets. A game like this can work, but the gameplay has to be rock-solid in order to make up for the rest being thin. And IMO, Blood West does not have that foundation.Show moreShow less
Tom Clancy`s Juarez Doom SoulsShow moreShow less
I really like the game and its slow and methodical gameplay, but especially the atmosphere. But I want it to improve until release, so I'll try to give constructive criticism and will change this review to positive if some of the things I mentioned will improve. first of all, this game is dark, like really dark ALL the time in the first level. after spending an hour looking at grey in grey textures with little to no contrast I have to stop playing because my eyes start to hurt. It's really exhausting in that way, there's no torch or lamp you could use to ease your eyes from time to time and you spend A LOT of time in barely to completely NOT illuminated spaces. Which brings me to my second point: there are way too many caves that look exactly the same and are maze like designed. It's also really tiresome after a while. they all look the same, have the same enemies, feel the same and even sound the same. which brings me to my third point: in the first level there is only ONE ambient soundtrack song that is playing without pause. It's a good one and is fairly long, so the first two hours are okay, but after 6 hours you just want to punch that guitar player in the face. we definitely need more variation for that amount of time. I admit these are all minor nitpicks and rest of the game is pretty nice, but it could be even better if these issues are addressed! I'm really excited for full release!Show moreShow less
Sum-Up In-depth analysis further down. If you’re looking for some screenshots click here to view all the ones I took for this game. 🟩 Pros 🟥 Cons • Excellent non-linear gameplay formula that rewards caution, player initiative, attention to detail and doesn’t excessively hold your hand. • Vast variety of enemies, each with their own behavior patterns, unique skills and weaknesses. None of them feels recycled or lazy in design. • Huge world filled to the brim with secrets, hidden items, unique gear and special areas. Exploration is a delight shrouded in mystery. • Interesting side characters that don’t seem too clichéd, alongside a good amount of text-based lore fragments to add depth to the worldbuilding. • Tremendously satisfying gunplay, alongside a methodic combat system that heavily punishes rushing and rewards picking your fights smartly. • Severe power creep in Chapter 3; you’ll likely become OP, with no foe being able to put up a serious fight. • All three chapter bosses don’t pose a remarkable challenge, and feel too weak for the power level you’ll have when they’re encountered. 🟨 Bugs & Issues 🔧 Specs • The player stash can become unresponsive and slowed-down when it contains a huge amount of items. • Audio levels may not always save correctly when closing the options menu. • i9 13980HX • 64GB RAM DDR5 • RTX 4090 • NvME SSD • 2560x1600 Content & Replay Value: It took me around 30 hours to complete Blood West (BW), taking considerable extra time to explore all maps fully, and complete every side quest I could find. The entire content is linear; there’s no reason to replay once finished. Is it worth buying? Yes. The base price of 25€ is more than fair for this amount of content and quality. I can recommend buying even without a discount. Verdict: Excellent Rating Chart Here Blood West is a remarkably unique immersive sim; not only it nails all the canons that make this genre great, but adds loads of personality and twists to it, too. In-Depth Writing & Worldbuilding As if the Wild West wasn’t dangerous and merciless enough, a terrible curse was fated to add an entirely new layer of pain upon the land - that’s where you come in. Once living, now undead, recalled to duty by a mysterious shamanic totem, you’re tasked with eradicating the evil that has infested the world - now home to disgusting abominations and lethal monsters of all kinds. Not the most original premise overall, but it’s well-executed. The worldbuilding of Blood West is centered around a low-poly visual style that, however, is compounded with modern elements such as lighting and physics, to some extent at least. It works well, artistically speaking, and fits the theme perfectly thanks to a high-quality direction. Those who want the latest eye-candy will probably be disappointed, though. Despite lore and story not being its primary focuses, it does a good job at layering ulterior depth about the events that transpired to both characters and locales; lore files, indirect narration, and other cues from which players can draw their own conclusions. Each secondary character or small side-story is decently-written and, in most cases, fully voiced, which isn’t common for Indie-level productions such as this one - with good voice acting, too, I might add. The introduced characters are remarkable and some even display some degree of growth or changes depending on your choices. Overall it’s a good complement, despite it not being essential to the genre. Exploration & Secrets Each of the three non-linear chapters takes place in huge open-world areas you’re completely free to explore from the get-go, usually with no information other than a generic quest marker about what to do and a map; in some cases, not even that. It’s a good thing, as it encourages you to discover locations at your own pace without a set course to strictly follow. Wandering about deserted towns, muddy swamps and poisonous, cursed canyons is an interesting pastime for an undead, as most places hide copious amounts of resources, unique items, ammunition and key items to hoard. And hoard you will, since the global stash is shared in-between all Safe Zones, that usually also house unique NPCs, that give you quests, trade and reveal most of the information you’ll get about the world’s sorry state. You’ll periodically have to haul back your loot, organize, trade and depart again to explore another bit of the map - a gameplay loop that rarely feels boring thanks to the constant new flow of unique encounters, items, enemies and locations. Secrets are everywhere, some more obscure than others, but all of them rewarding in their own way. Fast travel is possible via several consumables, but that won’t really become a necessity until the third chapter, which houses the by-far largest area. Stealth, Combat & Bosses Blood West is, above all, a stealth-focused game, and this can be understood by the enormous amount of damage most enemies deal, their erratic patterns making targeting difficult once spotted, and their general lethality especially early on. Rush ahead like a madman and you’ll soon get destroyed by seven abominations fisting you through -multiple- orifices, or you might get out alive but waste half your ammo supply in the process. It’s a game of patience, of method and of preparation - understand how each unique foe behaves in combat, what their weaknesses are, pick them off you will make it. On paper, this sounds exciting, but in the end, the stealth system is simply too forgiving for multiple reasons, such as enemies not entering alert states when their allies die, losing aggro too fast, and generally being too slow compared to the player, which makes hit-and-run tactics exceptionally OP. I tried many builds with re-specs, and none is greater than pure stealth in terms of efficiency and ease-of-use, which is a shame. The roster of guns and ammo types at your disposal will be varied, with several unique variants, some even cursed, allowing you to further customize your build, in addition to the passive perks you’ll acquire at each XP-based level up. There’s no shortage of loud options, from shotguns to rifles to pistols or even straight-up dynamite - it’s really fun to just blow everyone to hell, if you can afford to. Death means not only backtracking and respawning most enemies, but also getting progressively more cursed with passive debuffs - all of this can be circumvented and healed with specific items that, until much later, won’t come cheap or easily. It’s a good and fresh system that, however, doesn’t come off as challenging due to sheer power creep and balance issues. Bosses are pathetic pushovers. I never even died -once- to any of them and blew all to Hell with the saved stronger ammo, consumables and explosives. I had far more trouble with some normal enemies than any boss. Trading & Side Quests At each safe zone, NPCs will trade unique and mundane items for money, and also buy anything from you. They also may give you quests as time goes by or specific main story events happen. In some cases, certain items can only be given to one of many NPCs, which in turn may unlock different consequences and items for sale later on. Side quests are very rewarding in terms of XP, items, and are generally worth investing time into. Despite their relevance, none of them is world-altering in the long run.Show moreShow less
I was genuinely interested in a Western FPS with Skills and Resource management, and with a swift look i liked what i saw. Sadly the game could use the tag souls-like. Because when you rest at a safe spot, all enemys respawn. If you die, you'll get a malus and the enemys respawn. That's a gameplay mechanic that i absolutely despise. It's not a bad game per se, it's simply not my cup of tea. Therefore i can't recommend it.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.