The Feud: Wild West Tactics cover
The Feud: Wild West Tactics screenshot
Genre: Role-playing (RPG), Strategy

The Feud: Wild West Tactics

Survival Mode

So, this is a thing. Survival mode is coming.

Take your 5 favorite characters and see how long you can last against waves of deadly enemies. You’ll face off against gunslingers, bears, wolves and who knows what else. The mode comes with a new personal leaderboard where you can see how your teams do and try to beat your own high scores. It has the same difficulties as Skirmish. You can certainly throw together a group of hired guns and try out brutal to see how much punishment you can withstand.

Also….

This is only a small part of what is coming. In fact there’s something else entirely new in the level screenshot that we hope will please everyone.



Tiny Update

Hey everyone! It’s been a crazy time since launch. We’re still working on a few fixes and small balance tweaks but the bulk of the time is going to “other Feud related things.”. We hope to be able to share a small peek at some of those things soon.

More Fixes and the Demo

Hey everyone, we’ve been busy with fixes that address everything from abilities to crashes as well as a few more quality of life touch ups. We’ll continue to log, test and adjust fixes though our patch cycle will be slowing down a bit as we focus on other Feud related things. Onward to the fixes!

Fixes and Enhancements


  • Hired Gun skin should “glow” a bit less in bright light.

  • Savage Analysis issues fixed

  • Jane Dixon Positive Morale fixed and more informative text for when you use it and nobody is in range

  • Some issues with “End Turn” in saga resolved

  • Characters walking on the water and being knocked off into “off limits” areas resolved

  • Further filters for characters in Saga/Story to prevent them from receiving useless items

  • New tutorial text and tooltip text for Strategy research

  • Blade Mistress ability fixed

  • Some text overlap issues resolved

  • Pinkerton Resistance fixed

  • Tough as Nails fixed

  • Wide Slices fixed

  • Shoot Through Em fixed

  • Cap’s Spotter ability fixed

  • Achievements fixed

  • Various other bug and crash fixes


The Demo
As some may have noticed, the Demo has been removed. While we wanted to keep it up for people who missed the Summer Festival the intent wasn’t to have it up forever. As many who have the game already know the demo only shows off an astoundingly small part of the game and also doesn’t have any of the fixes that Feud has received since launch. We may bring back a more robust version at some point in the future.

Saga Changes and Bug Fixes Live

Hey everyone. The Saga patch is ready and brings with it a ton of fixes and changes. While we wanted to get “everything” we felt it was more important to get Saga in order and the other fixes out to everyone quickly. There will be another fix patch coming next week that resolves more of the known issues.

As always, we’ll be keeping an eye on everything. Thanks for your patience and onward to the fixes!

Saga Difficulty
We spent the bulk of the time tuning up Saga based on feedback from everyone. Saga difficulty has been tweaked across the board. Players should find Ranch Hand much easier and Gunslinger, Showdown and Last Stand more balanced. Gone are the mega 11+ unit posses. There are still larger posses than what the player can have but both “large” and “huge” sizes cap out at 7 and 8 respectively. Beyond that the AI power levels that causes larger posses to show up has been changed significantly in every mode but Last Stand. We hope everyone finds Saga more enjoyable, balanced and fun.

New Features
You can reset your progress in individual campaigns in story mode in the options menu.

Fixes

• Rusty weapons should no longer drop in Saga.

• The showdown tutorial has been enhanced with new graphics that more adequately explain how showdowns work

• Bleed damage from Sam McCoy’s Scent of Blood displays correctly

• Bear attacks are now working correctly

• Bad Frank Phillips death mark has been fixed

• Bleeding enemies that die near the edge of cover have proper death animations

• An issue with spawns on the Neutral Swamp Town map are fixed

• Bank walls can no longer be shot through in the McCoy hometown in Saga

• AI options adjusted for Attackers in resource fights in Saga

• Characters in Story mode should no longer receive items for characters not available in the current campaign

• Doc and Jane missing from skirmish fixed

• Various crash fixes

Saga Adjustments Coming Soon

Hey everyone. We wanted to give an update on the next fix patch.

It’s currently in testing and looking good so far.

It has some major changes to all saga modes regarding both posse size and the types of posses that spawn for each play mode. We hope to have it live and to you all by early next week. We wanted to attempt to get it in this week but the core changes and fixes warranted more testing. At launch we made the mistake of having things far harder than they should’ve been, especially for new players. We can’t promise that the game will get tweaked to everyone’s perfect personal liking, but the intent is to make it “better” for everyone. Along with the Saga changes will be a variety of other fixes.

To all of you who have joined up with us so far. Thanks it means a lot to have you all as part of the Feud: Wild West Tactics community. We read all the posts here and try to respond as frequently as possible. While all the things discussed might not get changed, you can rest assured you’ve been heard and will continue to be.

Thanks and Comic Con

It has been a busy and exciting week. To those of you that joined us at launch thanks, we’re incredibly grateful to have you as part of the Feud community.

We’ve been tracking all the posts and making a list of needed fixes and potential, easily achievable quality of life fixes and are working on getting a patch together. We can’t promise that everything will get hit all at once but did want to let people know our intent is to look into everything that we can.

In other news, while we won’t be streaming today ourselves the game will be getting streamed at Comic Con with a brief interview set to play at the beginning of the stream. Stop on by if you want to see some other playing or want to hear a little about the development of the game.

Launch Beckons

Hey everyone. Launch is a week away and we couldn’t be more excited. We’ll be doing another stream this week on Friday at 7:00 PST on Steam and on our Twitch Channel.

Feud has been a long term, passion project for all of us working on it. We’ve gone through our ups and downs, had some close calls with publishers and been forced to take extreme measures to see it get across the finish line.

For those that have been here the whole time, thank you for being patient.

For those that are new, thank you for joining our little community here.

Over the course of the project so many features have been added and elements refined that it’s shocking so much made it in. Now it’s launch time and we hope you all find parts of Feud to treasure like we do and share stories of that one hired gun who was luckier than all rest or the epic shootout you had in the snowy mountains. Every time we play or do a stream we find ourselves making up stories on the fly. Many of us have played hundreds of hours or more and we still run into new matchups and fun fights that we share with each other.

One thing we wanted to assure you of is we will be watching closely at launch and continuing to fix things that pop up. We’re committed to Feud and making sure any fixes that are needed to things that may have slipped through are handled as best as we can post launch.

Beyond that, we hope to be developing and adding things to Feud over time. The better the game does, the more fun things we can add to the massive game that Feud already is. If you’re waiting until after launch for the right moment wishlist it. If you join us next week and like the game, tell your friends. As a small team it makes all the difference.

To help celebrate launch, we’re doing a 10% launch discount as a thank you to everyone who has looked at, played or commented on Feud over the course of its development. We’ve endeavored to make Feud a great value for the price.

Hope to see everyone on Friday and next Wednesday. It’s time to saddle up the horses and ride!




Almost There

In less than two weeks we’ll be pushing that launch button. The bug count is low, we’ve successfully gone through the pre-launch checks for Steam and are just making a final few tweaks, fixes and touch ups before launch.

We wanted to thank everyone who has played the demo again, we’ve gotten a lot of great feedback from it. In the stream last week we mentioned a few of the final changes which were inspired by you all playing through the demo. TTK (time to kill) has been altered for both Saga and Story, fights are a bit more brutal and choices even more important. You’ll still run into very tough enemies, but not quite as resilient as before. We’ve included an option to tweak camera speeds for keyboard cam users and touched up a few animations and sound effects. There is always “more” you want to tweak and do, but it’s time to get it in everyone’s hands.

We’ll be doing a stream tomorrow at 7:00pm PST on Steam and our Twitch Channel where we’ll jump into Story and Saga again for another round of battle and faction fighting.

Come join us if you can.

Stream and Progress

We’ll be back this week at 7pm PST streaming on our Twitch Channel and Steam. Come have a look if you get the chance. We’ll be showing off more Saga mode gameplay and talking about the game.

We’re under 20 open bugs right now and heading towards launch rapidly. Beyond bugs we’ve continued to tweak and tune things. The good news is there aren’t any major new bugs that we’ve seen crop up in testing in a few weeks.

For those that are getting a holiday on the 4th, we hope you have a great time!

The Demo Returns

We had an internal discussion and have reactivated the demo. If you have it already you should be able to re-launch and play it. If you don't have it you can download it and play. The intent is to leave it up (it may at some point need to be updated or altered which would change that). However, for the moment, enjoy!