
The spiritual successor to the award-winning game Void Bastards, Wild Bastards is a roguelike strategy shooter with heart-pounding FPS action, mod management, and a tactical campaign. Saddle up and lead the most notorious outlaws in the galaxy.
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): 0/day in the week to Sep 1 → 0.71/day in the week after.
About




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, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 794reviews | 74% | — | $700.2K |
| $34.99 | 329ratings | 85% | — | not modelled | |
Engagement
Reviews
Themes across 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
My favorite indie game of all time is Void Bastards, but this game is far from the great game that that game was. It's not bad, but it is for sure far from great. I don't like having to navigate around a map, then select where I want to go, then navigate another map inside of that. In void Bastards it was just one map, not map on map. The game overall is kind of confusing, not really explaining the convoluted systems in the best way possible. Like other people have said, the difficulty is off-balance. On medium I can never get very far. On easy I can also never get very far. I've also heard that it's not much better on 'very easy'. I will play the game more, but finishing it is another story. Void Bastards? 9/10 This? 6.5/10 at best
After playing *Void Bastards* back in the day, I had high hopes for a possible sequel or a similar game. When I came across *Wild Bastards*, I thought I’d found what I was looking for. Unfortunately, the game fell short of my expectations—the maps feel empty and like something’s missing, and the endless repetition isn’t enjoyable. Another issue is the price—this game costs twice as much as its predecessor. I’d recommend waiting for a sale before buying it.
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.13/day in the week to Jul 21 → 0.4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese*languages with full audio support
| $34.99 |
| 194ratings |
| 78% |
| — |
| not modelled |
| $34.99 | — | 89% | — | not modelled |
| $34.99 | — | — | — | 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 66 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Took about 10 hours on the Very Hard difficulty. Fun roguelike with an interesting premise of picking up different characters along the way that do better in certain fights. Can get some overpowered mods and abilities. Some enemies are really not suited to some characters, which is a bit of a harsh, first-time learning curve. Overall, fun game.
Was a big fan of Void Bastards so was immediately interested in this wacky looking game. If you like one you'll probably like the other. The unique style and humor is all here and the dialogue is half the reason to play the game. The voice acting is top notch and looking forward to the interplay between the characters kept me playing moreso than the actual gameplay. It was a lot of fun building out the outlaws in different ways. I was surprised when you lost all your equipment between sectors initially but ended up liking the mechanic as it often challenged you to play in unorthodox ways using what could be immediately scavenged. The campaign is truly a campaign. My first successful run took probably a week to complete. If you are looking for short rouge-like runs, this isn't that kind of game. The only meta-progression really comes from unlocking different pieces of equipment by either beating the game on a particular difficulty (unlocks lower as well) or completing a challenge. The challenges are pretty weak, I'd say I only really enjoyed one of them. They seem mostly the same, it's only a single sector and you start with different outlaws, that's about all that is different between the majority of them. The overall story also kinda just faceplants at the very end with no real conclusion of any kind. You never even fight the big bad dude chasing your outlaws around. The dude maybe has 4 voice lines in the entire game. There is such an interesting world here and it is barely explored at all. There are small QoL issues as well. Certain things that can't be skipped, like when a posse lands on a planet to chase you. It can happen up to 4 times each planet, average 6 or so planets each sector, 100s of sectors. The point is, it gets old having to wait the 8 or 10 seconds every single time it happens. It's the same when you get the infamy rewards at the beginning of each sector. Have to wait for the bar to fill every time. It even slows down as it gets closer to the end so you really get to build the suspense each time. Planet variety also gets pretty stale after awhile, even though I like a lot of the arenas. I think there are 6 total? These aren't gamebreaking problems or anything. Minor inconveniences really, but it seems like they add up in this game, which is unfortunate because there is a lot to like here. I'd love to see a sequel or some DLC. I really enjoyed my time with Wild Bastards but unless more content is added, I doubt I'll ever feel the need to revisit it other than to chuckle over a remembered voice line.
Fond of the characters (execpt spike) Throughout the campaign. Gameplay was satisfying as it often line up fine with the right outlaws. for 35$ tho. Probably not. The story towards the end got kinda meh and the late game outlaws sorta out pace the earlier ones (My man casino fell off so badly) If it's on sale, snatch it. it'll be worth the 5 bucks
Initially, I was lukewarm on Wild Bastards. The narrative felt a bit meh and the game veered on easy on Normal difficulty. These combined made the experience be a bit repetitive and cardboard-y. But the excellent audiovisual style and the colorful characters kept me going until the end. Was going to agree with another reviewer that it was not as good as Void Bastards. But then, on a whim, I decided to do the challenges. And immediately the game experience changed; Having a limited amount of Bastards (which are effectively weapons with a different HP bar attached that you can switch between) to perform the challenges made things more tactical, and the map movement more relevant. Once the difficulty was upped, and you had to [i]think[/i], the game clicked. Inspired, I did the max difficulty, perma-death-ish mode on (which was also interesting, since it's not necessarily permadeath in a traditional sense. If you go down, you lose access to the Bastard, until you get an item to revive them. You only lose when you lose everyone simultaneously), and it was tense, exciting and tactical. I had to rely on weird combos if I lost too many Bastards. If I had something to complain, the Collector achievement is annoying, since there is no way to track what you have gotten, on higher difficulties the enemy pool gets kind of samey and pushes towards specific strategies (Armor shredding is a must), and the late-game Bastards feel a bit less effective, since you have less experience with them. But the procedural campaign fixes that. So, eventually I recommend this. Click the permadeath notch on and up the difficulty a bit.
I'm really surprised at the reviews. Didn't get into void bastards but this is just really fun and approachable. Combat is sort of simple, but in a way where it feels like it focuses on FPS meat and potatoes of positioning, aim, and taking engagements at the right time and angle. But you also have a few tools to complicate things. I think the overworld stuff is completely fine. Characters are fun, and the worldbuilding has these flecks of detail that make it much more interesting. Good game!
Не то чего ожидаешь от авторов Void Bastards, но цепляет
I'll give Wild Bastards a soft recommendation. One of the things I loved about Void Bastards was exploring the procedurally generated ships, and taking advantage of im-sim style environmental elements on board. It wasn't perfect, but it's what kept a lot of my attention about the game. By comparison, the first-person experience in Wild Bastards feels much shallower. The arenas which generate for every fight hide enemies and combat pickups. Each fight shouldn't take more than a couple minutes. Once you're good enough at the shooting (and avoiding taking damage from enemies whose shots are often very quick & accurate), the "game" part of the game becomes much more about resource management, as you seek to stockpile long-term advantages. The deep-space cyberpunk wild-west theming is fun, and I enjoyed getting to know some of the characters. Many of them are written with endearing and unique personalities that I enjoyed. And there's a TON of characters. So those of you who played Void Bastards who wanted a more story and character-driven experience, well you'll find it here. There's also essentially no permadeath, so it's not a roguelite at all similar to Void Bastards' format. But, and not to be a broken record, the thing I really miss is any sense of immersive exploration at all. I had a good time, but I was hoping for that vibe. It's not really fair for me to hold it against the game though for expecting it to be something it never promised. Maybe with proper expectations from this review, you'll be able to look past it a little better. It's easier for me to recommend Void Bastards, but I did enjoy Wild Bastards, regardless. It's fun, and has enough complexity to tickle the mind when you're out of combat.
El juego no está nada mal pero Void Bastards me gustó mucho más y este no me engancha tanto
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Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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