
The spiritual successor to the award-winning game Void Bastards, Wild Bastards is a roguelike strategy shooter with heart-pounding FPS action, mod management, and a tactical campaign. Saddle up and lead the most notorious outlaws in the galaxy.
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/day in the week to Sep 1 → 0.71/day in the week after.
About




Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 616reviews | 75% | — | $700.3K |
| $34.99 | 329ratings | 85% | — | not modelled | |
Engagement
Reviews
Themes across 66 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Being a fan of Void Bastards I of course had to try Wild Bastards. After finishing the campaign I can say it is not like Void Bastards, but it has it's own charms. In the beginning I always compared Wild B. to Void B. and found it lacking. The combat was tough, but I felt like I didn't make progress. Moving from Planet to Planet and unlocking a few modifications and Aces, only to lose thos modifications at the end of the Sector made me feel like I was stuck in a hamsterwheel. I stopped playing there for a while, but later came back to the game as I want to finish what I paid for. And the game did actually change. I don't know when, but I noticed over time that I was having more and more fun with the game and sometimes even more so than with Void Bastards. The reason seems to be that over time the Aces that you collect really do change how the Bastards feel to play. Instead of having just different weapons, the Bastards becomes specialists of certain kinds of combat or against certain enemies. While also becoming stronger in general. While at the start I felt like I was always at a disadvantage, later on it felt more like a shooting gallery. And that wasn't a bad thing at all! The shooting gameplay became light, fun and quick. It is an arcade shooter and not at all realistic. And as I got stronger I could actually enjoy that, instead of feeling hindered by it. I really noticed that after finishing the campaign, when I tried a challenge run. Being send back to the beginning with weak Bastards was a slap in the face. With my experience I fared a lot better, but it did feel like a grind again, not like I was playing a game for fun. And another thing is that the dialogues only get better the more Bastards you have. Probably because I liked the later Bastards more, anyway. It's unfortunate that I found Spider Rosa and Doc Casino to be some of the more unlikable characters of the crew. But soon you get Smokey and he carried the crew for a while, in my opinion. The game takes a while to get going, but once it picks up, it is a lot of fun.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.13/day in the week to Jul 21 → 0.4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese*languages with full audio support
| $34.99 |
| 194ratings |
| 78% |
| — |
| not modelled |
| $34.99 | — | 89% | — | not modelled |
| $34.99 | — | — | — | 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 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun & light FPS rougelite, but rather shallow though can get a bit repetitive and very RNG reliant, with little build customization. Story isn't great either but the character designs are cool and writing this much wild-west style dialog must've been quite a task for the writers
a difficult recommendation. i liked Void Bastards, it was a lot of fun but had a number of issues that become apparent after playing for a bit. i like Wild Bastards, but it, like VB, is limited by the concept and presentation, as well as some unrefined mechanics and bugs i dont recall seeing in VB. right off the bat, i encountered a borderline game-breaking bug the entire time i have played the game, which is that the game thinks i have a controller connected or something and am holding one direction down at all times. while this did not cause issues during the actual real-time sections, it constantly caused problems in the other layers, like the warp map (i could not reliably jump planets as another planet would be forced selected, and it was roughly 50/50 if i could click through or if the wrong one got picked), the feud ring (almost impossible to select an outlaw to share beans before the selection moved to someone else), the main bridge screen (impossible to select anyone, game instantly rapidly cycled through the roster as soon as one was moused over), and the planet map (felt as though selections and screen-panning were being fought, selecting POIs was inconsistent and accidental double clicking would move outlaw bunch in inopportune ways). i beat the game, but it was incredibly frustrating to lack fine control in such a manner. other bugs include characters in a level sometimes getting stuck in places it is almost impossible to hit them (i got lucky with sniping from absurd distances and winging their hitbox more than a few times), or beginning to levitate and becoming trapped in place. i also got stuck more than once on world geometry, and probably would have had to quit if not for a miracle of rapidly jumping and swinging around to build momentum and slide out. i appreciate the distinct personalities and voice acting of the gang's members and enemies, the great art direction, the music stings, the aesthetics of UI elements and descriptions of in-world things for gameplay purposes. however WB shares many structural issues as Void Bastards, such as the low level amount (you will see the same areas many times, and i had moments where the exact same level appeared twice in a row on different map dots), the limitations of 2D sprites in a 3D world (especially with the addition of large height differences which make hitting enemies above or below sometimes nearly impossible, let alone just seeing them), and poor escalation (i can breeze through multiple encounters or be dragged through the mud on just one, and it can really feel as though it was unrelated to anything i did, or the threat level/types of enemies/level layout. you are also highly incentivized to rush through a world and avoid fighting the minibosses, so there is a prevailing sense that things end without a climax or catharsis, as being in a climactic scenario is an indication you made a huge mistake and are about to lose). i will be generous and recommend Wild Bastards to anyone who liked Void Bastards, but be warned that they share many of the same flaws, and WB introduces brand new ones.
This game is a slog. Slow and the combat isn't that fun nor is the overarching progression. I like Void a lot better. This game just feels boring and the combat isn't especially fun
Did not expect to play as much time on it. It's a fun game I would find myself play for 30mn or an hour or so every evening, which is good ! it's nice to have small sessions games like this one. There is definitely the right amount of content, the game shouldn't be longer. The dialog and voice acting makes it a pretty fun experience. What annoyed are some musics that kept being played even though I disabled all music. Mostly when the princes lands on a planet.
Прошел их предыдущую игру еще на выходе Void Bastards - очень зашла, прям скажу "Моё". Эта в чем-то похожа, но в основном игра другая, тоже залипалово ещё то. Советую.
West of everything we are wild
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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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.7M | 5.4K | 86% | $29.99 | |
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| $12.2K | 29 | 100% | $13.99 | |
| $10.8K | 42 | 100% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $700.3K | 493 | 71% | $39.99 | |
| $700.3K | 3.2K | 90% | $8.99 | |
| $700.2K | 5.2K | 83% | $7.49 | |
| $700.4K | 1.3K | 87% | $19.99 | |
| $700.4K | 3K | 74% | $4.54 | |
| $700.6K | 4.9K | 95% | $8.99 |