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GameBrief · General
Far Far West Early Access launched April 28, 2026: Evil Raptor's 7-person co-op roguelite hit 250,000 copies in 48 hours and 43,770 peak concurrent players.

TL;DR: Far Far West Early Access launched April 28, hit 250,000 copies in 48 hours, and peaked at 43,770 concurrent players. It's a 1-4 player co-op western roguelite by a 7-person studio. Overwhelmingly Positive on Steam. $19.99, no content warnings about its EA state being thin.
Four days after the Far Far West Early Access launch, Evil Raptor's seven-person team found themselves staring at a SteamDB chart most studios spend careers chasing: 43,770 simultaneous players on their game at once.
Far Far West Early Access went live on April 28, 2026. Within 48 hours it had sold 250,000 copies and climbed to number one on Steam's global top sellers list, displacing Windrose from the top spot. That's not a typo: a studio that previously shipped Pumpkin Jack (2,824 reviews across six years) just had the biggest indie launch of 2026 so far.
Those numbers are real. Here's what's behind them.
Evil Raptor, a seven-person studio based in Lyon, France, makes co-op action games with unusual premises. Their previous game, Pumpkin Jack, was a 3D action platformer. Akimbot was a twin-stick co-op shooter. Far Far West Early Access is neither, exactly: it's structurally closer to Deep Rock Galactic's mission loop wrapped in a western setting where the cowboys happen to be robots.
Players are robot bounty hunters working for a sheriff in a magic-corrupted western landscape. You take contracts, drop into procedurally varied maps, complete side objectives, defeat the zone's primary boss, and extract by catching the sheriff's train at the end of the level. Miss the train and the loot you carried still counts, but the full mission bonus disappears.
What separates it from most extraction shooters is the weapon-magic hybrid combat. Each loadout carries a primary firearm, a secondary weapon, three equipped spells, and support items. Spells aren't just damage dealers; they interact with each other and with environmental effects. A fireblast hitting an enemy already softened by chain lightning multiplies the output. Learning those interactions is half the game.
Fireshine Games is publishing, which explains the production polish for a team this small. They also published Tinykin and GigaBash.
Caption: The game's western-and-magic visual identity: robot cowboys combining firearms with spell effects is the moment-to-moment hook.
250,000 copies in 48 hours is notable in absolute terms. In context, it's startling. Evil Raptor's entire pre-release catalog had a combined review count around 3,500 across years of availability. Far Far West hit 13,516 reviews within the launch week. 97% are positive: Steam's "Overwhelmingly Positive" threshold.
Peak concurrent players topped out at 43,770 on May 2, per SteamDB. The 30-day average sits around 26,500. Retention that strong in the first week means word of mouth is doing real work: players aren't bouncing after a few hours, they're bringing friends back.
Evil Raptor's co-founder confirmed the 250,000 figure through an official announcement during launch week. Fireshine Games amplified it. There's no reason to doubt the number.
To put it in context: Pumpkin Jack, Evil Raptor's previous game, ran for six years before it cleared 2,824 reviews. Far Far West matched that in under a week.
GODEEPER: All six current weapons ranked for PvE, boss damage, and combo synergy (plus solo, duo, and squad loadout builds. Far Far West Best Weapons) Tier List and Loadout Picks →
Three things converged.
First: the co-op PvE niche after Helldivers 2 was genuinely underserved. After that game's peak, players started hunting for something with the same "go on dangerous missions with friends" structure. Deep Rock Galactic, Risk of Rain 2, Gunfire Reborn: all saw renewed interest as players cycled through the genre. Far Far West Early Access arrived with a similar tension loop at a lower price point ($10 less than most comparable games at launch).
Second: streamer-friendly chaos. A game where four robot cowboys are simultaneously firing rifles, lobbing fireballs, triggering chain explosions, and trying not to miss the extraction train generates the kind of clip that travels. The visual clarity under chaos is better than it sounds. The carnage reads as fun rather than unreadable.
Third: $19.99 removes hesitation. Co-op games at the $29.99,$39.99 tier ask players to coordinate a group purchase of real money. At $19.99, the buy-in math is easy. One conversation with two friends and everyone's in.
What helped secondarily: the "surprise" framing in coverage. Nobody predicted this would chart the way it did. That framing drove curiosity-purchases from players who saw the coverage and wondered what they were missing. The number looked bigger than the game itself. The game then delivered enough to justify the attention.
Each session starts with a contract board. Pick a mission, choose your landing zone from a procedurally varied map, and drop in. Missions run 20-40 minutes depending on how many side objectives you chase.
Side objectives aren't filler: they're currency. Completed puzzles (match-2 games, battery-circuit puzzles, target-shooting sequences) generate gold and souls used to fund upgrades mid-run. Skipping them is valid; it just means a weaker loadout when the boss arrives.
Players familiar with card-selection roguelites like Die in the Dungeon will recognize the rhythm of the Joker perk card system: after completing objectives, you're offered three permanent upgrade cards and pick one. Stack enough in one direction and a session develops a specific identity: headshot specialist, spell chain detonator, or squad support healer. The named upgrade examples ("10% fire rate bonus while aiming down sights," "increased spell damage on airborne enemies") aren't exotic, but they compound in ways that feel earned.
Bosses are the peak of the Far Far West experience. The Cryptic Saloon fight turns a possessed building into a laser beam and hurricane obstacle course. It's substantially weirder than anything the side objectives suggest, which is the right kind of tonal escalation.
Caption: The Joker card selection: three upgrade options after each completed objective define a session's direction.
The Cactus Quest is the most-cited complaint in reviews, and it's earned. Some maps include an objective where players carry separated cactus plants to reunite them: which means walking 500-600 meters while holding them, at walking speed, no sprinting. In a game built entirely around momentum and chaos, a forced five-minute slow march breaks the pacing hard. Multiple reviews call it out by name. The developers acknowledge the feedback.
Solo play in Far Far West is harder in ways the game doesn't account for. There's no difficulty scaling or handicap for one player: same enemies, same objectives, same mission scope. It's completable but noticeably less enjoyable than the intended 2-4 player experience. Players who bought it alone and hit a wall will feel undersupported.
Early Access content volume is the third concern. The current build offers enough maps and bosses for 10-15 hours before repetition sets in. The developers' roadmap promises new enemies, weapons, abilities, and a "High Risk / High Reward" bounty tier: so the issue is timing, not ambition. But if thin Early Access content has burned you before, it's fair to wait.
GODEEPER: Another Early Access survival FPS that's further along its development arc and rewards solo players specifically. Road to Vostok Review →
For 2-4 consistent friends: yes, without much hesitation. The 30-day concurrent average suggests the people who bought it are staying, and the core loop earns a $20 buy-in even at current content volume.
For solo players: probably wait. Not because the game fails solo (it doesn't), but because the difficulty gap without teammates is real enough that many players will hit a wall, bounce, and feel the purchase was premature. The game will buy more value when the roadmap delivers.
Far Far West Early Access will raise its price at version 1.0, roughly 12 months from launch. There's a window here, but no urgent deadline. If you have a co-op group and $20 to spend today, it's a straightforward yes.
Is Far Far West playable solo? Yes. The game supports 1-4 players including solo. It's balanced for co-op, so solo runs are harder with no handicap system. Most players report it's still enjoyable but noticeably more punishing without teammates.
What is the Far Far West Early Access price? $19.99 USD on Steam. A 10% introductory discount brought it to $17.99 at launch through early May. The developers confirmed the price will increase when the game reaches 1.0, approximately 12 months after the April 28, 2026 Early Access launch.
Does Far Far West have PvP? No. Far Far West is strictly PvE: players cooperate against AI enemies in bounty contracts. No player-versus-player mode exists in the current build.
How many players can play Far Far West together? Up to four players in online co-op. No local co-op or split-screen: multiplayer requires an internet connection. Solo play is fully supported.
What platform is Far Far West on? PC only on Steam. No console versions announced as of May 2026.
What is the Joker perk system? After completing side objectives, players choose from three perk cards: permanent run upgrades like fire rate bonuses when aiming down sights or increased spell damage against airborne enemies. Cards stack through a session and shape your playstyle toward headshots, spell chains, or healer support.
Who made Far Far West? Evil Raptor, a seven-person studio in Lyon, France, published by Fireshine Games. Their previous games were Pumpkin Jack (3D action platformer) and Akimbot (twin-stick co-op shooter).
About the author

Critical game theorist with a background in film criticism. Writing for print and digital outlets since 2015. Specialises in genre analysis and design heritage.
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