$19.99Far Far West Spellslinging Robot Cowboys
Loot a haunted frontier with your crew, then fight your way to the extraction before the West takes it all back.
Is Far Far West worth it?
Far Far West is worth it if…
- you like 1-4 player co-op shooters with clear get in, get paid, get out runs
- you like weird western settings with skeletons, curses and ghost trains
- you like mixing guns with spells and building a perk loadout between runs
- you like bright, funny action best played with friends on voice chat
Screenshots
Bounty hunting with robot cowboys
You take contracts from the Town Sheriff, ride out with a crew of one to four, track the target, take it down and bring home the bounty. The job is simple on paper: get in, get paid and get out mostly alive. In practice you are holding a dusty main street while skeletons pour in from the mines, deciding whether to chase the boss or cut for extraction before the storm closes in.
Six-shooters in one hand, fireballs in the other
You switch between guns and spells in the middle of a fight. Empty a six-shooter into a wave, then throw a fireball into what is left and set off the mix you made. Spells combine with each other, so timing a second cast matters as much as aiming the first. Against bosses and thick waves, healing, headshots or raw spell damage all have their moment, and a crew that splits those jobs survives longer.
A West that stopped making sense
This frontier has saloons and endless desert next to reanimated skeletons, cursed land, haunted mines and deadly storms. You clear contracts, poke around side ground for extra loot, and keep an eye out for the giant ghost train. The look stays stylized and colorful, which makes the whole thing feel more like a tall tale than a grim survival run.
Town deals and hunter builds
Between runs you trade in town to upgrade guns, spells and abilities, then pick perks that shape your hunter. You can lean into spell damage, into healing backup for the crew, or into steady headshot work. Weapon fragments unlock new guns for your main and side slots, and unlockable skins dress up your robot cowboy and your steed. It gives each outing a small purpose beyond the bounty: come back richer, a little tougher, slightly more stylish.
Good to know before you ride out?
How does a run work?
You form a crew of one to four robot cowboys, take a Sheriff contract, head into cursed country, finish missions, kill the target and extract with the bounty. Side ground and bigger challenges pay better, but staying longer means more waves, tougher bosses and a riskier walk to the way out.
What do you actually fight with?
Six-shooters and other guns for steady damage, plus spells like fireballs that you can switch to without pausing the fight. Spells combine, gear and perks change how hard they hit or how much you heal, so a fire-plus-something opener, a healing spell in the middle and clean headshots at the end is a normal sequence.
What is the West like here?
Dusty saloons and desert, plus haunted mines, reanimated skeletons, cursed lands, deadly storms and a giant ghost train. It is a colorful, comic version of the frontier where robots ride steeds and magic sits next to gunpowder, so expect strange rather than historical.
What happens between contracts?
You spend earnings in town on guns, spells, abilities and perks, unlock new weapons through fragments, and change your look with skins for your hunter and horse. Specialize toward spell damage, healing or headshots, then take that build back out to chase harder contracts and better rewards.

























