
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.
About
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
[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
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.1M | 10.9K | 93% | $12.99 | |
| $5.1M | 12.8K | 79% | $14.99 | |
| $5.1M | 4.7K | 68% | $20.99 | |
| $5.1M | 4.7K | 79% | $34.99 | |
| $5.1M | 8K | 97% | $12.49 | |
| $5M | 9.5K | 72% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $40.6K | 104 | 57% | $19.99 | |
| $1.9K | 13 | 77% | $5.99 | |
| — | 0 | — | — | |
| $77.5M | 82.8K | 92% | $29.99 | |
| $1M | 31.1K | 92% | $1.39 |
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% | — | 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
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.
Вроде неплохая задумка, но левацкие тейки и игра за женщину протагониста без возможности выбора, и, как следствие, всякая фем сжв чушь все портит
剧情和故事 很棒,,但是 操作真的 很糟糕,,用手柄 右摇杆 瞄准时 幅度太大,很难瞄到人,,于是每次枪战的时候 都还是用键鼠操作的。。无语(ˉ▽ˉ;)...
Это одна из тех игр, которую реально(!) можно пройти разными способами, как вы хотите. И не страдать от последствий. Например тот же Dishonored подталкивает игрока совершать как можно меньше убийств. А в этой игре я не загружался, если случайно кого-то убил. Игра не наказывает за поступки. Нужно поиграть в нее, чтобы понять что это. Сюжет и мир тут интересные. Причем это не классический открытый мир с кучей побочных интересных квестов. Такого контента здесь не очень много, так что не стоит его усиленно искать. Игра рассчитана на спокойное прохождение по главному квесту. Если что-то попадается по пути, можно сделать. А если пытаться пылесосить - то это прямой путь к фрустрирующему игровому опыту. Это не обычная рпг! Хотя с виду присутствуют все рпгшные механики. Просто расслабьтесь и играйте Отдельное спасибо за рекламу - Петру Сальникову. И за игру - месье Колантонио
This game is not for everyone. It has a lot of flaws, rough edges, unfinished ideas, and yet despite all that I cherish the experience it gave me. Is it the gamedev in me that lets me pierce through the veil and see the game it was meant to be or was it the good chiaroscuro'ing the bad or is it just my Arkane-for-life fan bias (Hat tip to Sinnoware <3) I don't know. This game is not for everyone, and I can't not recommend it.
Этот продукт зацепил меня в первую очередь за странный сюжет и сверхъестественный сеттинг дикого запада. А вообще отзывы писать не мое поэтому ловите голосовое сообщение 3:14
Weird West is ludicrously ambitious. It has a story that spans five individual journeys tied together with an overarching narrative. Each of the individual journeys (characters) affects the subsequent one, and the world lives with your decisions and actions. The adaptive systems allow you to entirely break sequence by going places early or by dispatching essential characters. This isn't like those games where you can technically play the villain and get some adaptive dialogue: you don't need to go out of your way to play a contrarian to get a unique experience. Systems are cool and all, but the worldbuilding and evolving narrative are what keeps you hooked. I loved each of the five individual stories, and the overarching one was okay too. I found that the two were at odds with eachother sometimes, especially during the first journey as the bountyhunter. Like you were being pulled in two directions at once, expected to care about both equally. It sorts itself out as you start seeing your impact on the world and that becomes your focus. The combat is strange. At its best, you're fighting with a full posse against an army of bandits, and a companion of yours casts a tornado, which kicks over a barrel of toxic sludge, which melts the enemy that just blasted your other companion to bits, and then a guy you saved like two hours ago shows up to help you finish the job. At its worst you wrestle with the aiming to throw a stick of dynamite and blow yourself up because it clipped a tree branch. It's ambitious in its own way too, since there's no hitscan weapons and it's all projectiles. I just don't know if it's a good fit for a non-turn-based top-down RPG. Good thing is, you can experiment and find what's fun for you. You can always just start kicking people if you get frustrated (there's a dedicated button for that). Exploration is super rewarding, since you leave a lasting mark wherever you go. These are the same guys that made dishonored and prey, so expect some cool environmental cues and puzzles as well. If you see a locked door and you're fresh out of lockpicks, you can probably find another way in. A word of warning though: don't expect an entirely hand-crafted experience. Some of the locations are clearly just there to facilitate the adaptive systems. Towns especially can start seeming samey if you go out of your way to explore them. Understand that some places you're meant to go, have a big gunfight, and dip. Pretty much all the locations you encounter in the main story are clearly hand-crafted. I'm not usually into westerns, but this is more of a fantasy game tropes-wise. There's gods, monsters, factions and spells. The lore is cohesive and doesn't get out of hand in scope, which makes it memorable and interesting. The way it's revealed to you gradually as you hop from one journey to the next is brilliant. There's a lot to love here, and a lot to hate too. I liked the game until the end of the first journey, after which I fell in love (since that's when the adaptive systems really kick in). It's rough around the edges; REALLY rough sometimes. But I forgive it, because it's that special. I don't really know who to recommend this to. I'm not a fan of westerns or top-down RPGs typically and I still ended up enjoying this. If any of the mechanics sound intriguing to you (and you're probably made of recycled plastic if they don't)--give it a shot.
It is very difficult to judge this game fairly. The best part of it for me was the lore: a dark, mystical Wild West with cowboys, witches, and monsters. The art style is great. The story is good, but it's slow and there is no voice-over. I think that the game suffers from its freedom. I'd prefer it to be a linear, mission-based, story-driven game rather than an open-world one, because the open world doesn't give anything to Weird West. Random missions repeat themselves pretty soon. You have an abundance of resources because you have so much stuff, abilities, and perks that enemies have no chance on Normal difficulty. I'm going to finish it, but I would not recommend it to everyone.
хорошая игрушка
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.
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The games this title's players most often review too — audience affinity.