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Far Far West developer Q&A: "Like with pretty much everything we do, we just went with a vibe"

An explosion with green smoke and spectral skulls in Far Far West
Far Far West developer Q&A: "Like with pretty much everything we do, we just went with a vibe"

Evil Raptor's Arnaud Petit takes GamesRadar+ through co-op hit Far Far West, one of 2026's best surprises

Whether stemming a tide of Tyranids in Warhammer 40:000: Space Marine 2 or whaling on one of Left 4 Dead's chargers to make it stop pummeling your pal, the best co-op games thrive when you're hard-pressed to keep up. Far Far West, developer Evil Raptor's breakout co-op shooter, is no exception. It's equal parts maximalist and stubbornly simple, pitting spellcasting robot cowboys against escalating hordes of supernatural cowpokes – accompanied by the greatest (and first) techno-banjo soundtrack I've ever heard.

To dig into Far Far West's creation, inspirations, and the philosophy driving the small team at Evil Raptor, GamesRadar+ caught up with developer Arnaud Petit.

Questions and answers have been lightly edited for clarity

Goin' out West

In co-op game Far Far West, a saloon swirls in the air within a hurricane as the player looks on from a first-person perspective wielding a minigun
((Image credit: Fireshine Games))

How did the development team come together?

Petit: Evil Raptor was born out of Pumpkin Jack back in 2020, when Nicolas, the head of the studio, was solo-developing the game. Following its success, we had the opportunity to hire more people and become more ambitious with our projects. Most of the current team already worked together on our previous title, Akimbot. So, transitioning to Far Far West was just a natural continuation of our work as a group, with a few new additions to ensure we could make the game as good as possible.

Similarly, how did the creative vision of Far Far West take shape?

Petit: The art direction, the atmosphere, mood, and overall fantasy come from Nicolas, who is incredibly skilled at creating spooky and moody vibes. As for the concept of spell-slinging robots fighting skeletons… honestly, it's just cool. Gameplay-wise, our main objective was to create a fun (a very important word for us!) experience that anyone could enjoy, from casual to more hardcore gamers.

Far Far West actually went through three major iterations. Our first prototype was a fresh take on tower defense, and the second leaned into a linear, mission-based structure similar to games like Left 4 Dead. When we realized those directions weren't clicking the way we wanted, we decided to take our best ideas, throw them all in the same bag, and focus entirely on tight gunplay, funny spells, and wacky combos. We mixed it all into a replayable game loop, and the game finally found its footing! While we had a solid foundation, we iterated heavily and integrated player feedback right from the start, which really helped shape the game into what it is today.

Fighting undead cowboys in Far Far West
((Image credit: Evil Raptor))

Far Far West had a lot of hype at the demo stage, but that doesn't always translate to launch. Ahead of release, how did you feel? How about now?

Petit: Running several open playtests followed by a demo with open reviews definitely helped ease our nerves, as we could see people were enjoying the game. However, since the demo was free at the time, it was impossible to know if that interest would translate into actual sales at launch. Thankfully, it did! We honestly didn't expect the full release to be received this well, nor did we anticipate such a high player count. We couldn't be happier with its success! Now, we're back hard at work and can't wait to bring more content to the players.

Far Far West reminds me of some brilliant co-op shooters – think Space Marine 2, Left 4 Dead 2, Borderlands – more so in spirit than design . What do you think creates the right environment for a shooter to thrive in a group environment?

Petit: For us, the key word is simply fun. Everybody loves wacky concepts and flying around the map at lightspeed, so we thought, 'Why not let them?'. Once we ensured the gunplay felt satisfying and the core loop was engaging, there were still a lot of things to consider. But our philosophy is straightforward: if we think an idea is fun for us, we don't hesitate to implement it for the players.

Fighting undead cowboys in Far Far West
((Image credit: Evil Raptor))

I adore the music, particularly that crescendo in the final stage of an extraction. Could you tell me a little about why Far Far West's musical direction felt right? (Bonus question: would you like to name your electro-gothic-Western genre, if you haven't already?)

Petit: Like with pretty much everything we do, we just went with a vibe, and that vibe perfectly matched the rhythm of the game. Our composer also did the OST for our previous game, Akimbot, which was heavily electro-based. Since that's his specialty, we wanted to carry that energy over. You just slam some banjo over it, think cowboys, and you get this "electro banjo bop." Not tying ourselves to a specific name or genre keeps the door open to pretty much anything, so we're just going with the flow!

Are there any other developers – solo or studio – that you look up to?

Petit: There are obviously a few names that constantly come up when people compare Far Far West to other titles, like Helldivers 2 or Deep Rock Galactic. They are staples of the co-op shooter space, and they both did an excellent job defining the genre in their own unique ways. When it comes to the gunplay itself, I also have to mention Overwatch. They did an incredible job making shooting feel as satisfying as possible for an FPS, and we definitely studied their animations closely!

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