Far Far West

FEAR FEAR WEST IS OUT NOW! - v0.3.0.0

Evil Raptor

Howdy y'all!

FEAR FEAR WEST IS OUT NOW!!!

We're super excited to get this one out into your wonderful hands! We've put a lot of hard work into today's update and hope y'all enjoy it. Please let us know what you think!

ALSO!! DISCOUNT!!

Starting RIGHT NOW, and for the next two weeks, Far Far West will also be going on sale for 20% off its usual price! So if you've been holding out on some spooky new content before jumping into the game, now might just be the time ;D

FEAR FEAR WEST EVENT

The Halloween event is here!

This means 3 new time-limited objectives, a new Halloween boss with exclusive attack patterns, a bunch of skins to unlock, and rituals to perform!

GAMEPLAY

The event takes place across all maps, with contracts on the mission selection listing if they have Halloween objectives or not

Each of these missions features up to 2 of the 3 unique resources, and each one has its own dedicated gameplay: Feathers, Pumpkins, and Skulls

  • Feathers: find a crow statue and shoot the fleeing crow
  • Pumpkins: kill the Halloween Boss
  • Skulls: find a haunted cemetery and destroy the flying skulls

Back in the lobby, head to the cauldron behind the train and use your resources to perform the ritual

Performing a ritual will reward you with Haunted Candles, the event’s unique currency, which you can spend on Halloween-limited cosmetics!

WHAT CAN I GAIN FROM THIS EVENT?

  • Character skin Sawbones
  • Character skin Scarecrow
  • Character skin Pumpkin Jack
  • Mount skin Ghost
  • Title Dies First
  • Title Scarecrow
  • Title Bounty Haunter
  • Title Legend of the Fear Fear West
  • Emote Spooked
  • Emote Ritual

WHAT HAPPENS TO ALL MY STUFF WHEN THE EVENT ENDS?

  • Feathers, Pumpkins, and Skulls will be deleted from your inventory
  • Haunted Candles will be converted into Souls at a 1 = 2rate

All cosmetics you have unlocked are yours forever. Those you haven’t unlocked will be available to buy with Gold after the event ends, at 4 times the price of cosmetics of the same category

FEATURES/CONTENT

JOKER’S CHOICE

A small change, but one that feels BIG!

The pool of Jokers keeps getting wider, which means your chances of landing one that fits your build keep going down. Since melee and gun weapons often have their own specific Jokers, you’ll more and more often land one that’s completely useless to you, and that can only be broken down for Uranium or swapped at the Refiner.

We’re changing that!

  • Collecting a Joker is now instantaneous
  • When collecting a Joker, an interface will pop up and let you choose between 2 Jokers of the same rarity
  • All other Joker features remain unchanged

DISTURBANCE

We’re introducing scaling difficulty to Far Far West!

As players progressed through a mission and got stronger by collecting Jokers, it could feel like enemies were no longer a challenge, and the game got less fun as a result. We want players to still feel like they’ve become powerful, so the scaling is modest and should only serve to make missions a little more exciting and chaotic, rather than directly making the game more difficult.

For those who want difficulty, expect more challenge on new, higher difficulties in the future!

Completing specific actions during a mission will raise your Disturbance Level. At certain thresholds, enemies will be buffed for the rest of the mission

HOW TO INCREASE DISTURBANCE

  • Activate a Lighthouse: +5%
  • Finish a Quest: +5%
  • Start an Anvil: +5%
  • Kill a Miniboss: +5%
  • Activate an Easy Modifier: +5%
  • Activate a Classic Modifier: +10%
  • Finish the Main Objective: +10%
  • Complete a Side Objective: +15%
  • Trigger a Storm Trap: +15%
  • Kill the Boss: +30%

BUFF EFFECTS

  • 35% Disturbance: enemies move 5% faster
  • 70% Disturbance: enemies move 15% faster
  • 100% Disturbance: enemies move 30% faster and the spawner boss gains +10% health
  • Triggers Modifier Ragestorm

MODIFIERS

Our modifier system has been through a lot of iterations during testing - in our previous devlogs, we showed off modifiers being directly tied to Disturbance Level, as a mandatory random challenge in every mission.

We felt this system wasn’t very friendly to casual players, and warped the game too much to be left up to random chance. This new system is fully opt-in, making you ask yourself: dare you strike a deal with the Dealmaker?

Modifiers can be activated within the game by finding and interacting with up to two Dealmakers. Each Dealmaker will offer you 2 modifiers to choose from, each modifier giving XP and Uranium based on its difficulty. The third modifier offered is random and has fixed rewards.

XP from Modifiers are applied to both your hero and weapons. If a modifier provides +500XP, you will individually gain +500XP on your hero, +500XP on your main weapon, and +500XP on your secondary weapon.

  • Dealmakers can be revealed by completing the Lighthouse
  • Dealmakers offer less rewards for each Disturbance Level threshold that has been reached
  • The Dealmakers will vanish after you have completed the main objective, so make sure you have seen their deals beforehand!

ODDS

  • NORMAL
  • 80% Easy / 20% Classic - 5% chance it’s a GOOD modifier instead!

HARD

  • 50% Easy / 50% Classic - 5% chance it’s a GOOD modifier instead!

VERY HARD

  • 30% Easy / 70% Classic - 5% chance it’s a GOOD modifier instead!

NIGHTMARE

  • 10% Easy / 90% Classic - 5% chance it’s a GOOD modifier instead!

LIST OF MODIFIERS

EASY

  • DEVIL DUST: Spawns giant tornadoes across the map
  • DROUGHT: Health regen sources are reduced by 25%
  • RAINING FIRE: A meteor barrage hits your area every 45 to 60 seconds
  • MIRAGE: Fake chests and Jokers randomly appear
  • GHOST NUKERS: Summons ghost Nukers that vanish when killed but explode if they reach you
  • TELEPORTOTRON: You are randomly teleported every 50 to 70 seconds
  • SEA MINES: Sea mines drop from the sky at random
  • CINEMA: A proper Western, just like in the movies
  • LEFT-HANDED: You are now left-handed
  • BATTLECRY: You automatically throw your hat from time to time
  • GREAT DEPRESSION: Chests have a 50% chance to drop nothing
  • FARMYARD: Chickens spawn, friendly until you hit them
  • FORBIDDEN MAGIC: One of your spells is cursed and hurts you when cast
  • DEAD DRUNK: Drinking a healing bottle makes you dizzy
  • SLIPPERY SLOPE: The ground is now slippery

CLASSIC

  • FULL SPEED: Game speed is increased by 15%
  • BLACKOUT: Everything is dark, and you can only see with a flashlight
  • CANNONBALL: Whenever you take damage, you get knocked back
  • GREED: Every Joker you pick up deals 20% of your max HP in damage
  • NECROMANCY: Enemies have a 20% chance to respawn when killed
  • MIRROR: Your HUD is mirrored
  • CHOOO CHOOO: Ghost trains come barreling through
  • PRESSURE: A storm starts every 5 minutes
  • SUPERCELL: Storms are 50% longer
  • NEMESIS: Your nemesis shows up every 40 to 60 seconds
  • TRASH EXPRESS: A toxic waste airdrop lands every few minutes
  • DOUBLE OR NOTHING: Each Joker you pick up has a 33% chance to either vanish or offer extra choices
  • INTERNET 3.0: Free ads! Unskippable ads!
  • GARY: Gary is here

GOOD

  • JACKPOT: SHINY! Enemies have x2 chance to drop Jokers!

OTHER

  • RAGESTORM: Your disturbance manifested. Lightning strikes from the sky. [Triggers when reaching 100% Disturbance level]

NEW… SOMETHING WEAPON!

Jetpack is a new secondary weapon with a brand new gameplay!

  • Jetpack: Fly anywhere and crash down on your enemies. What goes up must come down, preferably on someone.
  • Right-click: Dive to the ground while flying the Jetpack to release a damaging burst on nearby enemies
  • [UNIQUE][] TRAIL PACK: Your jetpack trail leaves elemental puddles
  • [UNIQUE][] CRASH PACK: Double the fuel ammo, but half the flight duration
  • [UNIQUE][] HOVER PACK: Divebomb is replaced with a hover boost that costs fuel and swaps your weapon

WOODLANDS QUESTLINE

Lady Granny can’t wait to exploit you in her new ventures in the Woodlands! Be a good intern, and she’ll reward you well!

NEW MAP: REDWOOD

  • A brand new map has appeared, dark, mysterious, full of trees and… enemies, as always!
  • A strange cauldron has also made its way into the woods… Wonder what it’s for…

NEW MAIN OBJECTIVE: GIANT BUZZSAW

A new main objective is available in the rotation! Who doesn’t dream of slicing through the boss spawner with a giant buzzsaw?

HORSE RACE

Head to the fields behind the cemetery to compete in a horse race with your teammates! Who’s the finest rider in the West?

BALANCE

WEAPONS

  • Revolver
  • Base damage increased from 13 to 15

Bow

  • Arrow damage at max bend increased from 30 to 40
  • Can now equip the following Jokers: Speedster and Joker Trick

Banjo

  • XP gained from healing increased from 1 to 2 per restored HP

Boomerang

  • Base damage increased from 6 to 7
  • Can now equip the following Jokers: Panic Attack, Anti-Gravity Falls and Vampire
  • The Boomerang no longer sticks to allies

Sheriff Stars

  • Base damage increased from 20 to 22
  • Base ammo increased from 15 to 20
  • Pickup range upgrade increased from 7% to 10% per slot

Healing Area (Utility)

  • Duration increased from 30 to 60 seconds

JOKERS

  • [FINE] PRECIOUS RUSH:
  • Speed increased from 54% to 60% (the 54% was supposed to be 25%, but we made a mistake, good for you!)
  • Rings are no longer collected automatically, press the Interact key on them to collect them
  • Precious Rush didn’t feel like it offered the player much choice in passing up on the effect if they preferred their vision over the speed bonus. We hope this change will make picking up a ring feel like an intentional decision rather than a sudden change in scenery - and we’re keeping the speed, so zoom to your heart’s content!

[FINE] WELL FED: +5 HP > +7 HP

[PRIME] CHEAPSKATE: Gain +1 HP for every 20 Gold in your mission inventory, up to +15 HP > Gain +1 HP for every 15 Gold in your mission inventory, up to +20 HP

[PRIME] SCRUB HIT: Rarity reduced from PRIME to FINE

[MYTHIC] LAZY: Rarity reduced from MYTHIC to PRIME

[MYTHIC] THICK SKIN: Max available from 2 to 1

  • We’ve been keeping a close eye on Frost and shield builds after Frostburn’s release, and we’re glad that its proven itself as a solid alternative playstyle, using jokers like Thick Skin, Death’s Dance, and Frost Mastery together to generate large amounts of SP and boost damage output with All Mighty. This nerf is intended to adjust this build’s scaling and bring its power level closer to other builds when you first start a mission, without affecting the individual strength of each Joker and allowing it to scale back to its previous heights.

[UNIQUE] FIST RO DAH: The charged attack propels you backwards and has a 20% chance to apply Frost to enemies > The charged attack propels you backwards and applies Frost to enemies

[UNIQUE] SKY LASH: Reduced slot cost from 4 to 3

[UNIQUE] BARDBARIAN: Reduced slot cost from 5 to 4

[UNIQUE] ULTRADRAW:

  • Explosion damage reduced from 35 to 20 (explosion radius unchanged)
  • Reduced slot cost from 7 to 4
  • Our previous changes to Ultradraw didn’t quite have the effect we were hoping for. They only served to make the Joker even more restricted to specific builds, thanks to its steep slot cost. As a result, we’re taking Ultradraw in a new, experimental direction, with a large reduction in both the Joker’s power level and cost. We’re not entirely sure if this will be an effective change, so please get in our feedback channels and let us know!

OBJECTIVES & STORMS

  • Overloaded TNT and Nuclear Missile main objectives:
  • Storms are now infinite and only end when the objective’s initial progress bar is completely filled
  • In practice, the Overloaded TNT objective will require players to restore factory power before the storm concludes, and the Nuclear Missile’s storm length is slightly extended
  • These two are the oldest objectives in the game and have needed an update for a while now. We want the main objective to be the third hardest part of each mission (right behind the boss and extraction), and finite storms didn’t hit the mark for that. Giving these objectives infinite storms fully brings Overloaded TNT to modern standards, and although Nuclear Missile lacks any mid-storm elements to prolong the event, the increased duration should still spice things up a bit.

Cryptic Totem & Anvil: Added arena domes during storms that lock players in the objective area

Kamikaze storms: Reduced the number of Kamikazes that spawn

Wishing Well:

  • The outcome that spawned a modifier has been replaced with one that raises the mission’s Disturbance Level
  • Now has an outcome that grants free Uranium

ENEMIES

  • Cryptic Lich: HP scaling with difficulty reduced from 0.25 to 0.1 (Liches are easier to kill on higher difficulties)
  • Cryptic Kamikaze: Screaming audio range slightly increased

BOSSES

Our bosses have been around since the very beginning, and while the game has updated and evolved so much since then, they’ve stayed relatively the same until now. We want bosses to feel like the “final showdown” before extraction, and offer more challenge for players on higher difficulties. While we didn’t get to the Cryptic Train this update, expect it to receive a similar overhaul in the future, and expect new bosses to have this standard of quality and polish!

CRYPTIC SALOON

  • The Saloon now has a defined combat flow instead of a list of randomized attacks
  • The Saloon’s existing attacks have gone through an overhaul and new ones have appeared
  • Vortex : summons a damaging vortex while turning around
  • Shockwaves : the Saloon summons multiple shockwaves in a row
  • Missiles : the Saloon shoots missiles from its eyes
  • Twist : the Saloon twists towards a player, damaging everything in its way
  • [VERY HARD]Mines : mines appear on the battlefield
  • [NIGHTMARE]Horse Wave : the saloon summons ghostly horses in all directions
  • [NIGHTMARE]Missiles are replaced with Vortex

On higher difficulties, the delay between attacks is reduced and attack speed is increased

CRYPTIC VULTURE

  • The Vulture now has a defined combat flow instead of a list of randomized attacks
  • The Vulture can now fly around during several of his attacks
  • The Vulture’s existing attacks have gone through an overhaul and new ones have appeared
  • Tornado : summons 3 tornadoes in different directions
  • Curseball : shoots missiles towards the players
  • Flying Curseball : flies around and shoots missiles towards the players
  • Flying Dive : flies around and constantly dives to summon shockwaves
  • Wingshield : surrounds himself with a shield and spawns meteorites on the players
  • [VERY HARD]Fly : the Vulture disappears and summons clones that rush over the arena
  • [NIGHTMARE]Meteorites constantly spawn

On higher difficulties, the delay between attacks is reduced and attack speed is increased

CRYPTIC NECROMANCER

  • The Necromancer’s existing attacks have gone through an overhaul and new ones have appeared
  • Flame Wall : The Necromancer summons damaging walls which rotate around him
  • Dark Harvest : The Necromancer summons a zone on the ground for each player then strikes the area
  • Slicing Scythes : The Necromancer fires a series of projectiles from his scythe, targeting players
  • Teleport : The Necromancer goes into the ground and then emerges beneath one of the players
  • [VERY HARD]Global Return : Cryptics Grunts return to life around the Necromancer constantly
  • [NIGHTMARE]Resurrection : The Necromancer summons Cryptic Kamikazes around himself

On higher difficulties, the delay between attacks is reduced and attack speed is increased

VISUAL

New spooky lobby for Halloween!

New classic skins!

All maps and a lot of points of interest have gone through a spookification pass!

Decals Update

Decals such as dirt or moss no longer mess with the geometry of meshes, and most of them now appear smooth even with decals enabled

BUGFIXES

Very minor bugfixes and tweaks are not listed

  • Fixed 50+ bugs, including:
  • Multiple crash and disconnection issues have been fixed
  • Fixed a frequent GPU crash at game startup on RTX 4060 cards
  • Ronsau: should no longer stay at his base during Quest 1
  • Arizona Jones: should no longer interrupt her door-unlocking animation to draw her weapon when enemies are nearby, which could block the questline in multiplayer
  • Banjo: aiming down sights should no longer slow the camera when right-clicking
  • Fixed an issue where explosions from the joker ‘Clutch’ and ‘Mindshot’ dealt self-damage
  • Fixed enemies clipping through the ground
  • Joker Relentless: stacking multiple copies now properly grants +30% damage per extra copy instead of +130%
  • Joker Magic Friendship: now specifies the exact HP restored in its description
  • Joker Death’s Dance: now correctly reduces SP decay speed by the listed 30% instead of 50%
  • Joker Tin Man: should now only convert the excess healing instead of granting the full shield value when using Banjo’s healing
  • Joker Spell Roulette: should no longer reroll a spell you already have
  • Joker Swamp Trick: the explosions it triggers on the Dual Revolvers should no longer damage you
  • Joker Bardbarian: rapid follow-up attack inputs after a slam should no longer softlock you into an unintended second slam animation
  • Joker Fanning Ace: a high reload speed should no longer prevent it from triggering on consecutive reloads, so it can properly be chained
  • Joker Jump Star: the extra jumps should no longer persist after switching away from the Sheriff Stars

QUALITY OF LIFE / MISC

DISCONNECTIONS

  • We traced disconnections to the way the UE5 Steam plugin handles unstable connections. While we did some work to address that, we have ultimately decided to move away from Steam sessions for matchmaking and are now using Epic Online Services. This change should be invisible to the end user, but it resolves the Steam connection issues
  • Client jokers and spent Uranium are saved when disconnected from a session, allowing clients to reconnect and keep their loot

CONTROLS

  • The gamepad has received some love. It’s still using a virtual cursor driven by stick input, but the cursor can now snap to button locations when navigating between menus
  • Input remapping has been reworked to allow multiple binds for the same action on PC, and to let you rebind gamepad buttons
  • The drop key is now bound to Reload by default, and can be rebound in the settings

GAMBA MACHINE

  • When gambling more than once every 30 seconds at the gamba machine, your rolls are much faster
  • You can now sell a Joker directly after gambling it

PROMO CODES

  • Text box wont register key presses held when before opening the window so no more FFFFFFFFFF promo codes
  • Copy/paste supported
  • Tab no longer breaks the code screen
  • Pressing enter during text entry acts as confirmation

MISC

  • Improved CPU load for enemies. This improves performance, especially for the host and especially in high difficulty missions with a lot of enemies at once
  • You can no longer hit an enemy AND a player at the same time with a melee weapon. This should make messy fights much easier for melee users
  • Added a jukebox to replace the gramophone in the lobby that plays songs directly, without needing to pick up and use individual discs
  • Added “Self healing” and “Team healing” stats to the end-of-game screen
  • The Horseman will now spawn only if you are close enough, preventing far-off Marauders from shooting them down
  • Join code box accepts only 5 alpha characters, confirmation disabled until a 5 character code is entered
  • The Coyote now drops Uranium instead of Gold
  • Shortened the cactus dialogue for the Desert secret so the hint on where to find them appears in the first line
  • New stingers for boss kills, exploration music, chest openings, lighthouses, objectives, and more! (stingers are ~3 second sounds played when you accomplish something, or used to end a track or transition between two of them)
  • New fanart has been added to the cave!
  • Cryptic shockwaves: the decal no longer grows with the size and the supporting flames last longer, for a more accurate hitbox and better visual clarity

NEW RAPTORS

With this patch, we’re welcoming 2 new Evil Raptor members who joined us since Frostburn dropped!

  • Jonathan is our new gameplay designer, tasked with designing and implementing new enemies and bosses, as well as reworking the Cryptic bosses!
  • Telurik is the artist behind almost all the music in Far Far West! The electro banjo madness? That’s him! Telurik is now back with us part-time instead of from time to time, which means even more banger tracks coming in the next few months

The Far Far West Official Soundtrack is OUT!

You can listen and grab it on a whole bunch of platforms, available right there:

Soon available on Steam!

And that's everythin' from the Fear Fear West update!

If you made it this far, thanks for readin’! Let us know what you think of this update, and we’ll see y’all out in the spooky Fear (Fear) West!

Follow us through the West!

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And review FFW on Steam!! (pls <3)

This announcement was originally published by Evil Raptor on Steam on Oct 22, 2026.

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Far Far West

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