Far Far West Weapons: Every Slot and How to Unlock Guns

An honest inventory of what is and is not confirmed about the Far Far West arsenal, plus a repeatable method for auditing your own unlock progress.

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Read this before the table

You are looking at a deliberately incomplete page. Far Far West is in Early Access (launched April 28, 2026, still in EA as of October 28, 2026) and the developers have not published an official weapon roster. Multiple third-party sites publish complete lists, and those lists contradict each other. We will not pick one at random and present it as fact.

Three separate websites claim to list every weapon in Far Far West, and they describe three different arsenals — one with ten guns, one with fourteen, one with sixteen — with almost no overlap in naming.

That is not a small discrepancy: at least two are wrong, and probably all three are partly wrong. When a game is this early in Early Access and the guide ecosystem is largely auto-generated, a confident table is not evidence of accuracy. It is evidence that someone filled one in.

So this page does something different: it documents what the store page and consistent reporting actually establish, gives you a mental model of the slot system, and shows you how to read the authoritative answer — your own unlock screen.

Why there is no reliable public roster

The sources conflict on the count. Ten, fourteen, sixteen. One build cannot have three arsenals.

The sources conflict on naming. Some lists describe a lever-action rifle, a revolving sniper, a heavy rifle, a horse bow, and a minigun as primaries. Others describe a lever-action rifle, a scoped sniper, a minigun, a hybrid revolver-primary, and a shotgun. Overlap is partial, and descriptions of overlapping items often disagree.

The sources conflict on numbers. Posted DPS values, magazine sizes, and damage ranges differ enough that none can be derived from the same data set. A "damage range of 1 to 400" claim, for instance, appears on exactly one site family with no corroboration.

What they agree on is structure, which is what this page is built on. The gun-spell swap is confirmed by Steam, as is the existence of weapon upgrades bought in town.

What the current build does confirm

  • You equip a primary and a sidearm, swap between them freely, and carry utility throwables in a separate slot.
  • You swap between guns and spells seamlessly mid-fight. Steam uses a revolver and a fireball as the example.
  • Weapons are not permanent ground pickups. Players report they are assembled in town from blueprints or fragments collected during bounty runs.
  • Weapons level independently and gain modifier slots as they level.
  • Upgrading costs in-run currency, and spreading it across many weapons is the standard beginner mistake.
  • The revolver is the starting sidearm — the only specific weapon named on the store page.

That is a thin list. It is also the part that is true.

The slot structure, which is stable

Even without a roster, the slot system is well defined, and it is more useful than names that may change.

SlotFunctionWhat to look forReported archetypes
PrimaryMain damage during objectives and bossesRange band, sustained damage, reload rhythmLever-action rifle, scoped sniper, shotgun, minigun, bow
SidearmBackup during reloads; close-range saveSwap speed, burst, headshot multiplierRevolver (starter), heavy revolver, dual revolvers, thrown weapons
UtilityProblems guns cannot solveArea denial, healing, ammo, knockbackDynamite, throwing axe, boomerang, ammo and healing drops
SpellElemental setup and burstWhich reaction it enablesCovered on the spells page
PerkPassive build modifierWhether it multiplies your planDamage, healing, headshot, mobility

Treat the archetype column as roles that exist, not a promise about names. Every source agrees that long-range precision, close-range burst, sustained suppression, and thrown utility are represented. They disagree about what those items are called.

How unlocks and upgrades work

The acquisition loop, as reported consistently across independent write-ups:

  1. Track a weapon in your town locker. Players report only one can be tracked at a time.
  2. Earn fragments or blueprint pieces from main objectives, hidden caches, and the bounty target.
  3. Assemble it in town once the blueprint completes, for a gold cost.
  4. Level it through use. XP scales with damage dealt, which is why higher difficulty levels guns faster.
  5. Spend gold on stat upgrades and unlock modifier slots as it levels; those slots hold elemental effects and build-defining buffs.

The strategic consequence matters more than the steps: tracking is a commitment. Because you can progress one blueprint at a time, choosing what to track is the highest-leverage decision in the town economy. Track the weapon that fixes a weakness in your current build, not the one that looks best in a video.

How to audit your own arsenal

Your client is the only source that cannot be out of date.

  1. Open your locker or armory panel in town. Everything you own and every blueprint you can track should be visible.
  2. Screenshot the full list. That gives you a dated personal roster; re-screenshot after each patch and diff.
  3. Read the stat card, not the flavor text. Note range, magazine, and fire mode. Ignore any DPS number the game does not show you.
  4. Check the upgrade panel for modifier slots. Slot count and type at each level says more about a weapon's ceiling than any tier list.
  5. Test in town if a range exists. Players report a place to try weapons before deploying. Use it — a gun that feels wrong in your hands will not become right because a site ranked it highly.

If your list disagrees with everything online, your list is probably right.

Evaluating a weapon without a tier list

Rank on five axes. /weapons/best-weapons-tier-list expands each one.

  • Damage uptime. How much of a thirty-second fight can you actually shoot? A high-damage weapon with a long reload loses to a modest one you never stop firing.
  • Range band overlap. Does it cover the distance your contracts actually fight at?
  • Reload safety. If you cannot reload without being punished, you need utility or a spell to cover the gap.
  • Element synergy. Does it apply or benefit from the school you run? See /spells/all-spells-guide.
  • Mobility cost. Heavy weapons slow you down in a game that punishes standing still.

The honest summary

There are primaries, sidearms, and utility throwables. The revolver is confirmed as the starter sidearm. Everything else specific — names, counts, stats — is unverified for this build, and the sites claiming otherwise disagree with each other too much to be usable. Check your locker, keep your own notes, and expect the roster to change. Role coverage for a squad is in /guide/coop-guide.

How many weapons are in Far Far West?

Unconfirmed. Published third-party counts disagree, ranging from ten to sixteen, and no official roster exists. The store page does not state a number.

Is there an official weapon list from the developers?

Not that we could find. The Steam page describes weapons generally, names the revolver as the swap example, and mentions new weapons planned for the full release — which signals the roster is not final.

Which weapon should I unlock first?

Something covering the range band your starter loadout lacks. If your primary is close-range, unlock a ranged sidearm, and the reverse. Do not unlock a second weapon in a role you already fill well.

Do weapons carry over between runs?

Yes. Weapons, upgrades, and modifier slots are permanent town progression. What you risk on a run is unlooted haul, not your arsenal — the extraction rules are in /guide/bounty-hunting-guide and the first-session plan in /guide/far-far-west-beginner-guide.

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