Far Far West developer Q&A: “Like with pretty much everything we do, we just went with a vibe”
Evil Raptor’s Arnaud Petit says the studio developed Far Far West around an instinctive, playful creative direction, combining spellcasting robot cowboys, supernatural enemies and an electronic-banjo soundtrack. The interview shows how the team refined an initially uncertain concept into a successful co-operative shooter by prioritising enjoyable gunplay, chaotic abilities and replayability.
The game underwent three major versions, beginning as a tower-defence prototype before becoming a more linear, Left 4 Dead-style mission game; the team then merged its strongest ideas after neither approach fully worked. Evil Raptor, which grew after 2020’s Pumpkin Jack and previously made Akimbot, used open playtests, a demo and early player feedback to shape Far Far West, whose launch sales and player numbers exceeded the developers’ expectations. Petit cited Helldivers 2, Deep Rock Galactic and Overwatch as influences, particularly for co-operative design and satisfying shooting.
- Far Far West evolved through three major design iterations.
- Player testing helped shape its final co-operative format.
- The developers say launch reception exceeded expectations.