
A dark menace consumes the Old West. In solo or coop, fight with style in visceral, explosive combat against bloodthirsty monstrosities. Eradicate the vampiric hordes with your lightning-fueled gauntlet and become a Wild West Superhero.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3.71/day in the week to Sep 3 → 9.86/day in the week after.
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Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 10.2Kreviews | 75% | — | $11.8M |
| $59.99 | 16.4Kratings | 75% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1042 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
At first, I saw some clips of this game, Evil West, on short video platforms. The combos and executions looked really cool visually. But when I actually played it myself, it was a fun power trip on low difficulty. On high difficulty though... let's just say it's a mixed bag. The story is also a mess. Plus, the contrast in this game is ridiculously extreme—dark areas are pitch black, bright areas are blinding. My eyes almost got fried. And the bosses from the first few chapters just end up as elite mobs later on, and there's more than one of them. On the highest difficulty, you die in one hit—zero fun. A perfectly good action game turned into a Souls-like, haha!
В этой игре много брутальности и багов, плюс щепотка духоты.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 663.6/day in the week to Jul 16 → 4.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Korean, Portuguese - Brazil, Russian, Czech*languages with full audio support
| $11.99−80% |
| 6.2Kratings |
| 80% |
| — |
| not modelled |
| $49.99 | 138ratings | 82% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Kinda lacks enemy variety. Some unskippable cutscene like in last part of The Heist, so retries after dying are getting annoying quickly. They throw multiple enemies at you and they will attack you together while blocking your vision. The shield enemy is so annoying, they are so tanky and can spam the long range wave attack that can't be blocked. And you gonna fight multiple of them at once many many times. Enemy's color/attack and environment often blend too well, making it feels like a cheap trick to hit you. TBF with your skillset and gadget, you are almost unbeatable in 1on1 fight maybe except against some bosses. At least on hard difficulty. The melee attack is too snappy, many times it's gonna magnet to wrong enemy when many of them are too close around you. The ranged attack is just a complimentary, I don't think you can make them as main weapon/build. I got many stutters with this PC.
My overall experience with Evil West was good and there's a lot I like about it. The game's theme, story, setting and premise, the variety in enemies, level themes, nice and simple linear levels with light puzzling and the idea of the weapons and combat system are all really good. But it was very much a tale of two halves, my NG playthrough on Normal, difficulty 2/4, and a NG+ on Evil, difficulty 4/4. My NG run started off fun but became frustrating after a few chapters. Jessie, the protagonist, felt too slow and too weak, combat on the whole feeling very unbalanced. The larger combat encounters are intense but its born of frustration rather than challenge, I was regularly dying from enemies off screen, feeling unable to crowd control and dispatch enemies quickly, having to deal multiple enemies who act as previous areas mini bosses. The game felt like it had fallen into a trap many do where a combat system is developed but then put into combat encounters that didn't match the system designed. An example of this is how Jessie can launch enemies and juggle them, there's even perks for more mid air damage, however once you reach a certain point in the game juggling enemies is basically asking to be killed so you never do it. I didn't intend on doing a playthrough on Evil but it was NG+ so you keep all weapons and upgrades etc. so I decided to just 'give it a go'. By chapter 10 I had only died twice, I beat the Parasiter on my 2nd attempt and Bruch on my 1st. The only combat encounter that gave me a challenge after that where the ones that feature an enemy that flies, fires projectiles, lays AOE bombs and makes other enemies invincible. Playing with all the weapons and the upgrade and perks I had unlocked plus the others I unlocked and the previous playthroughs knowledge, as I played through NG+ completely changed the combat, I went from feeling weak and unable to crowd control to dispatching enemies with ease. The game felt much better balanced and more like the combat encounters where actually matching the combat system. I do recommend Evil West but a playthrough on normal can be very frustrating so I would probably recommend playing on Story, even on Story you can feel some of the unbalancing, Jessie still feels weak he can just take a lot more damage. But if you want to see Evil West at its best and want a decent challenge do a NG+ playthrough on Evil.
A great concept and idea, heavily marred by a lack of ability see it realised. The idea behind it is great, very solid. The story told wasn't too bad, a bit stupid in places but all in all it works if you don't think about it too much. After that, the game falls apart. I'm just going to list things that came up and you can deem for yourself if you're interested in the game. Animations and impact of combat and executions were between decent and lackluster, sometimes broken. Some executions had weight and impact behind them, others were flacid. More than once an execution animation didn't play out as it should, like a stolen axe hovering a foot above your hands instead of you holding it. Multiple times enemies would spawn in without the weapon models loaded. One of the most important bosses bosses didn't even have a cutscene or animation for their transformations/phases mid fight, it just cut to black and re-set the model and positions of the player and boss and gave the boss a new model. During level traversal you can accidentally go "the right way" and then be locked out of simply traversing backwards even though it's well within character capability to do so. Multiple collectables were missed because of this, there's no "restart from checkpoint" feature so there was no way to mitigate it. At one point I thought I was doing side content but by the time I realised it wasn't a side path I couldn't return to the main objective, effectively skipping it. The level proceeded as if I had completed it. As for combat, it's pretty abysmal. It's close to good, but the implementation is sorely lacking. You can and will get attacked from off screen frequently. The attack indicator to display this sometimes won't show, and when it does, it's not exactly helpful as it doesn't tell you how far the attack is. Heaven forbid it's an unblockable attack, because you can't turn and stop it in time due to the game's poor lock on. You can be hit while reeling from another hit, so you can be stun locked to death. Combat sticks you to one enemy in some pseudo-lock on, it's unpredictable and difficult to steer it away. Eventually fights and arenas get so visually cluttered that the minimal attack cues given blend in with the environmental effects. Entering an arena with enemies already spawned in causes them to see and attack you before you regain control of your camera to prevent the attack or attack first. At one point during combat the game decided to lock me into a cutscene to interact with a breakable wall off to the side, that I was not near, instead of punching the three enemies in front of me. Half the time the shotgun wouldn't damage the shield of a specific enemy, despite that being the hard counter to its shield, then you're sat around punching a shield and parrying to no effect whittling it down instead. Not possible when there's four of them on you at once. You'll get stuck on jagged terrain in arenas often. The final boss was incredibly uninteractive, nothing is parry-able, most of it is difficult to dodge with the garbage they've given you. You end up pre-dodging instead of using the miniscule i-frames you're given. Eventually the boss uses some large aoe attack that you need to hide behind rubble for, but the boss doesn't spawn the rubble half the time, so you just die. In some instances there is terrible fight checkpointing that will have you re-do the puzzle before a fight, with all the unskippable time wasting cinematic puzzle cutscenes, just to retry the fight. In the later third of the game I ended up abusing the uninteractive mechanics of the game just to get wins because the fights were not fights you could win playing solo with mechanical skill alone. They just spawn multiple boss monsters that can all cover each other. There's nothing fun about a button that lets you choose and kill a boss monster, or stun everything around you including boss monsters. That's not skill expression. The game had numerous bugs in one playthrough. At one point I quit the game, loaded it back up later, and all perks I had unlocked were reset. This caused half an hour of deaths until I realised what had happened, as a perk I knew I had wasn't working correctly and I was attempting to use it for the fight. Game crashed at the end of a level multiple times. Because there's no saving mid level, I had to re-do the entire thing. An enemy that should have been prevented from firing a gatling gun instead decided it was immune to the core mechanic to stop it flinching, so it just kept firing the gatling gun. It was a frustrating buggy mess from start to finish. The only way I could recommend playing it would be playing co-op with a friend, not bothering to interact with the game and just abusing the thoughtless combat mechanics to glide through normal or easy difficulty.
8/10
Может быть, с натяжкой, порекомендовал бы для ознакомления и только. Переигрывать её НИКОГДА не буду. Столько багов, вылетов и т.п. (может быть такое и правда только в коопе, но это не оправдание). Дебильное навязывание взаимодействия (вроде прохода через щель или спуска и поднятия по лестнице лишь вдвоем), увеличение сложности последующих уровней путем добавления в кучу врагов ещё кучи врагов. Баги по типу провала за текстуры и зависания. Отсутствие звука моментами, которое доходит до беззвучных уровней. Заскриптованность очень высокая, некоторый интерьер просто стена, некоторые проходы видны заранее, но действительны только после определенного взаимодействия с определенным обьектом (НПС в том числе). Боёвка схожа очень сильно с God of War, что не идет в минус, так как вроде нормально представлена по началу, но по итогу реализована как помойка. Музыка тоже нормальная. Визуал запада тоже зашел, хоть графика и не достаточно классная. ИИ врагов такой себе, как в обычной любой другой игре. И прокачка нормальная. В общем оценка скорее 4 из 10, если не играть в кооп может быть 6 из 10. Главное что после прохождения на сложности "ЗЛО" узнали с другом, что нельзя первое прохождение на этой сложности делать, ведь ачивка за это будет только если второе прохождение таковое. Пришлось сейвами пользоваться.
Excellent game! Simple and engaging storyline with great fight scenes
the review bombers need to either get good or go away this game is Peak
лайк, сюжет понравился, боевка тоже супер, багов ток куча
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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