
Survive and unveil the mysteries of the Weird West through the intertwined destinies of its unusual heroes in an Action RPG from the co-creators of Dishonored and Prey.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 14 → 1.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Genres
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 4.5Kreviews | 78% | — | $5M |
| $9.99−75% | 5.6Kratings | 80% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 841 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Played on Xbox Gamepass. Not a big fan of western aesthetics but this is so interesting and weird. If you want something a little outside of the norm, this is definitely worth picking up.
[h1]This game is weird to me![/h1] Weird in many aspects — starting from the game design decision to make a game with a rather immersive philosophy in an isometric top-down view. In my gaming experience, games that embrace the immersive sim philosophy usually have a first-person perspective, and I was convinced that this type of camera best supports immersion. After playing Weird West, I only became more certain of that, because in this case, the chosen perspective doesn’t really enhance immersion. But I’m not saying it’s a bad thing — the game can still be fun and brutal, allows you to play in your own style, and has a unique charm in that. It’s just a bit weird to me. The setting also felt weird to me, since the Wild West with supernatural elements is something I’ve rarely encountered in games. And I actually liked this setting quite a lot — it unfolds throughout the entire game and was the element that sparked genuine curiosity in me. I feel like the setting is truly unique, but that pleasant sense of weirdness never really went away — and that’s cool! Still, at the heart of everything that kept me playing the game — even if not in one sitting — was the story, which, after each completed arc of the five characters, left me asking: “What is actually going on here?” Eventually, the game does give you answers to the main questions that build up during the playthrough. And I’d say those answers were... thoughtful — and by no means disappointing. So to me, [u][b]Weird West[/b][/u] will remain in my mind as a game that’s both somewhat unique and somewhat weir
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Russian, Simplified Chinese, Traditional Chinese, Korean, Portuguese - Brazil*languages with full audio support
| $39.99 |
| 2.3Kratings |
| 78% |
| — |
| not modelled |
| $5.99−85% | 143ratings | 78% | #163 | not modelled |
| $39.99 | — | 88% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 846 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Крайне унылая попытка сделать смесь иммёрсив сима, топ даун шутера и эдакого мистического Дикого Запада. Стрелять весьма кисельно и неприятно, локации то и дело повторяются, а иммёрсив сим просто не работает: игра вроде и предоставляет много возможностей, но они банально не нужны и неинтересны. Из пяти разных историй со своими персонажами меня не хватило и на одну.
I can recommend this game with the caveat that you pay 85% off or lower for it. the controls are NOT worth full price.
此遊戲開發者曾經參與Dishonored、Prey製作,我剛好都玩過,期待很高,的確美術和音樂突出且有記憶點,但遊戲性、故事、翻譯、奇怪Bug讓整體變得索然無味。 1.翻譯品質堪憂:"You got 'em runnin' "翻譯成「但你卻讓他們逃掉了」,從讚揚潰敗敵軍變成指責徒留後患。男同志情書任務到底為什麼會將英文He翻譯成她?超越機翻和簡體中文轉換的錯誤,這不是故意亂翻真的很難說得通。十分不尊重正體中文使用者。 2.荒謬 AI 邏輯:土匪佔領城鎮時,擊暈或物理超渡卻讓同伴說出:「安息吧我的朋友」、「我會銘記你」,無視立場的重複罐頭台詞讓故事和遊戲性脫節,反觀冤罪殺機和獵魂的故事和對白自然又有記憶點。 3.物理引擎會殺人:女服務生從樓梯走下來直接摔暈在我面前、敵方BOSS被爐火嚇到,衝過去自焚,是要抗議遊戲設計失敗嗎。 4.說故事手法粗糙:控制按鍵直接暴雷玩家後期能夠[spoiler]變形[/spoiler]。角色繼承機制早期將後面的主角隱藏,但下一秒又在說明中直接暴雷全部角色美術圖。故事說不好,只能靠重要NPC對話支撐,大地圖跑大地遊戲並不有趣還要跟學長姐陪笑耶,又說玩家可以殺死所有人包含重要NPC?圈起來打一個問號,原本劇情就需要大量對白補充細節,直接沒人了等於沒劇情,要不要轉型Weird West 2.0直接射擊遊戲卻打不死一個人,一場打20分鐘以上,然後再宣告捨棄原本遊戲名稱中的「2」以《Weird West》之名繼續前進。Definitive Edition是哪裡Definitive,最終半成品版嗎? 我的遊戲體驗是故事瑣碎、片段,戰鬥和潛行的時間超過看故事太多,但遊戲體驗又重複、陽春,讓初期的驚艷直接消磨殆盡,只想趕快破關。
Weird West: Definitive Edition, developed by WolfEye Studios and published by Devolver Digital, is a captivating action role-playing game that merges the rugged charm of the American frontier with supernatural horror and dark fantasy. The game situates players in a world where the Wild West is anything but ordinary, teeming with bizarre creatures, arcane forces, and morally complex scenarios. From the outset, it becomes clear that this is not a typical Western; instead, it presents a landscape where danger, mystery, and choice intertwine, offering an experience that is both atmospheric and deeply immersive. The Definitive Edition refines the original release with performance enhancements and quality-of-life improvements, making it a polished entry for both newcomers and returning players. The narrative structure of Weird West is one of its most compelling features. Players follow the stories of five unique protagonists, each with their own motivations, backgrounds, and personal arcs. These narratives are intertwined, allowing players to experience the consequences of their actions across different storylines. Choices made early in the game can reverberate later, affecting relationships, town dynamics, and the overall progression of each character’s journey. This emphasis on consequential decision-making ensures that no two playthroughs feel identical, encouraging players to explore multiple paths and experiment with different strategies. The non-linear storytelling fosters a sense of agency, giving the player significant control over how events unfold and which moral dilemmas they face. Gameplay in Weird West combines elements of action, stealth, and strategy within a top-down perspective. Combat is dynamic, allowing players to engage in gunfights, utilize supernatural powers, or manipulate the environment to their advantage. Traps, cover, and environmental hazards can all be leveraged to overcome enemies, creating encounters that reward creativity and tactical thinking. Adding to the tension, the game features a permadeath system that forces players to consider the stakes of every engagement carefully, as character deaths can have far-reaching consequences within the world. This design choice reinforces the weight of player decisions and heightens the sense of immersion in the unpredictable frontier setting. The visual and auditory design of Weird West significantly enhances its atmosphere. The game employs a stylized, almost comic book-like aesthetic infused with gothic and supernatural elements. Towns, forests, and desolate landscapes are richly detailed, with each environment reflecting the narrative tone of its region. Character designs are distinct and memorable, emphasizing the game’s diverse cast and the fantastical nature of its world. Complementing the visuals, the soundtrack blends haunting melodies with ambient effects, intensifying the sense of suspense and wonder. Environmental sounds, from gunshots to the howling wind, further ground players in the world, while voice acting adds depth to key interactions, even though much of the dialogue relies on written text to convey the story. Weird West has been praised for its innovative mechanics and intricate world-building, though it is not without its challenges. The game’s complexity can be daunting for players unfamiliar with immersive sim elements, and some may find the pacing uneven at times. However, these aspects are balanced by the depth of player choice, the richness of the narrative, and the variety of approaches available in combat and exploration. Every decision, from who to trust to how to approach a dangerous encounter, carries meaningful consequences that shape the game world and the protagonist’s path. In summary, Weird West: Definitive Edition is a standout action RPG that succeeds in blending Western motifs with dark fantasy and supernatural intrigue. Its combination of narrative depth, player-driven decision-making, and atmospheric world design offers a unique and memorable gaming experience. By challenging players to think creatively and consider the repercussions of their choices, the game provides both tension and satisfaction, making it an essential title for fans of story-rich, choice-driven role-playing games. Rating: 8/10
Чтож 42 часа на всю игру, открытый мир , все работает как должно со стороны физики: предметы отталкиваются, можно взаимодействовать со всеми предметами, можно даже сыграть на музыкальных инструментах. Приятная особенность , обычно так не запариваются в подобных жанрах. Есть прокачка, она работает идеально, подсказки в игре больше помогают чем раздражают , тоже хорошая особенность. Отдельно есть "перки" которые помогают любому персонажу в ходе приключения. Умным ходом было разделить оружие от перков героев, хотя казалось бы они все "покупаются" за один "ресурс". Локации хоть и похожи друг на друга, но я за время игры не успел устать, так как похожи только города и возможно шахты , более того есть уникальные места где флора и фауна выглядят сочно, интересно, особенно. Графика в целом больше понравилась, мне не очень привлекает такая рисовка и в таком жанре, но опять же множество локаций подтвердит вам, что она хорошая. Квесты коих не мало: натыканы везде, но это сделано для того,чтобы игрок побывал в разных местах, познакомился с разными персонажами и если у него есть проблемы с репутацией или деньгами, то это для него. Но множество заданий , что мы замечаем не шатаясь спонтанно по улице - однотипные, но опять же если надоели можешь их пропустить, а потом когда будет необходимость выполнить. Таймер на выполнения задания и вообщем время внутри-игровое продуманно. Мне понравилось , что мне приходилось по карте просчитывать сутки или даже часы на выполнение- как быстро я доберусь до места, успею ли я прохватить пару заданий по пути. Загадки присутствуют в игре, они построены как мне показалось на трех вещах-угадай,разыщи,додумай. Не слишком простые как по мне и не выносящие мозг. Было приятно их разгадывать. За время прохождения ни разу не обращался к поисковику , чтобы пройти дальше, то есть игра давала челенж и интерес. Сюжет игры - спорный момент , вероятно это я не вдумывался так сильно, чтобы все выяснить самостоятельно, так как понял все только в конце. Как по мне это плохое качество для игры, когда рассказывают все в конце. Вообщем сюжет 50 на 50. Диалоги- сильная сторона игры , через него возможно узнать про сюжет или мир вообщем, что окружает нас. Существенные минусы- персонажи которых вы набираете себе в пачку обладают не выдающимся интеллектом , да они не стоят в огне, не получают урон за зря, сражаются , но без них намного лучше. Попытаюсь объяснить- персонаж который может лечится от пожирания тел не лечится сам, приходится его "кормить", далее персонажи , что могут вылечить всех своими способностями используют их только в бою. Вообщем игре не хватает кооператива , в этом случае можно более слаженно делать , что ты задумал, в нашем случае проще играть одному. Хотя если вы не пытаетесь проходить сначала скрытно, а потом при неудаче начинаете перестрелку до конца, то вам может быть зайдет. Но с другой стороны хорошо, что придуман обмен между персонажами вещами, вы заботитесь не только о себе но и о группе , но в то же время и раздражает. НО ЭТО НЕ ЗНАЧИТ ЧТО ПОВЕДЕНИЕ ПЕРСОНАЖЕЙ УЖАСНОЕ ИЛИ МЕШАЕТ. ПРОСТО КАК ДЛЯ МЕНЯ НЕДОЧЕТ. К этой теме будет еще справедливо сказать. что хорошим было решение сделать, что обнаружение действует только на вас конкретно, так же хорошо что нет необходимости следить за боеприпасами команды. И вишенка на торте , ваше прохождение не имеет не какого смысла- потому что в конце вы можете сказать . что угодно и это все решит. Интереснее было бы на основе прохождения всей игры , принятых решений , чтобы игра сама приняла решение насколько все успешно прошло. В итоге мы имеем огромное количество плюсов и на фоне недочетов они меркнут, Игра ЗАСЛУЖИВАЕТ внимания!
A fantasy version of Wild West with overarching story spanning 5 different characters. A mafia of outlaws that has a siren as it's boss? People being turned into cannibalistic pigmen? The church finding a way to control werewolves? It has all of it and more. When playing, the game very much reminded me of oldschool Fallout (1 and 2) with the way locations are explored. Locations are tiny, self-contained maps that you leave by reaching the edge, after which you're brought to the world map, where you select where to go. However, instead of turn-based combat like in old Fallouts, the game has action combat. You hold right click to aim your currently held weapon (which can be melee, revolver, rifle, shotgun bow or throwable) and then hit left click to attack in a pointed direction in a twin-stick shooter control scheme (talking about keyboard+mouse controls, but game is designed for playing with controllers). Music and sound design is stylized to awaken the Western feeling, but it also has a shade of the uncanny hidden behind it, intended to give the game more alien feeling. Even when people are talking, instead of normal voice sample you hear this muted, almost whisper-like sigh. And most of all, the game's writing. It's absolutely great. The individual storylines might be short by themselves and all the small mysteries wrap up rather quickly, but the direction they were taking always kept me interested (even after travelling the same map for the 5th time) and some of the plot twists almost dropkicked me out of the chair. As per usual though, there's some downsides to this game, and in this case it's glaring programming holes. The NPC's AI break very easily, leading to a lot of messy situations that aren't really game breaking (as there's always more than one way to reach a goal), but occasionally made things frustrating. For example at one point i had to reload the game twice in the row, because NPC either didn't see me grab an item, or while running towards me got stuck on my posse member in the doorway and didn't reach me, failing to trigger a story-related dialogue. Other times I saw my posse members kneel behind a rock trying to avoid enemy gunfire, except the enemy was standing one meter away from them and blasting them square in the face. Also every time I tried to be sneaky and knock out as many enemies as possible there were moments I saved to try an approach, got noticed, reloaded the game and enemies' AI seemingly picked up from complete 0 and they went completely different way than they originally were walking, completely throwing off the stealth plan, making the "all guns blazing" approach much easier to pull off in the long run. The worst example of this being when a villa got corrupted by Wendigo's spirit, turning everyone inside into monsters called Ravagers, but there were still normal people on the outside of the villa that wanted something from you. Because of that game seemingly considered the Ravagers as normal people too and so any time I did a stealth takedown on any one of them it was considered a crime, and so wrapping up the location and leaving immediately lowered my reputation from 20 to -100. Every now and then something breaks and takes you out of the moment or forces you to work around unexpected roadblock, unless you just keep reloading until it finally doesn't break (if that's possible). Overall, while the programming is a bit prone to derping out, the game's writing and atmosphere still kept me hooked enough to keep going even through the most annoying parts.
There's a lot here to like; a cool world, great lore, and fun bite-sized missions where the vastness is reduced down to a world map. What I'm not in love with, is the stealth and gameplay, because neither are particularly fun. Stealth is not the focus, and shooting (where it should be, simply isn't that fun, satisfying, and in many cases, fair. The game sides you to solving thing by mowing down faceless goons, but keeps ammo very scarce, and punishes you for jumping into fights with random creatures. Why WOULDN'T I run from random werewolf battles when they don't really give me any incentive to do so. Meanwhile, there's a shot clock, that doesn't really feel matters to the developers or players; like they went to the Bethesda school of providing drive. And that's what I think the problem comes down to- I'm not really DRIVEN to finish this game, because of shallow characters and motivations, as well as chaotic, unjust combat with ammo management.
This game was super cool. It's a fully realized RPG sandbox where you can basically do whatever you want and solve quests using any means necessary, take a lot of queues from the classic immersive sims. Considering it's from the studio founded by one of the founders of Arkane it's really no surprise, and I think this proves that his touch is what made the past Arkane titles great and explains why their recent titles lack so much of what made them interesting. I wasn't sure how to feel about the 5 protagonists at first but really outside of story purposes you can transfer most gear from character to character as you complete their stories so it serves more of a narrative purpose than anything. There are gameplay differences in the way of unique combat skills but if you've avoiding combat as much as I was able to it's more evident. The story itself isn't anything too groundbreaking, but where this game absolutely shines is the world it builds by way of the factions, the atmosphere, the ambience. The combination of supernatural horror, pulp western and in some instances even splatterpunk is a large factor as to why this game feels as unique as it does. Also, the way the different gameplay systems intersect leading to some really crazy Rube-Goldberg scenarios both in and out of combat. Some minor gripes I have are definitely the janky-ness of the combat. It functions but it's extremely unforgiving, at least on hard and up which is what I played it on, probably to encourage the players to interact with the environment during fights more, which is fine but during ambushes on the overworld this becomes implausible and it turns into a save scum chore. Sometimes stealth can be a bit buggy as well in both your favor and the games. That being said, what they've managed to make here is a game definitely worth more than the sum of its parts and if you're a fan of the early Arkane titles, Deus Ex, System Shock, or even OG Fallout or Wasteland, I implore you to stick with this game. Rarely do I pick a game up, especially a longer one like this and then binge it over the course of a few days but this one hooked me. Highly recommended.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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