Weird West cover
Weird West screenshot
PC PS4 XONE Series X Steam Gog
Genre: Role-playing (RPG), Simulator, Adventure, Indie

Weird West

"Developers React" now live on YouTube!

Our "Developers React" stream from this week, with Creative Director - Raf Colantonio and Lead Systems Designer - Gael Giraudeau is now on available on YouTube! Check it out for some funny bits from Weird West players! ːsteamhappyː



And feel free to join the Weird West Community Discord for more weird madness! :)

Patch 1.02 Hot Fixes

Following the release of our 1.02 Patch last week, we did a series of hotfixes this week to address two blockers for which we had produced fixes this week, so that players who encountered them would not have to wait until the next major patch to get unblocked. And we also hot fixed two issues that had been introduced by Patch 1.02.

Those hot fixes address:


  • Snack not appearing in his "box" at Big Gulch Mine on a specific story path;
  • Sheriff Albright not letting you claim your Bounty Rewards while on the Galen's Crossing Journey Objective;
  • Quest and Side Quest Item that could be erroneously dropped into Companions, Horse and Bank Safe inventory when using the new Posse UI introduced with Patch 1.02;
  • Tactical Mode which was not triggering anymore when opening the Class or Weapon Ability Wheel, which was an undesired side effect of some other fixes;


Our QA team is also currently working through bugs players reported using the Devolver Bug Report form so that we address as many of those as possible with Patch 1.03 (which like 1.02, will not only contain bug fixes but also new content and features, more on that soon!)

Developers React Stream

Howdy friends. We want your clips for our next stream! Creative Director Raf Colantonio and Lead Systems Designer Gael Giraudeau will react live to how the community play Weird West.

To share your clips. you can tag us on socials:

The stream will be on May 12 from 11am PDT / 2pm EDT / 7pm BST🐺
Join us on https://www.twitch.tv/wolfeyestudios







Weird West Update 1.02 is Live

Patch 1.02 Sneak Peek Part 3: New Features

In our previous two news bit, we had a look at what new content and what bug fixes to expect with Patch 1.02 (aka the "Snake-In-My-Boot Update"), now is time to look into what new features and features changes you can expect for see what Patch 1.02 goes live later this week on Friday, May 6th!


Melee Lethal Stealth Take Down
You can now one-shot stealth kill unaware NPC with your melee weapon so you can feel more like an Assassin, in case knocking out and not killing your enemies is not your thing!




Blunt Weapons Non-Lethal Knock Out
If you are more of a non-lethal player, we have also made it so that blunt weapons (shovel, clubs) but also kick and fists now knock out people when taking them to 0 HP, rather than killing them, so you have more way to get out of combat without murdering them all!




New Projectile Aiming System
Found it difficult to throw dynamites and other weapon projectiles where you want? We have totally revamped the projectile system so you now freely control with the mouse or gamepad stick the exact position where you will throw the projectile. Projectile speed and arc were also tuned to make it easier to throw them through doors and windows!




Weapon Scrapping Mode
Finding Scrapping weapons fastidious? You can now scrap all weapons at once via the new scrap menu and even better.. you can also scrap directly the ones in your Companions or Horse inventory from there!




Posse Inventory UI Overhaul
Instead of using the "container browsing" it will be now a pausing-UI with :

  • greater grids size
  • the ability to transfer directly from a posse member to another one, and even from the horse
  • the ability to sort items
  • the ability to equip weapons on your companion directly from this inventory screen




Other Misc Changes coming with Patch 1.02:

  • Lowered Relay Decryption cost to avoid having to chain too many bounties at beginning of the game
  • Made it so that the Bounty Board when very first accessed only has 2 Bounty available, and more adds overtime after that point, to avoid channeling players into doing 3 Bounties off the bat and create room to breathe for other types of side quests (which would not spawn if the player is simultaneously already working toward 3 Bounty Side Quest at the same time)
  • Made side quests more likely to appear in small locations like farms, homestead,s and haciendas
  • Made the Silent Shot cost more AP with Rifle
  • Tuned Shotgun weapons spread and damage falloff
  • Knocking out sleeping NPCs won't make this NPC alert other NPCs since they now perceive them as still.. sleeping!
  • Tuning pass on AI reaction times to make it a bit more responsive (further work related to AI and Stealth incoming in the next patch!)
  • Removed the ability to swap to a previous weapon by tapping the weapon wheel key in favor of making opening the weapon wheel more responsive
  • Added Auto Save Points in some Journey Locations which had very long stretch without AutoSave often leaving players with a big chunk of progression lost if they died in the middle of the location and hadn't thought of doing a manual save
  • GamePaid Aiming: Now Only show Aiming Line if the stick is fully pressed to better teach the player to aim with the stick fully pressed as the aiming system responds better this way
  • AIs now search in place a bit longer when investigating a threat creating a bigger window of opportunity for players to sneak on them without AI constantly moving around and flipping at player's face as they approach
  • Full polishing pass on Player character animations
  • Made player holster animation faster to make the game more responsive
  • Doubled Stock of Arrows and Skinning Tools in all Dagger & Bone Shops



What's next?

After Patch 1.02 we will turn our attention toward... patch 1.03 (Shocker!) which, as far as new features and feature changes goes will be heavily focused on a full game economy and player & difficulty progression overhaul and a strong pass on AI, Stealth and Companions. Although first.. let's release Patch 1.02 :)

In the meantime, if there are any changes you'd like to suggest to the dev team, head over to the Official Weird West Suggestion Board!

Patch 1.02 Sneak Peek Part 2: Bugs Fixes

Hey cowboys!! Just wanted to give you some insights on what bug fixes to expect from Patch 1.02 (coming out next week, on May 6th). See the WIP Fixes List below and please note that we are committed to keeping on fixing, iterating, tweaking, tuning, and balancing the game for months to come based on community reports and feedback and will do our best to keep on improving Weird West through a series of updates. Stay tuned as in the coming days we will also give you a preview of what new features and feature changes and Quality of Life updates to expect from Patch 1.02!


Patch 1.02 In Progress Fixes List

- Fixed Bounty Board giving Bounty Side Quest for dead target resulting in no Bounty NPC being present in the quest location
- Fixed Werewolf Hero inventory, Relics, etc not being properly transferred when recruited in Oneirist Journey
- Fixed Fighting Pit Tap Root sometimes self destroying upon arriving in location preventing from completing Tap Roots objective in Pigman Journey
- Fixed not being able to enter a Travel Encounter if the INTERACT control had been rebound to "C"
- Fixed bug that would display placeholder Reputation change notification
- Fixed Camera issue during the Oneirist Journey 3rd vision that would happen under specific contexts
- Fixed Wiindigo not reacting to being silently shot with the bow while unaware
- Fixed some enemies wrongly patrolling after save/loading in Copper Mountain Quarry
- Added Auto-Save points when entering the underground part of Big Gulch Mine, Copper Mountain Quarry, Bitter Rock, and Boulder Creek Mine
- Fixed bug where Soul Vessel would duplicate when transferred to your horse saddlebags
- Fixed Farm's deed not turning into a Junk item in Galen's inventory after the Bounty Hunter Journey
- Fixed Issue in Werewolf Journey where Journey would sometime wrongly auto-complete in Quail Run Mine if Demolition Expert was killed
- Fixed Wolfsbane Clipping being wrongly taken out of player inventory again after Loading save file in Blood Moon Temple
- Changed "Enter the Blood Moon Temple " objective wording to make it clearer that you need to first find a way to enter it
- Fixed Vultures not being poisoned after eating a poisoned corpse
- Fixed Ability Wheel wrongly showing weapon abilities instead of class abilities if you had switched weapons while aiming and then exited aiming mode
- Fixed Sheriff not respawning in Boulder Creek Town preventing turning in Bounty Side Quests
- Fixed Sheriff not respawning in Grackle after Albright leaves town preventing turning in Bounty Side Quests
- Fixed opened Blood Moon Temple underground gate not re opening on reloading a save file
- Fixed Chicken Coop spawning eggs even where there is no live chicken left in location
- Fixed Journey Heroes leaving your Posse when performing bad deeds
- Fixed Deputy Monte leaving your Posse when turning in too many bounties
- Fixed Trapper supplies not transferring to Outlaws during Heist encounter when forfeiting the item to them
- Fixed Pigman Joe being wrongly recruitable by default post Pigman Journey
- Fixed Amulet of Desperation applied status not having an icon or name
- Fixed Cellar Key not opening Cellar during the Graveyard Ghost Side Quest
- Fixed Plague Zombies wrongly spawning in other locations if you leave the farm during the zombie attack in the associated side quest during Plague Outbreak
- Fixed receiving reputation update twice after cleaning the farm of plague zombie during related side quest
- Fixed various continuity issues in Bounty Hunter Journey if you skip part of the objectives by exploring and finding Copper Mountain Quarry early on
- Fixed Ghost VFX being too faint prior to having the ability to converse with ghosts
- Allowed stealing Sibil's Journal without triggering an unfair forced detection/failure in some contexts
- Fixed NPCs throwing dynamites not showing their dynamite in hand prior to throwing it which prevented telegraphing the attack
- Fixed a couple of possible random crashes
- Fixed Calamity disappearing entirely during Protector Journey if you had bought a new horse
- Fixed Companions inventory showing multiple items equipped that were not equipped if they had multiple same items in inventory
- Fixed Ruth not reacting to being shot with Silent Shot Ability while being unaware of player
- Fixed Gazette wrongly mentioning a pigman having had access to the Lantern Room if you had done the entire Lanter Room mission in a stealth way
- Fixed Banks' Ore Buyer sometimes not working after reloading a save
- Fixed being able to entirely hide from AI when carrying a barrel around
- Fixed duplicated Ruth who will show up again even though she had been previously killed
- Disabled death cam when killing an unconscious NPC
- Removed "FLIP" interaction that was wrongly present on Nimp Heads
- Fixed Companion Armor Value so it's now properly only based on whatever Vest they have equipped
- Fixed Desiderio sometimes having an infinite amount of Armor value during Oneirist Journey
- Fixed Companions sometimes attacking caged prisoners during Heathen's Judgement game
- Fixed Sybil's note to Franciscus spawning in Absolution Hall even though both were killed by Player prior to that
- Fixed Player not being able to interact with their current Horse if they had rebought and replaced too many of them
- Fixed Siren from Greenwood Run Intro not leaving location if intro cinematic was skipped at a specific point
- Fixed player being in stuck in place if opening and closing Bounty Board too quickly
- Fixed Player Character T Posing if drinking too many alcoholic beverages and starting to vomit
- Fixed outlaws being wrongly present in the mines wraith scenario during Pigman Joe' side quest
- Fixed Shovels Durability resetting when being put in saddlebags
- Fixed NPCs teleporting back to their original patrol point when reloading a save in the Lantern Room Location
- Fixed Dead Vulture's meat disappearing from their inventory when they are set on fire
- Fixed Heathen and Marshall wrongly referring to player actions that were not done in the interstitial scene between Bounty Hunter and Pigman Journeys
- Fixed maid and gunslingers wrongly appearing in Galens Crossing's basement
- Tripled amount of time blood splatters remain in the environment during combat on PC
- Fixed Werewolf Hero inventory, Relics etc not being properly transferred when recruited in Oneirist Journey
- Fixed rare case where no Ritualist nor Canker Sigil were spawned in Elephant' Spine
- Fixed Companion's HP Bar getting stuck in some cases
- Fixed Money Collection side quest not being completable if player knocked out the debtor and took money from their inventory
- Fixed Shotgun sometimes sending hit NPC through walls
- Fixed Desiderio sometimes being hostile while in Broken Steppe
- Fixed case where Posse Member would vanish
- Fixed case where Journey Hero would never arrive to Broken Steppe

Patch 1.02 Sneak Peek Part 1: New Content

Hey folks, as a first sneak peek into some of the content that will be in Patch 1.02 coming on May 6th 2022, just wanted to share some screenshots of some of the new location maps, location scenarios and travel encounters we are adding to the mix in this incoming free content update (and we will continue on adding more over the next patches to bring in even more variety throughout the game).

So essentially with Patch 1.02, we are delivering two new travel encounters (Howling Hatch and Serpent's Mouth) which will be added to the global pool of travel encounters the game can use. We are also adding Wraith and Ridgeback Scenarios to the existing Secondary Abandoned Mine Location Maps, so it's not all about Outlaws and Sirens and is less repetitive. We are adding a brand new Natural Cave Map and its 3x Sirens / Wild Animals / Wraith Scenarios to the pool of Natural Cave Maps the game can pull from when creating a secondary cave location, and doing the same for Haciendas, with a brand new Hacienda map, so you dont always do Bounties in the same Hacienda Map over and over!

But that's not all that's coming with 1.02!

Next week we will tell you more about some of the main feature adds, changes and tweaks that will be introduced with Patch 1.02 and some insights on the key bug fixes coming with said Patch as well, so you all have a better understanding of what is in-store with 1.02 (and as an exclusive announce: Patch 1.03 which will follow in early June will continue introducing even more new content, encounters, new secondary location maps and scenarios etc and will have a huge focus on a global economy overhaul along with a global player progression model overhaul).

We hope you are excited about all this, cause we are and will show no sign of slowing down in the coming weeks and months! 🙂

DISCLAIMER: ALL SCREENSHOTS BELOW ARE WORK IN PROGRESS PREVIEW FROM THE DEV TEAM AND DO NOT REPRESENT FINAL VISUAL QUALITY!

NEW TRAVEL ENCOUNTERS:







NEW SCENARIOS FOR EXISTING SECONDARY MINE LOCATION MAP








NEW NATURAL CAVE LOCATION MAP WITH SIRENS/ANIMALS/WRAITH SCENARIOS







NEW HACIENDA LOCATION MAP WITH BOUNTY AND RIDGEBACK SCENARIOS

More to come...



Hi all!
Over 400,000 players have roamed the Weird West across platforms since its launch on March 31, and words cannot describe how thankful we are for the love and support you have shown to us since day one.

There's no better way to celebrate this milestone than with a zombie apocalypse. The plague marks the first in a series of planned live events for the game that will soon grow to include new story events, encounters, expansions, and Journeys.

We also want to continue to enhance the overall player experience beyond bug fixing and quality-of-life improvements, utilizing community feedback to help us keep Weird West's immersive role-playing fresh and exciting for everyone so make sure to tune into the Weird West official DISCORD to share your thoughts and feelings.

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Weird West Update 1.01 is Live



Hi all,
it's been just over a week since Weird West launched and we are extremely thankful for everyone's support and love. We're thankful for all of the feedback you've sent our way via Steam forums, Discord, and our official suggestions board because it helped us make the game even better.

Patch 1.01 is now live on Steam. including critical bug fixes and a few QoL improvements pertaining to the inventory and shops. Please find the full changelog below.

We will now look into Patch 1.02. While 1.01 is heavily focused on bug fixing, 1.02 will give us an opportunity to do a bit more QoL updates and feature adds/changes. So if you have a minute, don't forget to go to our Suggestion Board to lodge suggestions or vote on existing ones! We will be reviewing them on Monday, April 11th, and select which one we will prioritize for Patch 1.02.

As mentioned before our goal is to keep on working on the game for the long term, so 1.02 is far from being the last patch. We plan on iterating on the game whether it's for bug fixing, improvements, adding content, game modes, etc so this is only the beginning!

1.01 Changelog



  • Your Horse now stops if it was moving while if you attempt to search their Saddlebags (and Saddlebags wont auto close if they restart moving for whatever reasons, but will still auto close if you move away from your Horse)
  • You can now access your Companions and Horse inventory directly from the Shop UI to resell items directly from their inventory
  • Wanderers now also buy Junk Items to give more opportunities to resell such items while on the road
  • The game now cycle through 5 x Auto Save Slots instead of 3, so you can more easily backtrack through save files if needed
  • Game Pass PC Build now uses 10 Manual Save Slots like on Xbox (up from 5) so it matches for Save Roaming between both platforms
  • The Protector Journey Hero recruited as a Companion will no longer wrongly quit your Posse when receiving friendly fire
  • Bolt-Action Forester Rifles now have their correct icon in the Weapon Wheel
  • Fixed opening of the Shop UI sometimes wrongly auto selling a random item from Player inventory, if you pressed USE for too long when validating the choice "Browse Goods"
  • Fixed crafting of items not dropping crafted item at Player's Feet if player's inventory was full
  • Improved throwable weapons (eg dynamites etc) throw arc and speed so they are easier to use in combat and can easily be sent through door frames etc
  • Decreased HOLD time on Scrap Weapon interaction to be standard HOLD interact time to make it less annoying to scrap multiple weapons in a row
  • Added an option so that player can transfer at once all junk items from their inventory to a companion, horse or container inventory
  • Fixed an issue with Keyboard+Mouse where you could not navigate the "Abilities" and "Perks" TAB of the Journal if you had used LMB on any of the Abilities or Perks
  • Fixed one of the Heathen Travel Encounter not triggering on a specific story path
  • Fixed Canker and Fighting Pit Sigil being wrongly destroyed when using a generic Sigil to access a secondary Temple (the fix is retroactive and if the bug happened already to you, you will re receive the missing Sigil upon entering the Fighting Pit/Canker or upon reloading a save in those locations)
  • Made all Bounty Targets Intro Line non blocking so that player doesnt get derailed by a blocking conversation while fighting or sneaking on their target
  • Made it so that if you return a handcuffed Bounty Target, they only have a low chance of later jail breaking and starting a vendetta against you (was previously 100% when it should have been 15%)
  • Companions now auto use bandages they have in their inventory when their health drops below 40% (instead of the threshold being at 25%)
  • Tuned distraction noise made by throwing props around so AIs will react to it from further away, allowing player more control over this system
  • Fixed issue with abandoned mine sometimes not being correctly populated with Sirens when using Sirens Scenario
  • Fixed Foliage/Bushes areas in Canyon Location to have less "holes" in them so player does not get surprised detected while walking hidden in the middle of a bush patch
  • Fixed Weapon Shops Guards being pulled to guard banks in Town instead of staying inside the Weapon Shop (also solves Deputies being inside the locked ransacked Bank at beginning of the game)
  • Added Loading Hint about Companions not requiring Ammo to use ranged weapons
  • Fixed Easy Prey/Terror on the Trail side quests having their quest item disappearing if you entered the abandoned wagon location and re entered it prior to finding the item
  • Fixed losing reputation when killing Ravenous at Galen's Crossing
  • You can drop items from your inventory when browsing containers/NPCs inventory and opening your inventory side panel
  • Fixed being able to bury companions in Olvidado's lair, resulting in not being able to access their corpse during the last Journey
  • Fixed finding husband in Bounty Hunter Journey, without freeing him and then returning to Galen's Crossing and completing local objectives prematurely and wrongly completing the Journey
  • Fixed issue where in rare cases, Essex Mast in Quickbend does not follow up with his blocking conversation when you free him, resulting in an objective blocker
  • Fixed Tanning Racks in Trapper Camps having nav mesh beneath them which could result in side quest NPCs spawning inside tanning racks and blocking side quest progression
  • Fixed Rope being removed from player inventory everytime you reloaded into a location where you had attached the rope to a skylight
  • Fixed Documents, Relics, Keys, Golden Ace not transferring from 4th to 5th Hero
  • Fixed Oneirist leaving location while talking with her about the cursed statuette during the Ritual travel encounter
  • Fixed hole in bush area at starting point of Greenwood Run resulting in player getting unfairly detected
  • Made it clearer on the Crafting UI which is the item you produce and which are the items needed
  • Fixed the Reputation Notification sometimes displaying a placeholder text
  • Fixed Ability Wheel not showing weapon abilities when having set AIMING to TOGGLE MODE and aiming with your weapon
  • Fixed Sheriff wrongly going hostile during the side quest where they open the cell after being bribed
  • Fixed rare blocker bug where Pigman Hero would not go to destination during a specific Objective in last Journey

Weird West goes physical for PlayStation 4!

Special Reserve Games has teamed up with Devolver Digital and WolfEye to create an outstanding physical collector's edition of WEIRD WEST!

This is a PREORDER for a physical product. Estimated shipping date is Aug./Sep. 2022.

The SRG Reserve of WEIRD WEST for PlayStation 4 features:

PS4 DISC
Region-free
Includes critical updates, patches, and DLC at time of manufacture
SEQUENTIALLY NUMBERED GAME PACKAGING
REVERSIBLE JACKET ARTWORK
SHIPS IN A SPECIAL RESERVE BOX
Makes a great shelf display and protects your game
SPECIAL RESERVE ART CARD
Exclusive Reserve-only art card
Metallic paper (4" x 6") with foil treatment
INSTRUCTION BOOKLET
Inside the shrink-wrapped game packaging
INCLUDES WEIRD WEST DIGITAL SOUNDTRACK
(VIA STEAM CODE)
Delivered digitally via email

The team has also created a WEIRD WEST ILLUSTRATED STORY BOOK!

PIGMAN JOE'S TOUR DE WEIRD WEST
Only 1,000 Available
SIGNED BY THE DEVELOPERS


A vibrant, full-color illustrated story book detailing the journey of Pigman Joe, written by the character in rhyme! Winding concept art and other original illustrations from the making of the game into a story that brings the beloved character to life while expanding on the world of the WEIRD WEST!

The WEIRD WEST ILLUSTRATED STORY BOOK features:
56 PAGES
FULL-COLOR ART
SIGNED BY THE DEVELOPERS
CASEBOUND HARDCOVER
Debossed cover with detailing
Metallic finish on cover details
9" x 6" LANDSCAPE FORMAT

Additionally, THREE SPECIAL RESERVE ART PRINTS are available as standalone items. Each is 7" x 5" and printed on 1/4" thick acrylic with two art layers.

PREORDER NOW. Ends April 15 at 12 p.m. Central.