
Weird West: Definitive Edition
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 Weird West: Definitive Edition
Weird West: Definitive Edition casts you into a dark-fantasy take on the Wild West, where lawmen and gunslingers share the frontier with fantastical creatures. Follow intertwined stories of unusual heroes and shape them through your choices: characters, factions, and places react to what you do. Player rating: 77% from 3,979 reviews. Release date: March 31, 2022. Interface languages: Simplified Chinese, Traditional Chinese, English, French, German, Spanish, Japanese, Russian, Korean, and Portuguese-Brazil.
Credits
Lowest recorded in 36 months
$5.042025-11-20 · 2gameBase 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 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
Steam PC edition data · 2026-10-31
02Before you buy
Play style
The Steam PC version is single-player and has full controller support.
Language and audio
Ten interface languages are supported, including English. Full audio is in English; subtitles are available in English and nine other listed languages.
03Frequently asked questions
How is the story structured?
You move through the origin stories of unusual heroes whose paths converge in a final chapter.
Does the world respond to choices?
Characters, factions, and locations react to your decisions, and your actions and past choices shape the story.
Can I play alone or with a group?
Yes. You can venture out alone or form a posse.
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.
Weird West is available on Gamepass. Get it there, or don't get it at all. I finished Weird West, and I think I did it out of contempt - either for myself or the game itself, it's hard to say. It starts out well enough, a western fantasy with all the expected trappings: You hunt bounties to buy your first horse, collect upgrade points by picking them up off the ground (Weird West does not use a Level system. You get two 'currencies' found in the field: one per character and one for your 'account'), buy some guns, realize that the Jump Dodge is the most powerful ability in the game and you get it for free, and then complete the first character. And then you realize that changing characters resets all of your ability points. And the characters share 95% of their ability pool, save for 4 somewhat unique and largely irrelevant and ignorable abilities. And then the horror sets in. Yes, the game does expect you to grind back up those abilities you were just using again, four times in a row. Yes, you will be expected to farm up a horse for each character. No, none of them change the game significantly between the five, and you will be using Ambush Silence Rifle attacks to solve every single problem in the game. And that is where this review started. I got suckered in. PREY was a long time favorite, and Immersive Sims are a genre always in need of love, and who doesn't like the 'Choices Matter' Tag. But Weird West's structure begins to creak early, and you can hear the bulkheads buckle at roughly the same time as you realize that the game primary system of progression for every intent and purpose does not exist . While yes, you can pick up relics and cards (Your character and account progression, respectively), the only thing relics do is allow you access to your Action Point (Mana) abilities, and AP is tremendously easy to burn through, so you're heavily encourage to spend it on the show-dodge (which slows time to a crawl, gives your guns free reloads, and allows you to shoot up to 100% faster, which is wildly, *insanely* overpowered for it's cost) and a silenced rifle shot that deals critical and 200% amped damage. These two tools and the crabwalk sneak will get you through Very Hard without incident. But that means you only need one (1) upgrade point. Show dodge is free and silenced sniping is a single relic. You can easily beat the game with only these two tools and a sufficiently powerful rifle and pistol, both of which can be earned less than an hour and a half in the game. And that's...it. You can get a little more health from the Gold Cards, but you reach a point in the game where more money and more abilities simply don't help you. And that means you have no pressure to explore, and it means that the whole game turns to busy work almost instantly. Pathologic 2, the Patron Saint of immersive sims, knew that the difference between "A catastrophic waste of time" and "I found a single bit of string I am saved" is how tightly you control the pressure on your player. *Pressure* is what makes an immersive sim an immersive sim. Weird West has no pressure, exploration grants you nothing, and it all gets reset when you go to the next character anyway. So why bother? After a few hours: You don't. So all of the incentive is to just rush the main story quest, and while you're doing that, the game is constantly intoning about an oncomming Zombie Plague, or ghosts who might have secret quests, or secret artifacts with even more fantastic power. I never found any of them. No plague ever arrived. I never located a single ghost quest. The only relics I ever found game me abilities I didn't need to use. There are a lot of flowers, totems, and weird anciliary items that aren't labeled as junk but also don't seem to have any actual use in game. They might be locked behind a side quest or a special area or the ♥♥♥♥♥♥♥ alignment of the stars, I have no idea. The game might have an entirely different strata of systems that I never engaged with, but I need to stress that absolutely nothing points you to them. The game is constantly screaming "Explore! Do things! Be free!" but the sum total of that freedom appears to be the age-old trap of "Ooohh, you can kill everyone in this town! Even the quest characters! Digital Freedom!" which as an RPG game design habit is as bad as the "Battle Royal" is to the FPS. Yes, it sounds very good on paper but there's a reason only a few legendary games pulled it off. The ability to shoot a town dead is only as good as what you get from it, and the constant drag hanging over weird west is "What do I get from this?", and the answer is often a resounding "Poorer in bullets and weaker in consumables." I wouldn't say the game actively discourages exploration, but it does absolutely nothing to encourage it. And we should talk about "Freedom". See, the thing about being able to just do whatever is that you need to be able to make your own story if you're going to just hand over that sort of power to the player. Starsector, Kenshi, ♥♥♥♥♥♥♥ Crusader Kings know that if you're going to try to sell a Sandbox, then *the player* is the one who gets to say what the story is about. Weird West can't afford that freedom, because the plot must adhere to it's rigid structure. You can't go back to previous characters once their story is over. You have zero control over what towns get repopulated or taken over by bandits. Things just happen, and while the game will talk about your choices, it's all roughly the same level that Skyrim . In otherwords: Go ahead and slaughter the west down to the last screaming ghost, you're not changing anything. Despite it's pedigree, despite it's effort, despite the pants-♥♥♥♥♥♥♥♥♥♥ insane price (if you take nothing else from this, take this: You are being scammed if you buy it at $39.99), Weird West can not rise above feeling like a Game Jam test case that out-grew it's mold. Like the devs got a contract to make an Immersive Sim only to realize 30% of the way in that they never found the fun. I, at least, never did. I finished it because the mystery was compelling enough to deal with Use Gun On Man for 20 hours, but not compelling enough to forgive the absolute disaster that proceeded it. And that ending, for what it's worth, is not worth the effort it took to get there. The final moral boiling down to a slightly edgier reading of "The Journey is what matters" comes across more as a desperate attempt to avoid rendering more than two endings. "What did I feel", asks the game in it's final moments. Pissed off, mostly.Show moreShow less
Picked up a lamp during the tutorial and walked into a wall. The lamp set the house and myself on fire. Proceeded to walk outside where my son died apparently and then a cutscene initiated while I was still on fire. I died mid cutscene.Show moreShow less
Not worth the cash. Feels very incomplete. I'll preface this by saying I really wanted to enjoy this game and I absolutely love the environments/world. I will also give the context that I played 6-10 missions. Now for why it was so terrible: - Controller will simply stop working in game menus. You can get around this by switching to mouse and keyboard. - Enemy and companion AI is very wonky (5-10 second windows of standing still midcombat, teleporting onto roofs). - In addition to this, enemies can see you through walls and other solid objects. - Trespassing zones vs non-trespassing zones are not labeled separately e.g. identical buildings where one building would be trespassing and one wouldn't be. Making this impossible-to-avoid mistake can tank your reputation and make NPCs unwilling to communicate. - Controls felt unforgiving to the point of being unfun. Tried both controller and keyboard and neither felt comfortable or intuitive to use. - Camera was the biggest enemy. It's possible to see inside buildings by aiming inside, but there is not enough control to make that consistently work for the player. Similar situations arise when you attempt to go up or downstairs. - Lack of map. The mini-map was a great feature, but not being able to see the entire map made boring areas into insufferable areas. - The vendor system is cumbersome. The idea of having different vendors for different items is fun, but when none of them have unique dialogue or any questlines, it just turns a simple chore into dozens of minutes of footwork in a town that you don't have a map for. - Menus could use an overhaul. Sort functions are minimal (example: can't sort by sell value) and the blacksmith upgrade menu doesn't preview any blacksmith upgrades without materials. Menu complaints might seem trivial, but in a game where so much of your time can be spent in menus (think Skyrim) then it could have used more love.Show moreShow less
I buried my murdered son then dug up his grave, looted his skull and bones and sold it at a pawn shop for some snack money. 10/10Show moreShow less
I'm so sad. I'm so very, very sad. Man do I wanted to love this game... But I can't. It's clunky, clumsy, unpolished, and deeply, deeply flawed. Some of the issues : The enemies are dumb, but meh, okay I can deal with that. Allies are idiotic imbeciles who will get in your way and in your line of fire every chance they get (thank Zeus I only found one of them so far, I've no idea how I would handle 2). Fighting is... odd. It never feels properly handled or dynamic enough, always ends up a disorganized mess, but not in a good way. Not being able to shoot around your cover (only above it) is a big part of that. And the camera... the camera is the worst I've seen in a long time. Indoors, it's barely manageable, and if the building has stories... The worst part is trying to see INSIDE a building from the OUTSIDE (through a window or a door). I've yet to figure out how to do that, no matter which angle I try, walls get in the way. That's a BIG PROBLEM for a game that offers the possibility of steath. And then, what triggered me to write this review : I managed to stealth my way into a bedroom where my target would enter. Her bodyguards where not far behind, had to act quickly. Hid in the bathroom. She walked in and I split her head in 2 from behind, with my machete. Now, quickly, close the door before the others get a chance to see the body. Except... My companion was there. Standing peacefully in the doorway. And when I tried to close the door, I entered in conversation with that idiot. Paniqued, I pressed "esc" to leave the dialog box, but no, that brings up the menu. And there I was, in plain view of the enemies, talking to my buddy with their bosses body at my feet, and they opened fire. My buddy returned fire... from his position. IN THE MIDDLE OF THE DOORWAY, right in my line of fire... I shot him down. No choice. And then got shot down myself. Just another sad, pathetic tale of the Weird West, I suppose. TL;DR : please fix this game. Pleeeeeeeeeease, fix this gaaaaaaaame ! :'(Show moreShow less
I'm up to the last chapter of Weird West, and I really don't feel any motivation to finish the game. I think I could probably stop there, but it feels bad to do so. Weird West is right on the boundary between recommend and pass for me. Weird West is by a bunch of former Arkane developers, and it shows. The sharp art style, great lore, and a world that feels expansive are all here. That should be enough. The pitch is delightful and straightforward. "What if Fallout, but crossbred with Dishonored and the Wild West?" You hop from character to character and explore a top down tactical shooter full of occult weirdness. I should love this game. And the loop is solid enough. The gunplay feels pretty solid, and each map poses enough of a challenge that you can engage a little tactically and be better for it. But. Well, there needed to be more here. There's werewolves, witches, enchanted pigmen, cannibal mermaids, fungus zombies, sure. But there's shockingly little in the way of sidequests, or detail to flesh the world out. By your third character, you begin to wonder what will change, or if you'll see enough to justify sticking with the story (the plot of which you'll see coming long before the game thinks you will). The bummer of it all is that all the pieces are here. The devs needed to be a little more creative in their quests, and a little more willing to write out some side stories, and this game would've sung. The fundamentals are right, but there's just not enough meat on the bones here to stick through to the end.Show moreShow less
To it's credit, I did actually finish the game (~20 hours, definitely could have done it faster), which is more than I can say for a lot of RPGs, even those that I love (still haven't finished Baldur's Gate 2!). I started out pretty excited by the setting and style of gameplay, but quickly found that there really wasn't much to the progression or the combat, and even the random encounters started repeating pretty quickly. It all starts to feel the same pretty quick, and whereas with the first character I did some exploring and bounties and such, it quickly became apparently that not only was that pretty pointless, but you'd just be repeating the same things over and over. Even upgrading weapons seemed pointless given the amount of effort it took to collect silver or gold ore, when you could just start buying legendary weapons from shops. And honestly, there wasn't a big difference between a purple or orange weapon. "Nimp relics" are the currency you use to unlock abilities, but even playing on Hard, it quickly became apparent that other than 1 or two abilities (like becoming immune to damage for a few seconds, or healing), none of them really mattered. Just pull out a fast-firing pistol and mow everything down during that invulnerability period. If that particular character doesn't have invulnerability, just grab some med packs or I guess actually use cover. I think I had 30+ nimp relics at one point because I just didn't bother spending them anymore, especially when you know the upgrade will go away as soon as you start the next character. And once I got a relic that auto-reloaded my weapon upon getting a kill, things got kind of ridiculously easy in combat. The stealth mechanic was kind of OP in the early game (since you could one-shot KO someone from behind from stealth, but a normal fight would take like 5-6 shots), but also quickly became pointless. All it would do is draw the missions out, so other than a few keys spots where I didn't want to murder innocent people, I didn't use it from the 2nd character on. Was hoping more would happen with the setting... it was an interesting premise but just didn't have enough weird random encounters and stuff for me to feel like it really took advantage of it. Story was fine. If this game had gone much past 20+ hours, though, there's no way I would have finished. The only reason I powered through the last few hours was because I knew I was nearing the end and thought it would be a nice change of pace to actually finish a game for once.Show moreShow less
Review by Gaming Masterpieces - The greatest games of all time on Steam. Is this game a masterpiece? Yes, but what did you expect from the makers of Dishonored? It is a single-player action role-playing game in real time. In the (more or less) inevitable fights you control your hero like in a twin-stick shooter. LS to put on your weapon (pistol, rifle, stick of dynamite...), RS to aim, RT to fire. In addition, you have to move, reload, change weapons, take cover behind rocks, run, roll, duck, rotate the camera, zoom in or out... all this can get quite hectic. Your skill decides the outcome of the battle, but of course many other aspects also have an influence. The choice of the correct weapon, your firing position and sufficient ammunition must be taken into account in the chaos of the battle (or even before). You can also sneak past some enemies or surprise them with your first attack, causing significantly more damage. Silently taking out enemies from behind is also possible. The battles are fun once you get used to the controls. However, they have little in common with the (always pausable) battles of the old classics like Baldur's Gate. Weird West is an action role-playing game! At the beginning we play the former bounty hunter Jane Bell, who has retired to a farm with her husband and young son to grow maize and have a quiet life. Of course, this doesn't happen - bandits raid the farm, shoot our son and kidnap our husband. And so the story begins - we dig out our guns from the old days and head into town to free our man and exact terrible revenge. A typical story like from an old Italo-Western. On the way into town we are attacked by coyotes (!) who run straight at us to attack us. Apparently the poor animals are completely starved, otherwise they wouldn't resort to such suicidal behaviour. In any case, using our pistols, we finish them off, which we can now eat in turn. In contrast to many other role-playing games, we do not find gold coins or other equipment among the defeated animals, but meat (or other animal remains). Really well done are the vultures that circle around everywhere and immediately set about consuming dead enemies. So we have to hurry to collect the meat from dead animals or there won't be much left. If we have enough ammunition, however, we can also hunt down (and eat) the vultures. Food, by the way, is prepared at the fireplaces that can be found regularly, and different foods regenerate different amounts of hit points. Hit points are also regenerated while sleeping (only possible in beds), by eating fruits growing in the wild, or by using bandages. The game world consists of an overview map on which we can travel around between the different locations. On the way from one place to the next, random encounters with different enemies (or travelling merchants) are possible. The individual locations consist of maps of different sizes, on which we can find countless objects that we can collect, examine, read or carry around, in addition to other characters. Some things we can also throw, such as oil lamps, which can cause quite a conflagration. Sticks of dynamite are also extremely effective in eliminating enemies. The day/night cycle is not just a graphical gimmick, but also has an impact on the game world. At night, most NPCs are asleep, which can be used to break into the neighbourhood. The weather also has an effect - during rain, for example, some things don't burn as well. On the other hand, lightning strikes can occur. Weird West is a dark fantasy reinterpretation of the Wild West, where lawmen and gunslingers share the world with supernatural creatures. As the game progresses, we slip into the roles of other "heroes" of the American frontier (five in all), whose stories converge in a common finale at the end of the game. The characters are quite unusual: in addition to a bewitched pig (we used to be human) and an Indian (he belongs in every good western), we also play a werewolf. We either play alone, or take up to two other (fully computer-controlled) characters into our group to support us. Random events occur during the game, and the environment (individual characters, factions or even towns) react (benevolently or hostilely) to our actions. While the essential locations are fixed for each story, additional locations are randomly recreated each time we play to provide some replay value. Weird West also allows for different approaches, from bloodbaths to sneaking around without killing enemies. If you take things that belong to someone else (i.e. steal), you should not be observed doing so. After all, this does not necessarily lead to greater popularity. The world is populated by different factions. In addition to an Indian tribe, a group of mercenaries, nomads, lawmen and an association of monster hunters, there are also crazy occultists running around in this interpretation of the Wild West. Weird West shows the environment in isometric graphics. This can be rotated continuously in all directions, which works well and is necessary in order not to miss anything, but can also quickly lead to losing one's orientation. Furthermore, you can switch between three zoom levels. This allows you to observe your figures from a distance outdoors, but, for example, to zoom in closer in buildings to search through the various furnishings (and not just see walls all the time). Works well, but definitely takes some getting used to. A cel shading look was used to create the graphics, which makes the models look as if they were created by hand in the style of a comic or cartoon. Borderlands (or XIII before it) already used this style of graphics in computer games. The texts can be enlarged, which makes it easier to play on a TV further away. Ultrawidescreen (3440×1440) is supported - and is also exceedingly helpful to get a better overview of the action. The game can be controlled entirely with the gamepad, although the use of mouse and keyboard is also possible on the PC. Cloud saves are supported, with F5 a save can be created quickly at any time to try out a risky manoeuvre afterwards. Actually, every firefight is risky, we can only take a few hits and our enemies act quite aggressively when they have spotted us. Our hero can carry around a lot (48 to be exact) of things, plus amulets and a waistcoat. When the inventory is full, things can be thrown away, sold, used up or rented in a locker in the city. Weapon talents can be learned (for this you need relics that can be found in the game) to unlock new abilities (for example, a fan shot or a whirlwind punch), extras improve character values and make the hero even more efficient. Conclusion: Weird West is an action-packed role-playing game in a Wild West-inspired fantasy setting full of monsters and magic, different factions and randomly generated side missions. If you like twin-stick shooter gameplay enriched with an interesting story, different possible play styles (from aggressive to pacifist) and smaller role-playing elements, this is the game for you. Different approaches are possible, but in the end the focus is clearly on the action.Show moreShow less
Wanted to like this game but it's just not all that fun. The setting, atmosphere, unique take on the old west is very cool. However the combat(just horrible), braindead AI of your posse, absolutely annoying inventory system, console centric UI controls on a PC game, and bugs make it a chore to play. The posse (companion) system is possibly the worst I've played in a modern game. In fights they are nearly useless. When you stealthily jump up on an overhang and sneak into a building, they come running to catch up with you via the front door...right past 6 bad guys...and I guess they have invisibility cloaks on because the bad guys pretend they aren't there. Dropped some TNT next to a still you need to blow up? Know what would be cool, is if you could blow it up but Tweddledee and Tweddledum refuse to move away from the still. What this game needs is turn-based combat, manually controlling your posse, and re-working the inventory system so you can manage inventory from a single click/hotkey...not having to line up your character to start chatting with your posse to get to their inventory. Very disappointed as I was looking forward to this game.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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