Far Far West Is the Wizard-Cowboy Co-op Shooter to Beat in 2026
A wizard-cowboy co-op shooter that earns its Deep Rock and Helldivers comparisons, from an eight-person team. Our early-access verdict: 8.5/10.
Aymen Sakouhi·Writer · Games Hobbyist//4 min read

© Fireshine Games. Official media via Steam.
The pitch
OverviewEvery year a co-op game comes out of nowhere and quietly eats everyone's evenings, and in 2026 that game is Far Far West. It is a 1 to 4 player shooter set in a frontier gone wrong, all robot cowboys, undead outlaws, and magic, where you take on missions, hunt bounties, fight bosses, and try to extract with your loot before it all goes sideways. What makes the story remarkable is who built it: a tiny eight-person team at Evil Raptor, published by Fireshine Games, whose early-access launch on April 28, 2026 has already pulled in an Overwhelmingly Positive rating across more than 35,000 Steam reviews.
The elevator pitch writes itself, a wizard-cowboy extraction shooter, but the reason people keep bringing up Deep Rock Galactic and Helldivers 2 is that it earns those comparisons rather than just borrowing their coats. This is a game about the specific joy of four friends coordinating spells and gunfire against escalating chaos, and it nails that joy more cleanly than launches with ten times the budget.
We are reviewing it in early access, so the endgame is still filling in and this is a snapshot rather than a final word. But what is here is polished, generous, and genuinely hard to put down, and at twenty dollars it is one of the easiest recommendations of the year for anyone with a squad.
How it plays
PlayAt its heart Far Far West is a mission-based co-op shooter with an extraction spine. You and up to three others drop into the frontier to complete objectives, clear bounties, and survive boss encounters, then race to get out with what you earned, that get in, get paid, get out loop that keeps every run tense. The gunplay is snappy and satisfying on its own, but it is the second system that gives the game its identity.
That system is magic. Alongside your guns you bring spells, and they are the reason Far Far West feels like more than another co-op shooter. You can load out for offense, for support, or for pure chaos, and those choices genuinely change how a fight plays, letting a squad build itself into complementary roles or lean into glorious anarchy. The spell system is the hook that separates this from the pack, and it is deep enough to keep experimentation alive across dozens of runs.
The honest caveat is that it is built for company. Far Far West thrives with a full squad, where the coordination of guns and spells sings, and it sags a little when you play solo, where the same encounters feel more like a grind than a party. This is co-op design in the truest sense, tuned around the assumption that you have people to play with, and it is at its brilliant best when you do.
As an early-access title, the endgame content is still thin, and dedicated players will eventually reach the current ceiling of what there is to chase. The moment-to-moment loop is so strong that it carries you a long way regardless, but this is a game whose best days are clearly still ahead as Evil Raptor keeps building on the foundation.
Art & atmosphere
CraftFar Far West runs on Unreal Engine 5 and wears its weird premise well, a frontier overrun by robots, the undead, and arcane magic, rendered with enough personality that the mashup never feels arbitrary. The wizard-cowboy aesthetic could easily have been a one-note joke, but the game commits to it, and the result is a world that is fun to simply exist in between firefights.
The more impressive story is technical. For an eight-person team, the polish is remarkable, the kind of stability bigger launches routinely fail to hit: fast load times, steady frame rates, and no crashes or game-breaking bugs to speak of even in early access. That reliability matters enormously in a co-op game, where a single crash can end a whole squad's night, and it is a big reason Far Far West feels so much more finished than its scope and team size would suggest.
A joyful, remarkably polished wizard-cowboy co-op shooter whose spell system earns its Deep Rock and Helldivers comparisons, held back only by a solo sag and the thin endgame of early access.
Pros & cons
The ledgerIn its favour
- A spell system that gives it a real identity beyond another co-op shooter
- Snappy, satisfying gunplay wrapped in a tense extraction loop
- Remarkable polish and stability for an eight-person team
- Fast load times, steady frame rates, and no game-breaking bugs in early access
- Joyful, chaotic co-op that earns its Deep Rock and Helldivers comparisons
- An easy recommendation at a twenty dollar price
Against it
- It sags a little when you play solo
- Endgame content is still thin in early access
- It is clearly built around having a regular squad
Screens
Official media© Fireshine Games. Official media via Steam.
The player verdict
Real reviews · Steam- Recommended
“I came across this game thanks to a twitch stream by the guys at Ghost Ship Games (Deep Rock Galactic).. It looked so interesting and fun that I decided to pick up a copy and give it a try.. I'm now responsible for the sale of 5 copies of…”
52 found helpfulvia Steam - Recommended
“10/10 Can throw your hat infinitely and create a pile that somehow creates little to no lag. Amazing game.”
44 found helpfulvia Steam - Recommended
“Its fun at the start but I wanted more rougelike then drop in and do pretty much the same thing every time. like give me the option to maybe randomize my guns when I load in or randomize my jokers so when I load in I have to adapt to my…”
18 found helpfulvia Steam - Not recommended
“Gets repetitive quickly; same missions and quests over and over. Even if you unlock more areas it's the same story.”
15 found helpfulvia Steam
Verdict
The callFar Far West is the co-op surprise of the year, and it is not particularly close. An eight-person team has delivered a wizard-cowboy extraction shooter with the polish of a much bigger studio and a spell system clever enough to give it a lane all its own, and the result earns every one of the Deep Rock Galactic and Helldivers 2 comparisons people keep reaching for. As a night-in with friends, it is already among the best things on Steam.
Its weaknesses are honest and mostly a function of where it is in development. It is tuned for a squad and loses some shine solo, and its endgame will not hold the most dedicated players forever yet. In early access, those are entirely reasonable gaps, and they are the kind Evil Raptor is clearly positioned to fill.
If you have a group to play with, this is an easy purchase right now, twenty dollars for one of the most joyful co-op experiences in years and one that is only going to grow. Get in, get paid, get out, and then immediately queue up another run.
Sources
Original review by Aymen Sakouhi from the licensed facts above. Score: 8.5/10.


