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Howdy y'all!
Welcome to a big catch-up devlog covering most of what the team has cooked up between the last update and early July 👽
So, what’s been happening behind the curtain? Let’s take a look!
Keep in mind that everything below is WORK IN PROGRESS and might not ship as shown. We’re still cookin’ for now!
Our new sci-fi invader faction, the Zurkers, keeps on growing! Their faces are a bit glitchy for now, since we still haven’t managed to get them to sign a release form for their image rights.
(Actually, we’re still in the early stages of the army and have a LOT of work to do before showing anything too detailed to you all.)
Concepts & 3D models by @Capp and @MashArt / Textures and rigs by @Adrian
A new family of Lighthouse points of interest is now scattered across the maps. If you’re careful enough with your jumps, you’ll learn a lot more about your surroundings!
Instead of getting the Anvil, Refiner, and Copy Press revealed for free on the minimap, you’ll now have to climb lighthouses and water towers, then play a minigame to reveal the whole map! The idea is to reward decision-making, not pure luck. You can still stumble onto any hidden structure by exploring on foot, but a lighthouse will light your way with ease.
This feature is still WIP and needs some balancing and polish (sounds, VFX)
Level Design by @Promium / Level Art by @Erton
Mysterious places have been spotted deep in the Jungle… A questline has been added! Explore 3 underground dungeons and collect all the ancient scrolls to unlock the brand-new Hellfire map!
There’s also a secret, but since it’s a secret, I can’t tell you there’s one.
Level Design by @Promium / Level Art by @Erton
The Hellfire map is almost done, and it’s already crawling with Cryptics waiting to ambush you.
Level Design & Level Art by @Erton
Work has started on a brand-new map: a giant redwood forest. Think towering trees wrapped in climbable wooden platforms, with vertical paths to fight your way through. Very early days for now!
Level Design & Level Art by @Erton
It’s time to get up close and personal, don’t you think?
A whole rack of melee weapons is cooking! We’re still working out exactly how they’ll play and how to balance them with the rest of the game, which is why there’s not much footage to show just yet!
Concepts & 3D models by @Capp and @MashArt / Textures and rigs by @Adrian
The art team has also whipped up some fresh skins!
Original fanart by community member @Swolf, reworked and modeled by @Capp - The Aviator
Concept & 3D model by @MashArt - Bullet Bob! The new weapon smith!
Concept & 3D model by @Capp - Arizona Jones, the Jungle quest NPC!
Rig by @Adrian
I’ll just leave you with a screenshot that should be more than enough of a visual clue to guess what it is.
And since I love to cultivate mystery, I’m sending this one along too. (It’s a shield.) (This is no longer a mystery.) (The shield mechanic is coming.)
We’re adding some quality-of-life improvements to Jokers! We’re also cooking up a LOT (30+) of new Jokers, some designed specifically to make melee builds viable. It’s a first step toward our bigger goal of diversifying builds!
We’ve had two fresh faces join the crew recently!
PROmium is here to handle a whole bunch of level design and programming stuff, from quests to enemies and more. The man fears nothing.
Teeto will handle everything tech-related, meaning more programming stuff, but not the same kind of programming stuff. There are a lot of different kinds of programming stuff, you know. He’s currently working on our network, a Discord integration, a Twitch integration, and a lot more internal tools to make our lives at Evil Raptor easier!
There’s still plenty we’re working on that didn’t make it into this devlog, but for now, that’s it for this peek behind the curtain! Again, all of this is WIP, no gameplay, and some of it might change a lot or never ship
THANK YOU for playing Far Far West and sticking with us <3
See you in the next one.
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Howdy y'all! Here's another hotfix for ya' ENJOY!
As always, we read and listen to your feedback on our changes! If we added or modified something and the community thinks it shouldn't be this way, then it will most likely be changed in a later update! The game is in constant evolution, and nothing is set in stone, so do not hesitate to give feedback about anything related to the patch once you've tried it out!
Joker dropping is now disabled while using a mount (this used to cause a lot of issues when updating players’ statistics, which is something we cannot fix. Our best solution to prevent this from happening is removing the ability entirely, which should not impact many situations)
Reworked the on-hit damage indicator: it is now reliable and correctly shows the direction the damage is coming from
XP Tickets can now be used with a gamepad
Animals now have proper shadows
GPU Optimization (especially noticeable on Woodlands map!)
Very minor bugfixes and tweaks are not listed
The Vulture's shield no longer stays forever after you have destroyed all the flying skulls
Localized lines introduced in the previous patch that weren’t localized
Fixed Japanese, Russian, and Chinese localization texts that were overlapping and/or going offscreen
Fixed an ADS glitch that happened when aiming during an emote and canceling it by moving
The cursor no longer randomly disappears in menus when using a gamepad
Fixed Bestiary buttons that would not work with a gamepad
Fixed damage numbers that would not appear when killing enemies with bow explosions
Fixed an empty "Hero" slot that could appear in the leaderboard when playing with the Boomerang
Fixed a soft-lock where emptying the Revolver's ammo reserve under Fanning Ace kept you stuck in a reload state while permanently stacking the Joker Run And Reload effect
A client dying while mounted no longer accidentally triggers the host's Second Wind
Joker Relentless: removed from weapons and now works properly on the hero (it should have been on the hero only this whole time)
Joker Chad: now properly shows the Wandering Trader on the map
Joker Run and Gun: now properly uses diminishing returns
Joker Rampage: no longer available on the Sheriff Stars (doesn’t work anymore with the rework)
Joker Hit Me: now properly applies while mounted
Joker Speedster: aiming or being in water no longer incorrectly reduces its damage
Thanks for readin'! See y'all next time.
DONT FORGET TO JOIN OUR SOCIALS FOLLOW OUR DISCORD& REVIEW ON STEAM!!
Howdy everyone! We missed a few things in today's patch, so we're quickly fixing it with this hot-hotfix:
Removed the dash icon next to the HP bar
Reduced the font size of the player HUD (spells, hints, and collectibles)
🔽 Minigun accuracy lowered by -30%.
The Minigun was as precise as a Long Ranger, which does not make sense with how quickly you can shoot its powerful bullets. This slight nerf should make it more in line with other weapons.
🔄 Speedster now gives up to +55% damage and firerate at a 110% bonus movespeed cap.
By fixing a joker, we broke Speedster a little bit. Good thing, it was already broken from a previous patch and did not have the intended values. However, most people have gotten used to how it works now, so we're keeping the values you've mostly played with. Good for you, it's more than what we intended at the start. Enjoy 🙂
⬆️ Homing Burst is buffed
We overdid the Homing Burst Joker nerf... So we're offsetting with a small buff!
OLD: Shoot 1 homing bullet every 6 shots
NEW: Shoot 2 homing bullets every 8 shots
Thanks for readin'!
Howdy everyone!!
We're back with another small patch for y'all,
As always, we read and listen to your feedback on our changes! If we added or modified something that the community disagrees with, then it will most likely be changed in a later update! The game is in constant evolution, and nothing is set in stone, so do not hesitate to give feedback about anything related to the patch once you’ve tried it out!
Quad Cylinder still didn’t find its own place with the buffs from version 0.1.1.3, so we’re going all-in to make sure it provides a more reliable and enjoyable experience.
Improved hipfire and ADS accuracy by 90% (based on the new accuracy from patch 0.1.1.3, so this is a big increase!)
Reduced recoil during ADS by 50%
Base ammo from 192 to 216
Base damage from 8 to 9
Accuracy upgrade is now available on the weapon
Pig HP has been reduced from 100HP to 50HP (this makes them easier to explode!)
Mushrooms restore 30HP instead of 20HP
Now give +50% move speed instead of +30%
Now activates anti-gravity only if you dash or jump within the zone
Area of effect increased from 15 meters to 20 meters
Max equippable increased from 1 to 2
HP restored has been increased from 0.5HP/sec. to 0.75HP/sec.
Buff duration has been increased from 3 sec. to 5 sec.
The boomerang is twice as big > The boomerang is twice as big and goes through shields
The current iteration of Rampage doesn’t have a spot in any build, as Run & Gun is just a better and more reliable version of it. We’re changing it so it has its own usefulness, rewarding the player for constantly fighting
Killing an enemy grants 25% movespeed for 3 seconds (no stacking) > Gain 5% reload speed on kill for 10 seconds, up to 100%
Rarity increased from Fine to Prime
An icon has been added near the HP bar to display your current buff amount
This reduces the amount of explosions you will proc, but explosions are now 3x stronger and 2x wider, making it actually useful at clearing multiple enemies at once
Your weakspot hits cause an explosion > Weakspot hits have 50% chance to cause an explosion
Quad Cylinder accuracy has been greatly buffed, meaning your shots have way more chance of hitting where you aim, rendering the current iteration of Aiming Burst useless. This new version makes it so that this unique Joker is constantly good and rewards the player for aiming well
Our recent change on Homing Burst has led to some… unexpected results that are way, way too overpowered compared to all other weapons. This wouldn’t be an issue if getting that much power relied on the player's skill, but this iteration works by itself without even really aiming.
While aiming, your shots have perfect accuracy, and you are not slowed down > +30% weakspot damage and piercing bullets while ADS
The first and last shot of your magazine fires 5 homing bullets > Every 6 bullets fired, shoot 1 homing bullet at nearby enemies
Shoots 17% faster, and projectiles are no longer affected by gravity
Some of our enemy balance additions from patch 0.1.1.3 are a bit too strong, so we’re lowering some of our Cryptic friends’ efficiency! (and bees)
Attack duration lowered from 8 sec. to 6 sec.
Base damages reduced from 4 to 2
\ Damage has been lowered by 33%
\ Projectile speed has been lowered by 25%
Lowered HP by 20%
Buffed HP to match Elites HP
Now give +5 levels instead of +3 levels
Very minor bugfixes and tweaks are not listed
Fixed an unintended interaction that allowed a player to cancel their reload via a weapon inspect animation
Fixed the issue that would cause a Deathrattle to prevent navigation within the Wandering Trader or Refiner menus
Fixed the issue that wouldn’t let you do 2 quests in a single mission if they came from different NPCs
Fixed the issue that would leave the mouse on screen after you’ve held right click while using the emote wheel
Cryptic Train now properly rewards XP for weapons when you hit it
Bow explosions XP is now calculated client-side, improving its reliability
Battlecries are no longer replayed in a loop during the tutorial
Joker Second Wind: now properly triggers when the player dies while riding the horse
Jokers that can’t be dropped are now marked as such before you collect them
Reworked flash screen effects (dash, heal, shooting bullet)
Joker Life Pact can now be dropped
Joker Soul Eater: refined description to make it clearer
Thanks for readin'! See y'all next time.
DONT FORGET TO JOIN OUR SOCIALS FOLLOW OUR DISCORD& REVIEW ON STEAM!!
Howdy Y'all!
We've been BLOWN AWAY by all of your fan creations since launch, and we don't want to gatekeep all of your incredible creativity. AND SO! To turn the spotlight on some of the talented members of the Far Far West Discord Community & their creations, here is our first Community Spotlight!
By @WingumART | HRWjones on Discord | https://linktr.ee/malarkeystudios
Fan-made concept art for a Dual Revolvers weapon skin!
by Plord on Discord
by Terri (Kranot) on Discord
WIP reskin mod for Woody!
by @The0nionRing (Also The Onion Ring on Discord)
by Preppie on Discord | @Preppieuniform6
by Lucas RAYNAUD on ArtStation/LinkedIn | lucasraynaud.fr
You can download the mod via Nexus!
(Please note this is not an official mod, it has not been tested by our team! download at your own risk <3)
by Cittrusus on Discord
by Benni on Discord
by Cristronf on Discord
by Gambling_Cat on Discord
Thanks for readin'! And thanks to everyone who is making awesome fan content about our game.
If you would like to be featured in a future community spotlight, join our Discord and post your submission in the Community Spotlight channel! 🥰
https://discord.com/invite/farfarwest
Speak to y'all soon!
Howdy y'all!
You may be wondering why we have swapped from v6xx to v0.1.1.1
We recently decided to change the version number to better reflect the... well, version of the game. Instead of having a single number that increased, we now break down the updated version into these categories;
With the first 0. representing Early Access (Spoiler: will turn to 1 in 1.0 launch)
And without further ado, onto the patch notes!
Most feedback that we received regarding the higher difficulties were that is was too simple and not challenging enough, with some people managing to win games without picking up any joker during their mission. These changes aim to make the Nightmare difficulty more challenging, hence giving an incentive to complete side objectives and collect jokers throughout the game. This is obviously just a small portion of what we want to do to increase the challenge of higher difficulties!
They are bigger, stronger, bolder!
Run faster, spam attacks, lot of HP. Real stalkers.
spawn 3 shockwaves instead of 1 and summon semi-homing projectiles. Also lot of HP!
Rapid fire, lot of HP and teleports when attacking.
Rapid fire, can create a barrage. Lot of HP!
Elite enemies have 75% chance of spawning if you trigger a storm (not including boss storms)
Battlecries are tied to a hat that you can equip in the skin shop!
Press B to throw your hat and YEEHAW!
Added in-game grunts/gurgles/barks to characters for different actions and pings, based on your equipped hat
Balancing a weapon, joker, spell or whatever doesn’t mean we’ll never touch it again, don’t worry! It means that we’re trying to find a fix to make it better or more balanced with limited time. We know that sometimes, things need a rework and not simply a stat change, but a rework takes way more time than simply changing numbers around.
Buffed hipfire and ADS accuracy by 20%
Inspect animation is shorter and no longer occupies the full screen
Bow gameplay relies on explosions that previously did not give any XP, making the bow confusing and tedious to level up. This change drastically improves the consistency of XP obtained, which means the XP multiplier being way higher for the bow than other weapons is no longer necessary.
Explosions now give XP based on their damage and the number of enemies hit!
Bow XP multiplier was lowered to match the multiplier of other secondary weapons
The first bullet in your magazine has 100% accuracy and shoots further away > The first 3 bullets in your magazine have 100% accuracy and shoot further away
The shotgun now displays a dot crosshair when Rush Blast is active
Consecutive shots without missing grant +5% damage, stacking up to +50% > Consecutive shots without missing grant +10% damage, stacking up to +50%
While aiming, your shots have perfect accuracy > While aiming, your shots have perfect accuracy, and you are not slowed down
Every 20 bullets fired, shoot 5 homing bullets at nearby enemies > The first and last shot of your magazine fires 5 homing bullets at nearby enemies (projectiles now prioritize multiple targets but can still focus on one)
Now increases Bend Speed for the Bow (instead of Firerate that did nothing)
Every player now has it’s own set of 2 portals, meaning you can have up to 8 portals in a game
Corruption + Drain
These changes have the same purpose as the new elite ennemies, making the game more challenging in higher difficulties.
Now instantly start attacking after finishing their spawn animation (used to be a 0.5 sec. delay)
Now jump on the player in Nightmare
The projectile no longer applies gravity on Very Hard+
Projectiles are faster on Very Hard+
Now invisible from Hard+ instead of Very Hard+
Now teleport when hit in Very Hard+
Now remain always invisible in Nightmare
Now shoot a wider and faster shockwave
Now shoot an homing projectile in Nightmare
Items required for each stage have been reduced
Very minor bugfixes and tweaks are not listed
Items held by players should now properly drop on the ground if they leave, are kicked/banned or use ALT+F4
Cryptic Scanners (eyes in the sky) should now properly target players whether you’re the host or the client
Loot Coyotes should no longer get stuck in the environment
Dead players should now properly be able to move again if the teammate that was resurrecting them gets pushed by a Cryptic Bull
Dying while climbing a rope should now properly stop the climbing audio, and players should be able to still use the rope after respawning
Players should no longer be able to duplicate and start multiple quests at the same time when there is a desync/lags
Mounting a horse while holding the emote wheel key should no longer lock the UI on the screen
Voodoo Candles should no longer appear on puddles that have already disappeared
Leveredge: ADS sensitivity is now the same as all other weapons
Animation meshes while emoting are now the correct size when Joker Giant or Joker Dwarf are active
🌵 Cactus Pistolero: should no longer target corrupted ennemies
⚡ Elec Portal: throwing a portal into another one should no longer make another portal disappear with no reason
🔥 Pyro Wisp: no longer targets corrupted enemies
🪆 Voodoo Doll: the speed bonus should now properly work
Joker Shine Bright: should now update instantly when you equip it, especially when playing with the Marauder or Blink skins
Joker Hoarder: jokers dropped from Hoarder should now properly appear in your inventory
Joker Lazy: should now correctly return ammo when using the Sheriff Stars, the Minigun and the Dual Revolvers
Joker Toolbox: should now correctly work with Care Package
Joker Speedster:
Should now take Joker Scavenger Star speed buff into account
Should now take Voodoo Doll speed buff into account
Joker Giant: you should no longer have a permanently reduced size after entering and exiting small areas
Joker Eagle Lever:
Shooting on bells from Joker Bell Shot should no longer reset the stacks
Switching weapons should no longer reset the stacks
Using Joker Ricochet should no longer reset the stacks
Joker Eagle Lever + Joker Camper: should no longer consume 2 reserve ammo when you have two Camper equipped
Reduced camera tilt when moving right/left
The Wandering Trader should no longer offer the same Joker at the same time when trading with her
Joker Rampage, Joker Soul Eater, Joker Hit Me now display their remaining duration
Spanish (Latin America) and Turkish are now available
Reverted Titles for “Reach Level 100 in X element” back to their previous name, added the ones from Update 1 as a separate reward obtainable by doing the “Reach Level 75 in X element” challenge
Simplified Difficulty descriptions on Mission selection
Rearranged Bestiary categories
Friendly fire is now limited to 25HP per hit max, to avoid your evil sniper friend to one shot you
This will also greatly reduce griefers who used to abuse friendly fire by joining sessions, one-shotting everyone, and leaving.
Thanks for readin'! Let us know what you think of this patch, and we'll see y'all out WEST!!
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Howdy y'all, Captain Spinker’s speaking!
This is our first dev update since our early access launch :)
(Read to the bottom for a special promo code)
It’s been a wild ride! I was absolutely not ready for this success. To be honest, I was extremely worried about bugs and was kinda pessimistic about the numbers (I always am). I expected ~4k concurrent players on day 1 and ~10k on the first weekend. You guys absolutely blew those numbers, with a solid 20k on day 1, wow. very wow.
Steam front page! We were not expecting this!
47k concurrent players (I expected 10k 😬)
In 1 week, we sold 500k+ units (I expected 100k)
We reached 1 million wishlists
120k users on Discord (mods are panicking lol)
97% positive reviews on Steam, just WOW, I expected 85-90%
THANK YOU VERY MUCH FOR PLAYING FAR FAR WEST <3 you have no idea what it means to us
But no time to rest — the bugs were here.
You guys submitted 2k+ bug reports in 1 week, not including fatal errors, crashes and server issues. Somehow, Mylan (the second dev) and I made it through and fixed most of the critical bugs in just a few days. We worked quite a lot, but I’m very happy with the result now. We submitted 2 hotfixes in the same week, with the same level of stress: “what if our hotfix brings more bugs than it’s supposed to remove?…”
Also, special mention to the self-proclaimed tech helpers on Discord who helped A LOT to deal with fatal errors, crashes and PC problems. You guys are golden.
You guys also made a lot of feedback & ideas. Arno is busy all day long reading, taking notes and finding the right balance according to your opinions. This is extremely hard to make everyone happy, to craft systems that fit all needs, and to avoid “broken builds” (I think we failed at the last one ☹️). We are struggling to manage all the feedback to be honest, and to communicate properly with everyone. There’s Discord, Youtube, Reddit, Twitter(X), Steam etc. to look at… I PROMISE WE HEAR YOU <3
While Mylan and I (Spinker) were focusing on bugs, the rest of us kept on making cool stuff 🤌
⚠️ All the things you will see here might never ship into the game. We are not taking feedback for this at the moment, let us cook first <3 ⚠️
⚠️ We are very open to showing you what we are cooking right now. But if the feedback goes overboard, we might not do this again. Please don’t speculate too much on the content you might see here ⚠️
We are TRYING to add bosses to some specific maps, to add more depth to each map and an additional hard challenge. THIS FEATURE MIGHT NEVER SEE THE LIGHT OF THE DAY, so don’t take it into account 🙂 Designing bosses is hard and very time-consuming, so we are not committing to anything at the moment
We will try to add new combos for the voodoo element. Get ready for a giant voodoo doll 🙂
We are working on something with the battlecries. We are absolutely not sure, but I like the idea to “throw your hat while screaming something”
Also, we have received 1200 files from the community voice actors! Thank you very much for this! I listen to EVERY SINGLE ONE OF THEM and damn, it takes time. A lot of time. So far, I’ve spent ~2 hours and could only listen to 100 of them 😭
I am also not sure yet as if we should use real voices (such as “TO THE WEST!”) or simple barks (such as “YEEHAWW!”). We’ll see 🙂
We are still working on the Hellfire map! It’s gonna be HOT!
Also! we made some 3D wallpapers for Wallpaper Engine if y'all would like to use them
1: https://steamcommunity.com/sharedfiles/filedetails/?id=3730630949 2: https://steamcommunity.com/sharedfiles/filedetails/?id=3730639154 3: https://steamcommunity.com/sharedfiles/filedetails/?id=3730713123 4: https://steamcommunity.com/sharedfiles/filedetails/?id=3730725830
Here's your PROMO CODE as a reward for making it this far
Don't forget to follow us on socials!
& Review Far Far West on Steam!
y'all... We're speechless...
This is a true lifetime achievement, and we couldn't have made it here without each one of you.
From both teams here at Evil Raptor and Fireshine Games, THANK YOU SO MUCH!
We're beyond excited to continue updating, tweaking, fixing, stabilizing and creating new content for the game. Please keep all your feedback, thoughts, ideas and bug reports coming! we take all of it into account.
See y'all out in the Far (Far) West!
Howdy y'all!!
It's time for our FIRST GAME UPDATE (that isn't just bug fixes!)
We've been reading ALL of your feedback and hope that these new updates will make many of you very happy! Please keep the feedback coming, as it helps us make decisions on what to prioritise first for Far Far West.
First off, I want to remind y'all, if you encounter any Fatal Errors, are unable to launch the game, if you're dealing with a corrupted save, or are experiencing any other kind of technical problem, please take a look at this list of solutions before creating a new post
https://farfarwest.notion.site/help-me
If this list doesn’t help you, the fastest way to get help is by joining our Discord and asking for help in #support-help (We are also monitoring Steam Discussions, but at a much slower rate <3)
NOW LET THE PATCH NOTES BEGIN!!!
Our biggest change so far. While creating the Prestige system, we overshot the amount of grind needed to complete a Prestige. We feel it’s quite unfair to have to grind so much only to get a little more of your hero/weapons, so we’re reducing the grind by half. We’re in our first days of Early Access, but we believe that it’s not an excuse to have an extremely grindy system that takes out all the fun of leveling up. We’re confident we’ll have more and more content and features for you in the coming months to play and discover, so let’s enjoy what’s already here to the fullest!
Main weapons XP is increased by x1.5, all secondary weapons XP is increased by x2
Bow XP has been increased x1.3 (as it was already greatly increased last patch)
Hero XP has been increased x2
Joker Slots now unlock from level 1-100 instead of levels 1-50
We've offered you free levels so you don’t lose Joker Slots. Enjoy! 🙂
Since XP gains have been increased, this does not change the rate at which you unlock them.
Upgrade slots now unlock every 2 levels instead of 1 (Since XP has been doubled, this does not change the rate at which you unlock them)
Prestige: You can now unlock up to 6 bonus upgrade slots instead of 5
You can now Prestige hero and weapons up to level 15 instead of 10
Many of you had issues in multiplayer lobbies with joker hoarding - players rushing to grab them the second they spawned - making the game unbalanced and just not fun. We were a bit reluctant to change the current system because doing so makes it harder to cooperate and share jokers. However, we found a solution to both instance jokers AND let you share them if you want to. We didn’t go with the “ping-to-share” approach because some jokers could spawn inside objects, making them uncollectible. Plus, since players are usually scattered around the map, we figured running all the way back to grab a single joker just isn’t fun. Enjoy! To balance this out, we’ve lowered the joker drop rate from enemies the more players there are in your group. We’ll see how this plays out and tweak things if needed! As always, we’re open to your feedback and will be keeping a close eye on how this update affects your games.
Jokers are now instanced
Players individually see their own jokers, and no other player can loot them.
When a joker drops, its rarity will be the same for everyone.
The joker droprate from enemies now scales based on the number of players: from x1 when playing solo, down to x0.5 in a group of 4. Other means of obtaining jokers haven't changed.
Jokers can now be shared
Open your minimap and click on a Joker on drop them, making them available for everyone in the game
A dropped joker cannot heal you or trigger the Hoarder Joker, to prevent infinite exploits
Your save will now save properly after selecting a backup save
Fixed a bug that would let you join full servers when joining through Steam invites
Fixed a bug that would disconnect you from the host if you were not on the same network as the host
Hopefully, fixed backups that would not save properly
Fixed Intel AI fatal error crashes
Fixed a shader crash that could happen on Far Far North
Fixed freezes after you’ve killed an enemy or thrown a spell
🐥🐷 You can now carry pigs & chickens in the lobby (AND DO MORE) 🐥🐷 (BEST THING OF THIS PATCH)
The Wishing Well can now give Jokers
You can now play the Piano emote!
🔼 Bow
Base ammo: increased from 20 to 31
Bend Speed: max amount decreased from 16 to 8, effect increased from +5% to +10%
Ammo Bag: increased from +2.5% to +5%
🔼 Dual Revolvers
Base damage: increased from 9 to 11
🔼 Minigun
Fire Rate: max amount decreased from 16 to 8, effect increased from 2.5% to 5%
🔼 Main weapons prices: lowered from 500 to 300 Gold
🔼 Shine Bright: Max equippable increased from 2 to 8 (is this really a buff?)
🔼 Helping Hand: Max equippable increased from 1 to 2
🔼 Swift Shot: now equippable on the Long Ranger and Leveredge
↔️ Medicard: adjusted from Mythic (4) to Fine (2), now gives a bonus +35HP instead of +50HP
↔️ Clutch: now equippable on the Dual Revolvers
🔼 Lazy: From 5% max ammo every 15 sec. to 10% max ammo every 12 sec. (Description now displays the effects)
↔️ Speedster: now available for Sheriff Stars
Overblast is an incredibly powerful Joker that initially slipped under the radar, providing a damage increase that was considerably higher than other Jokers of its tier, trivializing higher difficulties. This may seem like a harsh nerf on paper, but mathematically speaking, this still provides a 22% increase in a magazine's damage without clip size investment, comparable to similar options (two Lucky Strikes, or Consumer), and it only gets higher from there (up to 38%)! We understand this is likely to be discussion-worthy, and we'll be closely monitoring for feedback on this change.
🔽 Overblast: now takes 4 missing shots in the magazine for 1 extra pellet instead of 1
🔼 Finger Guns: increased lasting time from 10 sec. to 15 sec.
🔼 Bubble: decreased cooldown from 50 sec. to 40 sec.
🔼 Contagion: decreased cooldown from 80 sec. to 70 sec.
🔼 Rescue: increased healing from 50 HP to 60 HP
🔼 Doll: decreased cooldown from 135 sec. to 110 sec.
🔼 Bandito: decreased cooldown from 120 sec. to 100 sec.
The Cryptic Deadeye has divided the masses and led many bounty hunters to their demise. While a bunch of people seem to have gotten used to them, we still feel they’re a bit too oppressive, especially when playing solo. We’re also adjusting Deathrattles so that those slippery snakes aren’t quite as annoying, and increasing their visibility to allow for more counterplay.
🔽 Cryptic Deadeye:
No more than 2 Deadeyes can aim at you at the same time
The stagger duration has been increased from 1 sec. to 1.5 sec.
🔽 Cryptic Deathrattles:
Deathrattles now glow, making them easier to see
Deathrattles can no longer chain attack you, there is a 5sec cooldown between each attack
Very minor bugfixes and tweaks are not listed
Fixed +50 bugs, including:
Image parts should no longer disappear during Trackman’s “The incomplete logbook” quest
Picking up an Energite shard at the same time another player does should no longer make player's hands disappear
Calling the horse when interacting with the climbing rope or zipline should not soft-lock interact anymore
Moving the snowmen parts around the Far Far North map should no longer soft-lock the secret
Shooting a Nuke Barrel with the bow should no longer make it fly all over the map
Players now drop the items they have in-hand when they disconnect to prevent objectives & quests soft-lock
Interacting with Ol’ Rufus while smashing a pumpkin will no longer cause the dialogue to get stuck on the screen
Spawning a new portal after imploding another one (throw a portal into another) no longer deletes the first existing portal
Melee attacks and drain damage now properly stagger the Cryptic Deadeye
Boomerang Lifesteal upgrade now works with the Cryptic Saloon
Sheriff Stars can now deal critical damage at the shooting range
Elec Portal allowing spells to be quadrupled instead of doubled has been fixed
Pistolero can now target Cryptic Saloon planks
Challenge “Collect a minimum of 30 Jokers in a single mission” should now properly work
Upgrade Draw Speed: now properly works with Sheriff Stars
Joker Lazy: now works in the shooting range and statistics can stack
Joker Second Wind: now properly revive when dying from a nuke
Joker Scavenger Star: now properly increases movement speed by +30%
Joker Jump Star: shooting at your feet with this joker equipped should no longer reset the jump counter
Joker Battlemage: now properly stacks when multiple instances are active
Joker Speedster: now properly grants the same bonus damage for ADS and hipfire
The Gamba Machine is even more addictive than before
“Show Damage Numbers” option now applies correctly
Cryptic Snakes now glow
You can now ban players from entering your session (Use in “Current session” in the esc menu)
The mission selection map now shows locked maps and unlock conditions more clearly, and the map has been dezoomed
Gambling Machine odds are now properly localized
Updated the Guitar Emote music
Updated Canyon map music
Updated Far West atmosphere
Updated Botanist, Dynamo, Pyromaniac, Shaman and Blackout Drinker Titles with new names
Username text now scales automatically in the Hero menu to prevent clipping off-screen
Improved French localization for the Overseer
Reported grammar & localization issues have been fixed
DLSS x4 is now available, upgraded DLSS to 4.5
Upgraded AMD FSR to 4.0
Added Vulkan support
Some players have reported crashes after the map has finished loading. We are investigating a fix for this asap
Possible memory leak issues when playing for several hours
Voice Chat not working properly
ROG Ally UI not working properly
Many more little bugs that will be fixed as soon as possible! Keep reporting issues if it’s not fixed in the new update!
Howdy, Far Far West-ers!
Quick announcement from us today:
As thanks for the overwhelmingly positive reception to our launch into Early Access, we're EXTENDING OUR 10% LAUNCH DISCOUNT UNTIL TUESDAY, 12th OF MAY!!!!!!!!
So there's still plenty of time to bring your friends along for the ride out west at a discounted rate!
Also, we're working hard behind the scenes on FFW's first update! We'll be addressing some highly requested features/changes (and plenty of fixes too <3), but more info on that another time.
We're so happy you're enjoying your time, we love watching your clips, we love reading your feedback and ideas, we love everything tbh. Thanks, everyone.
We're still hard at work fixing all the issues you've reported, and we're sorry for all the issues some of you have been running into. We can't wait to smash all those bugs and get back to adding more content to the game.
In the meantime, if you haven't already, please do leave us a review on Steam! This helps us more than you can imagine.
Howdy y'all!
It's third hotfix time!
You can expect a patch with lotta bugfixing, balance improvements and some (good) system changes during the next week!
IMPROVED SAVING SYSTEM
Made lots of improvements on the saving system to try and prevent save corruptions
The game should no longer save if the progress somehow became corrupted
The game will no longer try to save while doing important operations that could crash the game, leading to a corrupted save
Auto backups are no longer stored on Steam Cloud, so you can’t lose them anymore if you use Family Sharing on Steam
User settings are no longer stored on Steam cloud, which mean you can now have custom user settings for Steam Deck and different user settings on PC/other computers
Fixed a shader crash that could happen on Far Far North
JOKERS
Weaklink: buffed from max. 1 to max. 2
Run and Gun: buffed from Prime (3) to Rare (2)
The Gamba Machine now displays the odds
Fatal Errors happening after multiple hours of playing the game
Fatal Errors on launch
Possible memory leak issues when playing for several hours
ROG Ally UI not working properly
Many more little bugs that will be fixed as soon as possible! Keep reporting issues if it’s not fixed in the new update!
Deadeye: this is not a bug, but due to many feedbacks we will be adjusting it so it’s not as oppressive
If you have Fatal Errors or are unable to launch the game, please take a look at this list of solutions.
If this list doesn’t help you, join our Discord, ask for help in #support-help and we'll get back to you asap :)
Until next time!
Howdy y'all!
second hotfix for FFW's Early Access :D
Sorry for the numerous network issues! This has taken the majority of our time today, and thus this hotfix is a bit smaller than the previous one.
You can now use the code 250KCOWBOYS with no issue!
(Disclaimer: Your two first spells have been reset to default spells. You did not lose anything, simply re-equip your favorite spells!)
EVIL RAPTOR NETWORK
We’ve had quite some issues today! We’ve changed how public lobbies work so that they're always on, even when Evil Raptor network is down. You should no longer have issues connecting with other players in public lobbies.
Fixed +20 bugs, including:
Players that have the Disgrace Joker equipped, making it impossible to finish two Otto quests
Fixed an issue with saves that could lead to corrupted save files
Cheapskate Joker is now behaving as it should
Fixed an issue where you could lose the Nitroglycerin from the main objective if a snake attacked you at the same time you pick up the item
Fixed an issue where the shovel from the Willy Billy quest would transform into a regular shovel, making it impossible to complete the quest
Fixed an issue where the calculating sequence of the Laser Cannon objective was not properly displayed for everyone. That sequence is now dead
Picking up a Giant joker on the Far Far North train doesn’t block you anymore
There was still a slight screenshake when using the horse with the “Screenshake” setting turned off. This slight screenshake is now dead
Balanced multiple sounds
Willy Billy and other NPCs can no longer use jump pads
Fatal Errors happening after multiple hours of playing the game
Fatal Errors on launch
Save files being corrupted and not being able to load a working backup
Possible memory leak issues when playing for several hours
ROG Ally UI not working properly
Many more little bugs that will be fixed as soon as possible! Keep reporting issues if it’s not fixed in the new update!
Deadeye: this is not a bug, but due to many feedbacks we will be adjusting it so it’s not as oppressive
If you have Fatal Errors or are unable to launch the game, please take a look at this list of solutions.
If this list doesn’t help you, join our Discord, ask for help in #support-help and we'll get back to you asap :)
Until next time!!
Just a quick update from us to let you all know that we are currently experiencing some server issues. our network provider's anti-DDoS system has triggered due to the spike in player count that happened today.
This means that currently, you won't be able to join public lobbies, or claim promo codes in-game.
Please make sure not to attempt claiming any promo codes until we resolve this issue as the system may detect you as already claiming the code without providing the reward.
We are working hard to fix this issue as quickly as possible! and will keep you updated as soon as a solution has been found.
In the meantime, playing Far Far West Solo, or with friends via session codes or direct Steam invites, still works completely fine. We really appreciate your patience, and we are very sorry for the inconvenience caused.
Holy cow, y'all!!
Far Far West sold over 250,000 copies in just 2 days, that is absolutely WILD!!!
It means the absolute world to us to see all of you enjoying your time in the Far Far West (whether solo or with friends!) and we've loved reading your feedback, watching everyone's clips and fixing all the bugs you've been reporting (maybe not so much on that last one)
Thank you all for joining us on this convoy, and we can't wait to show you what the West has in store for the future.
Oh! And here's a promo code: 250KCOWBOYS
Howdy y'all!
here's the first hotfix for FFW's Early Access :D
get ready... GO!
(Disclaimer: Your user settings had to be reset for technical reasons, sorry :( This is not likely to happen again)
BACKUP SYSTEM IMPROVEMENTS
Amount of save file backups has increased from 10 to 30
A new backup is now created every time you finish a mission instead of only when launching the game
You can now manually create a backup and erase you current save file
AUTOMATIC LANGUAGE SETTING
If this is the first time you are launching the game, it should now launch with the language set by your OS
WEAPONS
Buffed Bow XP
SPELLS
Buffed XP on Level 1 Spells (Fireball, Strikes, Thrower, Drain)
Buffed XP on all Cactus spells, greatly increased for Mino
Why did we buff Cactus XP?
Promised to double cactus XP if RubixRaptor did a short play about cactus. They delivered. Had to keep a promise
BOSSES
Buffed Cryptic Saloon Health (40 > 60 base planks, scales with difficulty)
Steam Deck and PC saves sync is now working properly
Fixed +50 bugs, including:
AMD Frame Generation should no longer display on computers that can’t run it
The game should now autokick when there’s more than 4 players in the lobby
Laser Cannon objective should now properly display the calculations for all players
Payload objective should no longer go out of bounds when collided by the Pere Marquette train on the Far Far North map
Cheapskate Joker should now properly update your HP
The data for the Trainwrecks questline should now properly update for all players when the tool is dropped on the ground
Price for selling Secret-related jokers now displays correctly
Willy Billy should no longer get stuck during his gatling quest
Screen shake and screen flashes accessibility options should now properly disable everything
Reduced Cactus Mino and player land SFX volume
Second Wind Joker now instantly heals for 50 HP instead of 5 HP every 0.1 s. for 1s.
Chat key can now be rebound, check the “Controls” tab of your settings
Canyon secret: targets are now more visible
Improved our internal network system to prevent network crashes
The game now mentions if you’re currently compiling shaders. Compiling shaders can explain stutters for the first few minutes of playtime
Removed SteamID showing on the HUD
Steamy has a different dialog
ROG Ally UI not working properly
Possible memory leak issues when playing for several hours
Disgrace Joker preventing players from completing Otto’s riding quests
Many more little bugs that will be fixed as soon as possible! Keep reporting issues if it’s not fixed in the new update!
Deadeye: not a bug, but will be adjusted based on feedbacks
If you have Fatal Errors or are unable to launch the game, please take a look at this list of solutions.
If this list doesn’t help you, join our Discord, ask for help in #support-help and we'll get back to you asap :)
Until next time!!
These last couple of months have been wild - from over 400,000 demo players and 98% Overwhelmingly Positive rating (thank you!), to finally launching our game TODAY! We’re so excited to be here!
It wouldn’t be a game launch without a discount, so save some bucks and grab Far Far West during our launch week promotion!
Steam reviews really help us get noticed in the sea of awesome games on here, so please do let us know how you get on. Huge thank you!
We want Y'ALL to be the heart of our game’s development, so we haven’t got a set-in-stone roadmap. Instead, we’ll be listening to your feedback and working on what our players want to see! In the meantime, here’s what you can expect during the Early Access journey:
Sure, you can be a lone wolf and explore the wastelands solo, but we think it’s pretty darn fun to lock n’ load together! If you’d like to find other players, chat to us and see what we’re working on, and just have a laugh - Come join the official Far Far West Discord!
We keep saying it, but thanks so much for all your support. We wouldn’t be where we are right now without the hype and noise you all made about the demo. It really means a lot, and we can’t wait to make Far Far West the best game possible for you and your pals to enjoy!
Here are the exact global times Far Far West will launch into Early Access!
Howdy y'all
It's the news you've ALL been waitin' for...
Discord - https://discord.com/invite/farfarwest
All Socials - https://linktr.ee/FarFarWest
Far Far West is riding into the Triple-i initiative showcase with a special, highly anticipated announcement trailer on the 9th of APRIL at 9am PT/6pm CET
Catch 45 mins of back-to-back game trailers, world premieres, launch dates, demo drops & gameplay reveals from other studios just like us WITH NO ADS, HOSTS OR SPONSORS getting in the way.
Watch the showcase live-streamed on YouTube, Twitch, or here on Steam!!
We'll see y'all at the show!!
Howdy y’all!
Welcome to the second issue of the Far Far West Bullet-in: our monthly news blog where we round up what’s been happening, share development progress, and give y’all a peek at what's coming in the future.
Apologies for the delay on this one! We had a crazy, busy period preparing the FFW demo for Steam’s February Next Fest and everything that came while it was live.
ANYWAY, let's get to it.
As many of y’all may already know, we released a public demo during Steam’s February Next Fest! We received tonnes of feedback from the community and made it into the TOP 5 MOST PLAYED DEMOS!!!
Thank you so much once again for checking it out. We did an entire blog dedicated to the demo if you want some more juicy details:
There’s A LOT to share here this time around, so we’ve organised it by category:
A new neutral enemy that you'll find running around the map
For the new 'Cactus' spell element!
The train in the Far Far North is now finished!
Randomly generated on the map, you can toss 1 gold in and have a 50/50 chance to have a good or evil effect
Based on demo feedback
Phew! If you made it this far, great job!
Thank you all once again for being part of our journey and community. We’ll see y’all again next month for another issue of the FAR FAR WEST BULLET-IN
Until then pls:
Howdy y'all!
Once again, we had SO MANY of you guys playing Far Far West and we can't thank you enough for that <3 Alas, all good things must come to an end, and we must return to our dev caves to create even more content for you to enjoy next time!
This was the very first time y'all were able to actually review the game and... DANG!
This is an INSANE number, and we are SOOOO happy you've enjoyed Far Far West that much (And next time will be even better)
300k+ people tried out the demo
53% of which NEVER played FFW before
only 9% of y'all risked Nightmare difficulty
99% of players would recommend Far Far West to a friend
+10k new members on the community Discord
It's now time for us to delve through the gigantic pile of feedback and ideas you've submitted, read EVERYTHING, and come back with a Far Far West that's been boosted by your ideas.
(Also sorry we are late on the February Bullet-In! as you can imagine we've been crazy busy with next fest but we'll aim to get this out next week)
Howdy y’all!
We’re creating a brand new Far Far West trailer, and this one’s gonna be special…
We want it made entirely from COMMUNITY CLIPS!
That means YOUR chaos, YOUR clutches, YOUR funniest fails, YOUR cleanest plays.
We want this trailer to show off the authentic heart and soul of our community through your very own gameplay moments.
It’s super easy to join! All you gotta do is
Head to the #clips channel
Post your gameplay clips for a chance to be featured!
To increase the chances that we use your clip, please make sure to upload the raw video file using the Discord servers 100mb file size limit over in the Clips channel BUT uploading it any other way is fine too
We'll be considering ALL ENTRIES regardless of their quality, aspect ratio, bitrate, editing, overlays etc. The organic variety will be what gives the trailer its community lead personality
If your clip is used, you’ll be credited in the trailer using your Discord username.
By posting in #clips, you give permission for us to use your clip (with credit) unless stated otherwise.
Now what are you still doing here? You have CLIPS TO RECORD!!!
It's time to grab your pals and giddy THE HELL up!!!
This is our first public demo, and it's all thanks to your incredible feedback from the playtests! We've made heaps of improvements based on your playthroughs, plus we've added some pretty cool extras just for the fun of it. You can check out the full patch notes here, but in a nutshell:
Fancy reaching new heights? We've made a new grenade that periodically generates shockwaves that push players away.
And we've chucked some fresh flowers on the saloon because it is springtime.
We've hit some great milestones on Steam recently (we're currently the 25th highest CCU ever for a playtest via Steamdb! You guys are awesome!) and we'd really love to keep that going. As a small dev team, reviews really help us get noticed, so if you've had a blast with the demo (or playtest!) and would like to help us out, please do let us know how you got on!
If you're a lone wolf, you can venture out into the Far Far West solo, no problem. But, playing with others is CHAOS and really fun, so come join our Discord to form a squad, chat with other cowboys, and just have a jolly good time. Thanks again for all your support! We hope you have a blast with the demo!!
Howdy cowboys, We’ve got big news!
Far Far West is part of the Steam February Next Fest!!! (23rd → March 2nd)
And just ahead of this, we’re launching a PUBLIC DEMO on February 19th at 2PM GMT!!!
Make sure to Wishlist the demo on Steam, so you’re notified the farfarwestillasecond it goes live
Wanna ride into the demo earlier?
We’re giving 24 HOUR EARLY ACCESS to players who sign up to the Fireshine Games newsletter alongside a secret code that will give you an in-game boost!
You'll receive an email with your early access code on February 18th
This demo isn’t just a rerun of the last Playtest. We’ve been BUSYYYYYY
We introduced the Equipment Blueprints System (You now find weapon blueprints in game and craft them at the shop) and the Glory System (additional blueprints increase your Glory level, which you can flex using the Emote Wheel)
Added New Upgrades, Weapons, Spells, Jokers, Emotes & a New Skin to unlock
DirectX 11 is now supported, allowing improved compatibility across more systems (which means more people can play FFW :D)
Upgraded the Lobby with more details and has now entered its ~🌸 SPRING 🌸~ phase
We’ve done more work on improving optimization and added some new accessibility features
And much more! You can read the full PATCH NOTES for all the juicy details
Whether you’ll be jumping into the Far (Far) West for the first time, or if you’re returning from previous playtests, we wanna remind you to
-> https://linktr.ee/FarFarWest
https://discord.com/invite/farfarwest
Your support has and continues to make a HUGE difference, especially during Next Fest Thanks for ridin’ with us! And we’ll see ya’ll out in the FAR FAR WEST!!
Howdy folks!
Welcome to the very first issue of the Far Far West Bullet-in: our new monthly news blog where we round up what’s been happening, share milestones, and give yall a peek at what’s coming next.
We’re planning to post one of these towards the end of every month, so if you like behind-the-scenes updates, numbers, and want sneak peeks at what’s coming up, you’re in the right place!
Let’s get into it.
Far Far West has come a long way in a pretty short amount of time.
What started early last year as a scrappy prototype (once known internally as Canyon) slowly evolved into the spell-slinging, robot-cowboy chaos you’ve been playtesting! Along the way, we:
Signed with Fireshine Games in May / June 2025
Revealed Far Far West during the PC Gaming Show
Ran our first closed community playtests in August 2025
Launched our first public playtest in October 2025
Each step brought in players, feedback, and clarity on what Far Far West should be, and January took things even further.
A lot happened in January! Let’s dig in.
Our second open playtest absolutely blew past our expectations:
9,270 peak concurrent players (up from ~2,500 in Playtest #1)
300,000+ total players (up from 130k!)
25,000 Discord members (we were under 7k before Playtest #2 started)
Seeing THAT MANY of you jump in, join up, break things, report bugs, and put the game through its paces was INCREDIBLE. The feedback we gathered during this playtest is already shaping what we’re working on next.
We went through the +11k feedback forms submitted during the playtest, which helped us pinpoint what works well and what our next objectives are.
We also took part in the NewGame+ showcase, where we shared and talked through a mission walkthrough.
During Open Playtest #2, we ran our Clip Capture Challenge in Discord, asking players to submit their best Far Far West moments.
We saw TONS of entries from our community, and handed out €100 in Steam vouchers to the winners.
Watch some of our favourite entries here! https://x.com/FarFarWestGame/status/2017557296490885623
Jungle Map WIP
Our level designer has made some really cool progress on a new Jungle map (WIP)
New Skin
Our artists have worked on a new skin
Custom Skin Animations
Our animator did some very cool animations for each skin (more to come)
New Grenade
We’re giving y’all more movement tech with the impact grenade
New Weapon Concept
We made some cool concepts for a new weapon (not sure how it will work in game yet, will come with time!)
Train Texture
Finished the texture for the 1225 Pere Marquette
Contagion Spell Update
With help from members in our Discord, we updated the Contagion spell
And More!
Added a layered music system to the game
Made great progress on CPU optimization
2026 is shaping up to be a huge year for Far Far West.
Here’s what we can say for now:
Early Access is planned for later this year
We’re deep in development, iterating on feedback from Playtest #2
We’ll share more concrete details on commonly asked community questions such as release date and game price as soon as we can!
If you made it this far, thank you.
Regardless of when you discovered Far Far West we genuinely appreciate you being part of this journey & community.
We’ll see you again next month with another issue of the Far Far West Bullet-in 🤠📰
Until then:
Howdy Cowboys,
We’ve just flipped the switch and the Far Far West playtest is now CLOSED
Over the last couple of weeks you’ve filled the servers, broken builds (in the best way), sent us an avalanche of feedback, and generally stress tested the game way harder than we ever could on our own
That kinda of hands on help is priceless, and we cant thank you enough for showing up the way you did
Were heading back into dev mode now to dig through everything you shared and start turning it into fixes and improvements for what comes next. You’ve given us a lot to work with, which is a very good problem to have
One final THANKYOU THANKYOU THANKYOU to each an every one of you for takin' part in this playtest, and we hope to get FFW back in your hands very soon (and don't forget we're still planning on launching into Early Access this year)
Stay tuned RIGHT HERE for all future FFW news & announcements, and we'll see yall far (far) west very soon
Howdy yall,
Just a quick update from us as the playtest rolls on :D
First things first: the playtest is NOT ending today.
For anyone who missed it, we’re extending it for one more weekend, and it will now wrap up on:
Monday 19th Jan at 12:00 PM GMT
So don't worry! You aren't about to be kicked out of the Far Far West!!! More info on the extension & fun numbers here:
We also wanted to let yall know we’re running a Discord Clip Capture Competition over on our Discord!
The idea is simple:
Capture your coolest, funniest, or most cinematic Far Far West moment
Clips or GIFs only, max 10 seconds
Submit them in our Discord before January 19th
The community will help vote on their favourites, and we’ll crown three winners, with Steam gift cards up for grabs PLUS a special exclusive Discord role for anyone who makes it to the final vote.
We’ve already seen some great entries come in, but there’s still plenty of time to join, so what are you waiting for!?!??!?!
Howdy y’all,
We were planning to wrap the playtest up tomorrow… but honestly? You’ve been playing the hell out of it, giving great feedback, and having way too much fun for us to pull the plug just yet
Soooooo… we’re EXTENDING THE PLAYTEST until next Monday, which means one more weekend to run contracts, break things, and find bugs for us (thank you btw)
But before you ride back out, we want to say huge congrats to this community, because these numbers are absolutely WILD!
21,000+ Discord members (we were under 7k before this playtest!)
9,270 Peak CCU (last playtest topped out just over 2,500)
500,000+ Total players (up from 130k last time)
That’s… genuinely insane. Thank you for showing up. Thanks for dragging friends along, for streaming, sharing clips, and thank you all for playtesting Far Far West
If you havent already, please fill out the feedback form! it helps us massively as we keep improving the game and getting it ready for Early Access this year https://docs.google.com/forms/d/1V-00TxIurbcL4aoJg4-bQDRVN2Vy9JK4SZJBTQBGwg8/
oke, enough rambling, see y’all out there for one more weekend
Howdy cowboys!
Open Playtest #2 for Far Far West is officially live, and it’s a BIG one.
We’ve packed in a ton of new features, content, polish, and improvements based on your feedback from the last playtest. So whether you’re riding back in or this is your first time out west, welcome to the frontier.
Open Playtest #2 will be running from RIGHT NOW until FRIDAY 16TH
This update is huge. Here’s some highlights, you can also check out the FULL PATCH NOTES at the bottom of this blog
No, we aren’t announcing the sequel already! Far Far North is a very snowy, very icy, very shiny NEW MAP you can unlock by finding mysterious trains on several other maps!
We’re bringing TWO brand new weapons to the Far (Far) West
Boomerang: “Flies out, bullies enemies for a while, then swings back for another round. No ammo needed, perfect for an eco-friendly loadout.”
Sheriff Star: “Launches at high speed and slices clean through enemies. Justice has never been this low-effort.”
We also updated & added a few new spells! Each spell element now has their own unique effects, we’ve improved multiple spells based on feedback from the last playtest and we’ve replaced a couple older spells with newer, flashier and more fun ones.
Oh! And new skins :D
All UI in game has been revamped to improve accessibility, readability and visual fidelity!
Contract selection is now a World Map with infinite scalability and way more details
Multiplayer tab is now a server list with more details and filters, and there’s a new “current session” tab to invite players and manage the players’ session
And more UI updates! (details in the full patch notes below)
Modifiers are effects or events applied to a contract. You can add modifiers to a contract in the World Map. Playing with modifiers will earn you more XP (and more fun memories with friends)
Two new main objectives
DRILL & PAYLOAD
New Side Objective
GOLD MAGNET
And are you ready to face the *checks notes* Wait what? The Saloon is a boss!?
HAUNTED SALOON
We’ve completely rebuilt how saves work!
Our new system of storing data allows infinite scalability for long-term updates and additional content. That means we should be able to keep your progress from playtest to playtest from now on! ⚠️Pls keep in mind that this is a new system so we may still have problems with it, that's why we are playtesting! ⚠️
Quick Replay: Jump straight from the end-of-game leaderboard back into contract selection without needing to visit the lobby
Weapon XP: now obtained through weapon damage and not weapon kills
Lobby shooting range: more space, and you can now practise spells here!
No Problem! scroll down for the full Open Playtest #2 patch notes. Every tweak, fix, and detail is waiting for you :D
We want to gather a TON of feedback from our wonderful community (that’s you!) so we can make the game even better and catch any bugs that may appear. Please share your feedback via our FEEDBACK FORM and report any bugs using our DISCORD's bug report channel
You can also share your feedback, chat with the devs, report bugs, and find people to play Far Far West with in our DISCORD! (pls join <3) (Please note: we’re not using Steam Discussions for bug reports, keep ‘em in Discord or use the bug report form. Thanks!)
ALSO!! Come along and check out the first ever New Game+ Showcase LIVE on Twitch and YouTube From 9PM GMT.
New Game+ is creator-led and aims to put authentic excitement back at the centre of videogame showcases! There are no paid placements, just an evening of game reveals, footage, interviews and more!
We'll be showing an exclusive developer walkthrough roughly 1.5 hours into the showcase. Don't miss it! :D
Seriously, thank you for being here. Thanks for playing, breaking things, and helping us make Far Far West better with every playtest.
Now go forth. Cause chaos. Find secrets. And pls let us know if something explodes when it shouldn’t…
See y’all out there!
You can check out the full patch notes here: https://farfarwest.notion.site/patch-note-open-playtest-2
OK THAT'S EVERYTHING. NOW STOP READING AND GO PLAY!!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Far Far West, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Far Far West statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.