Far Far West vs Deep Rock Galactic: Co-op Compared
Both are four-player co-op shooters with a hub, a drop, and a fight. One sells you a cave you have never seen; the other sells you a fight you can rehearse.
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Why this comparison gets made
Both games put four players in a hub, drop them somewhere hostile, and pay them for finishing an objective. That is where the resemblance ends. Deep Rock Galactic is a finished game with procedural caves and fixed classes; Far Far West is an Early Access title with handcrafted maps and a card-driven build system.
Players arriving from Deep Rock Galactic tend to ask one question first: is this the same game with a cowboy skin? It is not, and the difference is not cosmetic. It is structural, and it decides whether your group bounces off it in an hour or keeps it installed for months.
Side by side
| Far Far West | Deep Rock Galactic | |
|---|---|---|
| Players | 1–4, online co-op | 1–4, online co-op |
| Release state | Early Access since April 28, 2026 | 1.0 since May 2020, seasonal updates |
| Level design | Handcrafted maps per contract | Procedurally generated cave networks |
| Classes | No classes; damage, healing, or headshot specialization | Four fixed classes: Driller, Engineer, Gunner, Scout |
| Build system | Weapon and hero upgrades plus Joker cards | Class perks and weapon overclocks |
| Combat | Guns plus five spell schools and elemental reactions | Guns, terrain tools, no magic |
| Run structure | Objective, boss, then extraction | Objective, then drop-pod extraction |
| Platforms | Windows via Steam | PC, Xbox, PlayStation |
| Price | $19.99, currently $15.99 at 20% off | Not compared here |
Structure: a cave you have never seen versus a fight you can rehearse
Deep Rock Galactic generates its caves. Every mission is a fresh layout, and the traversal puzzle — where the drop pod will land, how you get back — is part of the content. That randomness is the reason the game stays interesting for hundreds of hours.
Far Far West uses authored maps. A contract gives you a place, an objective, and a boss, and the community's talk is about learning routes rather than surviving a layout nobody has seen. The trade is deliberate: you lose surprise and gain rehearsal. Routes get optimized, boss patterns get learned, and a squad that has run a contract four times is visibly better at it than a squad on attempt one.
If your group's pleasure comes from improvisation, DRG wins that category outright. If it comes from execution — the run where nobody makes the mistake they made last time — Far Far West is built for exactly that, and its boss encounters are the reason. Tactics are in /bounties/boss-fights.
Classes versus cards
This is the biggest mechanical gap, and it changes how your group talks to each other.
In DRG, the class is the contribution. A Driller opens the map; an Engineer builds the path; a Gunner holds the line; a Scout lights and reaches. Roles are legible from the character select screen, and a squad missing a class feels it immediately.
Far Far West has no classes. Steam describes specializations — damage, healing, or headshot focus — and the real build identity lives in Joker cards and weapon upgrades, which attach to a weapon or to the hunter rather than to a role. Roles still exist in practice, but they are negotiated rather than assigned: nobody is the healer because of their pick, someone becomes the healer because of what they brought.
| Squad problem | DRG answer | Far Far West answer |
|---|---|---|
| We cannot reach the objective | Class traversal tools | Route planning, movement, spells |
| We are being overrun | Class crowd control and shields | Area denial spells, control Jokers |
| We cannot see | Scout's flares | Positioning, encounter knowledge |
| One player is down | Anyone can revive | Anyone can revive, proximity required |
For DRG veterans: revives here require proximity, which turns spacing into a defensive stat. See /guide/coop-guide.
Combat: tools versus reactions
DRG's combat is spatial. Half your power is in where you put a platform, a tunnel, or a shield, and the destructible terrain means the arena is a resource.
Far Far West's combat is elemental. Guns and spells run in parallel, and the damage spike comes from ordering spells so that one element detonates another — the chains are catalogued in /spells/best-spell-combos. What replaces DRG's terrain play is target setup: puddles, marks, and summoned turrets that turn a scattered wave into one addressable problem.
Neither is deeper. They reward different habits: DRG rewards reading a cave, Far Far West rewards reading a fight's timing.
Progression and maturity
DRG has years of balance passes, free seasonal content, and a class system polished to the point where every weapon has a place. Far Far West is months into Early Access with a small team, a level-100 prestige loop, and a stated plan to add weapons, enemies, and modes before 1.0. Its upgrade economy is real but visibly younger — see /weapons/weapon-upgrades-guide for how the tracks fit together.
Solo play is the sharper contrast. DRG gives a lone player a companion drone that mines and revives. Far Far West reportedly gives you nothing but the contract, which makes solo a deliberate challenge mode rather than a supported second way to play.
Which one for your squad
Pick Far Far West for a $19.99 entry price, a western-magic tone, and boss fights you can learn. It is the better fit if your group plays in short scheduled sessions and likes a clear objective-to-boss run.
Pick Deep Rock Galactic for procedural variety, class mastery, and a content pipeline that has already proven it lasts. It is the better fit if your group plays spontaneously and wants every drop to be different.
Play both if you have the appetite. They occupy the same evening slot but not the same mood: one is a weekly puzzle with a new cave, the other a weekly heist with a boss you are getting better at.
One last practical difference: DRG ships on PC and consoles, Far Far West is Windows-only and Steam-only for now, which matters if your group is split. Details in /platforms/console-availability and /guide/crossplay-guide.
The short version
DRG asks where you are. Far Far West asks when you cast. Both are four-player co-op with a hub and an extraction, and neither substitutes for the other once you have played a few hours of each.
Is Far Far West just Deep Rock Galactic with cowboys?
No. The loop rhymes — hub, contract, objective, extraction — but the systems underneath are different: fixed classes and procedural caves versus card builds and handcrafted maps.
Which is better for solo players?
Deep Rock Galactic, by a wide margin. It provides a solo companion drone and scales missions down, while Far Far West reportedly offers no AI help at all and no revive if you go down alone.
Does Far Far West have procedural generation?
No evidence of it. Contracts use fixed maps with fixed objectives and bosses, and players report learning routes rather than exploring new layouts each run.
Can the two games' squads mix?
Only in the sense that the same four people can play both. There is no shared progression, no shared account, and no cross-game anything.
Related Guides
Far Far West Beginner Guide: Your First Bounty Runs
A no-fluff Far Far West beginner guide covering the town hub, loadout slots, the bounty loop, and extraction rules in the current Early Access build.
Far Far West Bounty Hunting Guide: Contracts and Payouts
How Far Far West bounty contracts work: picking a tier, clearing objectives before the boss, timing extraction, and turning runs into gold that compounds.
Far Far West Best Weapons: How to Judge a Gun Yourself
There is no trustworthy Far Far West tier list yet. Here is the five-part framework for judging a gun, plus an upgrade priority that survives every patch.
Far Far West Weapon Upgrades: What to Level First
How Far Far West weapon upgrades actually stack: stat purchases, Joker point budgets, and prestige tokens, plus a rule for when to stop investing.
Far Far West Best Spell Combos: Solo and Squad Plays
Confirmed Far Far West spell chains for four-player squads and solo runs: cast order, who owns which element, and why the same combo fails alone.
Far Far West Spells Guide: Five Schools and Reactions
How Far Far West spell schools work, which spell names are confirmed, the elemental reactions worth building around, and how to test combos yourself.