
Far Far 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 Far Far West
Far Far West is a 1-4 player co-op shooter set in a weird Wild West, where robot cowboy bounty hunters take contracts, blast monsters, sling spells, chase bounties, and customize guns, spells, and perks. On Steam PC, the game supports single-player, multiplayer, and co-op play. Steam player reviews stand at 95% positive from 32,281 reviews. Interface language support includes Simplified Chinese, Traditional Chinese, English, French, German, Spanish, Japanese, Korean, Portuguese-Brazil, Italian, Polish, Russian, Ukrainian, Spanish-Latin America, and Turkish. Released April 28, 2026.
Credits
Lowest recorded in 36 months
$6.632026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 12 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Turkish | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Co-op and play modes
The Steam PC version supports single-player, multiplayer, and co-op play. The core mode is 1-4 player co-op, where you team up to complete dangerous contracts.
Language and audio
English has full audio, and the Steam PC version lists subtitles in multiple languages. Simplified Chinese and Traditional Chinese are among the supported subtitle languages.
03Frequently asked questions
How many players can join a co-op session?
The Steam PC version supports 1-4 player co-op, plus single-player and multiplayer modes.
What do bounty hunters do in Far Far West?
They take contracts from the Town Sheriff, track dangerous targets, defeat monsters and bosses, and collect bounties.
Which languages are available?
The Steam PC version lists English full audio and multiple subtitle languages, including Simplified Chinese and Traditional Chinese.
What can players upgrade?
Players trade in town to upgrade guns, spells, and abilities, and choose perks for spell damage, healing, or headshots.
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.
While I enjoy the gunplay (lever-action, my beloved) and the movement is some of the most fun I've had with a shooter since Warframe, everything around it feels disconnected, strange, and more often than not... annoying. It's like somebody wished for a new co-op horde shooter on a monkey's paw, because everything that's cool about the game is dragged down by little annoyances that I don't really expect to change due to the game's massive initial success. For example... The maps are huge and full of side quests and activities! ... But none of the activities have anything to do with the gunplay. They're all little fetch quests, quizzes, memory match games, and other chores that are interesting exactly once, and yet these static maps with the same unrelated activities are meant to be replayed over and over again. It looks gorgeous in trailers and screenshots! ... But that's only because all of those trailers and screenshots don't show the HUD. In-game, more than half the screen is taken up by a massive, intrusive HUD that can't be scaled or customized in any way, making you feel like you're playing the game through a periscope. You can unlock and upgrade weapons! ... But only one at a time! You have to constantly end missions and load back into town to track a different weapon every time you finish one, with any additional weapon fragments earning you absolutely nothing (for now). Why is tracking even a thing? Why aren't fragments just a generic currency that you can spend on unlocking any gun you like? There's a spell system with reactive elements that interact with each other! ... But all of them just leave the same generic elemental pools on the ground that explode when anything touches them. This is a downgrade from the demo, where there were unique interactions between spells like spawning giant fire tornadoes. Why are these gone? EDIT: The fire tornado still exists, but only between the specific interaction of Geyser and Firebeam. There are grenades! ... But not really! All of the "grenades" bound to the "throw grenade" key are actually ammo boxes and heals, and there are no actual grenades. You can play it with up to three of your friends! ... But there's no real cooperative aspect to the gameplay, so it's more like you're playing alongside each other. Outside of heals/revives and certain events requiring everyone to be present to start, you're all just kind of doing your thing the whole time. In fact, you often hinder each other more than you help, as someone wandering off and activating a Well or a Storm on the other side of the map can spawn hordes on top of you or make the entire level pitch black without warning. There's a weapon/character customization system with perks! ... But most of the perks are useless joke perks that play a funny sound or else fall into the category of "5% chance for more damage." Worse, the most interesting perks that are unique to a given gun require massive amounts of grinding to unlock (level 100 in a weapon). There are cool, cinematic boss fights! ... But they're all completely non-interactive damage sponges who float around in the sky while hordes spawn. I dunno. It's... fine, I guess. If nothing else, I'd love for them to add a way to scale the HUD and disable certain HUD elements (especially the annoying dialogue pop-ups). I'm fine so long as I'm plinking guys with a lever gun, but I'm sick of doing it through a tiny window in the middle of all of the unnecessary UI. Unfortunately, the dev team of 8 people(!) have already retreated into a Discord echo chamber to huff toxic positivity, and the game's massive financial success and overwhelmingly positive review score give me the impression that many of the game's minor annoyances are never going to be fixed or improved, as they'll be too focused on churning out new content to satisfy the inhabitants of the echo chamber. I've already been through this song and dance with Helldivers 2 and Destiny 2, and I can already feel it happening again. Please, please prove me wrong, as I'd love nothing more than to eat my words. I know I might sound kind of smarmy and jaded and negative, but I bought a copy of the game for myself and two more for friends, so believe me when I say that these critiques are coming from a place of love.Show moreShow less
Amazing substitute for Deep Rock Galactic. For YEE and HAWShow moreShow less
I'd give a mixed review if I could. There's a lot of cool stuff here but the game feels like less than the sum of its parts. There aren't really any central design elements or philosophies that tie it together leaving gameplay feeling unfulfilling and largely just annoying. The good: - Guns feel good! They're varied, fun to shoot, and (largely) feel powerful. - Elemental combos are well thought-out and reward you for using multiple cooldowns in quick succession. - Maps are varied visually and in terms of terrain but being static means you can learn them and learn quicker routes around - which is good! - Jokers can enable really cool builds when the stars align. - Core movement feel is immaculate spamming dashes into jumps to move faster is very good. The bad/The annoying: - You have to stand still and hold a button to do practically anything. Pick up a joker, press a lever, pick up a doohickey, press a button, mine a gold rock or objective, etc etc etc. The game is clearly going for the deeprock/helldivers gimmick of doing objectives under fire but most objectives simply aren't achievable under fire with these limitations and with how difficult it can be to offer a teammate cover due to how many projectile enemies there are, and as a result you're forced to just time out a horde and complete objectives in silence. This isn't universal and some are easier to do under fire (such as relieving pressure on the laser cannon) but by and large this gets old fast. - Bosses just... suck? At lower difficulties they fall over and at higher difficulties they're just bullet sponges that various game mechanics just arbitrarily don't interact with at all (ie. saloon has no weakspots and ignores most spells). The biggest threat is never the boss and is always the waves of the same enemies that it spawns. For something that appears in every single match as a key objective a lot of iteration is needed here. - What is the point of snakes? They interrupt you for about three seconds which isn't nearly long enough to be threatening, just enough to be annoying, but they're abundant, stick to the ground below hordes, and only make their sound cue a moment before latching on, so they aren't really effectively counterable either. What do they do? How do they encourage me to play around them like disablers in most horde shooters? They don't. They introduce friction for no reason. - Deadeyes are already being named for nerfs but again, I question what design goal they're meant to achieve. Multiple can spawn at once, they can't be dodged, they have to be flinched or blocked by terrain, and they need to be blocked by terrain for a fair moment to break tracking, and they're fairly tanky, making them difficult to effectively counter... but they do 10 damage on very hard difficulty. All of this adds up to, again, just make them annoying! - Most other enemies aren't as bad but outside of exceptions like the guys with claws that rush you most enemies just repeatedly chip you or are just generally annoying without posing any real specific individual threat that forces you to play around them. - Player health isn't thought out well. Similar games like Deep Rock and Darktide use regenerating overshields as ways to allow players to take chip damage while still having health as a resource to be situationally used. Since you just have a health bar in this game, that's not the case... but as noted previously, most enemies are effectively designed to chip you anyway, which is why healing is so abundant. But with healing so abundant, the game is forced to just spam enemies at you on higher difficulties, and with no damage cooldown or healthgate you just sort of immediately die when too many are on screen :/. It's not really a fun form of difficulty. - Storms - what's the point??? The entire lobby is punished when one person wanders over a hill into an arbitrary mine or fires past a horde into a beam of light. I get something like this as an occasional thing like a witch but having it as the primary way large hordes are triggered feels very arbitrary and frustrating. - Wells - you're forced to take them every time because of the promise of potential permanent progression and sometimes they just punish the whole lobby with a modifier. Yay. - Fragments - why do I need to track a gun? Just let me pick them up and spend them on guns as I see fit. - Jokers - rarity doesn't even remotely correlate to joker strength. A bit of variance is fine but a number of legendaries and purples are useless while some greens and blues are extremely powerful. This is exacerbated by the primary means of attaining more jokers being gambling. There's a lot of core stuff here that does work but in general the game feels like a lot of content slapped together rather than a number of intelligently designed mechanics that mesh well with each other. I was hoping a lot of the existing content would've been reworked after the playtest and was disappointed to see it was just... more of the same.Show moreShow less
I saw a wishing well, toss a coin in it, and got myself nuked this game is incredibleShow moreShow less
Gonna throw a scorching take for this one. Far Far West is another in the latest of indie offerings that’s so close to executing its idea well, but just doesn’t have the resources to get it over the line. Maybe it makes it there, but it’s likely to be another 2-3 years before we’ll know if it has what it needs to be a solid live service experience. Right now this is an okay 3-7 hours experience that you’ll then have to put down and come back to in a few years when it’s got more going for it. My chief complaint is that there isn’t enough happening in the game experience at the moment. Each map has a big open world, but it doesn’t feel like anything happens in it as you go from place to place. Combat has high moments (good boss fights and some sick explosions) but otherwise feels somewhat weightless and bland. Some of this we can chalk up to early access woes, but fundamentals are often already baked in that are unlikely to get changed, such as the weapon handling and sound effects. Like, why does my revolver feel like a laser pistol? Why is the upgrade system so generic? At this point the dev team are going to want to focus on content, which will perhaps alleviate the world feeling barren – maybe by adding in random events – but basics like weapon feel are unlikely to change at this point. I think what works about Deep Rock Galactic that doesn't work in this is the individual progression of different classes feels much more rewarding than in Far Far West. Everyone's generically the same in Far Far West, and the lack of weighty weaponry compounds that middling sense of limited character identity in the game. Furthermore, the open world doesn't do Far Far West any favours. You drop in with a mission to do but the game's like "well you don't have to rush to it, there're other things to go look at", which gives the missions a weird sense of pacing. In Deep Rock then you're typically being pushed towards the objective all the time, but you can come across emergent events that give you other thing to do and those feels compelling and natural when they come up. Far Far West it's like "well there're secrets and other things to do if you want to go check them out?" but the whole point is I dropped in to do this mission, why am I traipsing over to a '?' point just to receive a mini game side quest? Maybe this works for people that want a more casual experience, but, for me, it made the mission pacing feel weird. Like I'm wandering around this big empty map stopping off at various points that have nothing to do with why I'm in the mission. And the diversions didn't even necessarily feel that worth it? Even worse, there're collectibles and secrets to spend time wandering around the map to find - can the experience be a touch more focused please? I'd rather just be doing the mission and have stuff come up more organically. My friend noted that it felt like the open world only exists so that they developers could give the players horses to ride, and I don't disagree with that comment. In Far Far West's defence, the price tag is extremely good for what it is, but just because a game’s cheap and has a good base to work on doesn’t mean the current loop is compelling enough to be my next big time sink. I’ll be back in a few years to see if it makes it.Show moreShow less
Imagine Helldivers 2 but the community isn't in a uphill battle against the antagonistic devs who wants to make the game as unfun as possible :DShow moreShow less
Fair warning to gamers with light sensitivity / epilepsy: the game is very flashy and whlie there are accessibility options but they don't do enough.Show moreShow less
The game is good and has a lot of potential, but mind you that the "extremely positive" reviews don't fool you; the game has a lot of problems —yes i know is an early acces—, but people act like the game cannot be criticized or is perfect and is not: If you play on very hard mode and nightmare you'll notice more and more that there's a predominant build based on movement speed, has decent amount of weapons for a new game but saddly not every weapon holds onto high difficulties, you'll mostly see minigun, shotgun, and sheriff star builds. The enemy spawns are awful they can litteraly spawn at your back —hence why movement builds are so dominant—, some enemies are extremely opresive like, snipers, zombies —the flying things that does an AoE attack — and the mini boss that looks like a knight. I hope the bosses get reworked or improved, not many people will like this but a boss fight that depends a lot on minions is a bad designed bossfight, specially when bossfights are "core" part of the gameplay. Spells are an interesting twist but having a linear progression on them ruins the purpose, just think on how Helldivers implements difficulty, you can take only the basic stratagems and weapons and still be able to clear superhelldive difficulty (10), in far far west... good luck trying to clear nightmare with fireball and the other basic spells, even with combos, this is a problem because it creates a very defined meta, as a result the variety is reduced. As example Sniper should be the higher damage dealer on the game; it has slow fire rate, it's a single target weapon, but no —even with a build focused on damage [glass cannon, and similar jokers]—, minigun and shotgun does that better, and what about clearing minions? well the same. Adding more weapons and spells before giving existing ones a solid foundation will only lead us down the path of power creep. Good game but is not perfect and if people doesn't point the obvious flaws and keep pretending is perfect could do more harm than good. And no i don't think that the dominant builds need to be nerfed i think that non dominant builds needs to be buffed so we can have multiple options to choose and play and enjoy.Show moreShow less
Fun, but pretty quickly loses momentum. It needs a lot of work to create replayability, but so far has decent bones. Comparing to DRG is not accurate. This is like DRG but with only 1 class and no digging mechanics, which kinda just means that it is a generic horde shooter. The weapons are not very creative, nor do the augments really do anything game-changing. Some of the spells are cool, but it takes a long time to grind for them and a lot of the cool ones have very limited usage. Solo or multiplayer doesn't feel that different. Multiplayer isn't all that engaging, but at least you don't immediately lose if you die. Solo makes the gameplay feel less rushed and you don't have to follow the team. Feels like this game is about a year of development away from being worth caring about, and we all know how quickly Early Access games lose momentum these days. At least they aren't demanding $30+ for this.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.