Compare Lead and Gold: Gang of the Wild West prices across trusted key stores and find the best deal. Developed by Fatshark. Published by Fatshark. Released on 4/8/2010. Available on PC. Genres: Action. Metacritic score: 70/100.

Think Team Fortress 2 reskinned for the frontier era, then stripped down to six maps and four classes - what's left is lean, fast, and genuinely fun when you can find a match.

My first hour with Lead and Gold felt like finding a dusty, half-forgotten arcade cabinet - the controls clicked fast, the third-person gunplay had snap and weight to it, and I was already thinking about which of the four classes suited my style before the tutorial was finished. Fatshark, years before Vermintide made them a household name, built something compact and confident here: a class-based multiplayer shooter that earns its Team Fortress 2 comparisons not by copying Valve but by understanding what made that formula work. The class design is the clearest strength. You pick from the Blaster (double-barrel shotgun, dynamite), the Trapper (scoped hunting rifle, bear traps), the Gunslinger (accurate revolver with a rapid-fire burst mode), or the Deputy (repeating carbine, enemy-tagging ability that marks targets for your whole team). None of the four feels like filler. Each has a primary weapon, a sidearm, a cooldown special, and crucially a passive synergy aura that buffs nearby teammates - the Blaster boosts defense, the Trapper triggers critical hits, the Deputy raises damage output, the Gunslinger improves accuracy. Sticking together is mechanically rewarded, not just implied by good sportsmanship. Players can also revive fallen teammates mid-fight, which adds a quick heartbeat of decision-making to every skirmish. The six game modes do a solid job of stretching the Western setting into actual mechanics. Shootout is standard team deathmatch, Conquest is waypoint capture, and then it gets more interesting. Powderkeg has one team hauling heavy explosive barrels to blow up objectives while the other defends; Robbery flips the formula around a bank vault and bags of gold that slow your movement and expose you to fire. Gold Fever drops in a co-op wave-survival option against bots. The maps - a mine, a homestead, a wagon camp among them - are tightly built with multiple flanking routes and enough choke points to make positioning matter. It is a small package: six modes, six maps, no persistent unlock track between sessions. Some players will burn through the content ceiling quickly. The problems are real and worth knowing up front. Server stability was a noted issue at launch, and with the game's community having thinned considerably over fifteen-plus years, finding an active lobby today is the main obstacle. There is no single-player beyond a bot-practice mode, so if the servers are quiet, your options are limited. The synergy system also demands a balanced team to shine; lone-wolf runs into objectives tend to fall flat in the modes that require gold-carrying or escort play. Critics at launch also pointed out that four classes, while well-designed, left room for more variety, and that the setting - despite its visual charm - never fully exploits the Wild West atmosphere beyond surface aesthetics. For players who can pull a group together, or happen onto a populated server, this is a tidy, well-executed shooter with a low learning curve and real tactical depth hiding underneath. The animations hold up, the map layouts reward smart play, and the synergy system gives class-picking genuine strategic weight. It is Fatshark showing early signs of the co-op design instincts they would sharpen into something much bigger. Treat it as a historical footnote that is still fun to play rather than a live-service replacement for your main shooter, and it holds up better than its mixed reception suggests. Alex, Scout Team

Lead and Gold: Gang of the Wild West

Lead and Gold: Gang of the Wild West

Apr 8, 2010Fatshark
GamerScout Says

Think Team Fortress 2 reskinned for the frontier era, then stripped down to six maps and four classes - what's left is lean, fast, and genuinely fun when you can find a match.

PC
Steam Deck PlayableProtonDB Platinum
Best Price Available
€0.39-96%
at Eneba
Lowest tracked: €0.39
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GamerScout Verdict

Worth picking up for a premade group; solo players risk logging into a ghost town more often than a gunfight.

Compare Prices(3 stores)

EnebaBest price
StandardGlobalSteam KeyKey
€0.39-96%
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€0.51-95%
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€0.96-90%
Priced in EUR by the store
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StandardEurope (EU)Steam KeyKey
€0.99-90%
Priced in EUR by the store
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Price History

Lowest tracked
€0.399 Aug 2026
Current best
€0.39
Lowest since we started tracking
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€0.38€0.43€0.47€0.525 Jun29 Jun22 Jul15 Aug7 Sept
5 Jun — 7 Sept
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Screenshots & Media

About Lead and Gold: Gang of the Wild West

My first hour with Lead and Gold felt like finding a dusty, half-forgotten arcade cabinet - the controls clicked fast, the third-person gunplay had snap and weight to it, and I was already thinking about which of the four classes suited my style before the tutorial was finished. Fatshark, years before Vermintide made them a household name, built something compact and confident here: a class-based multiplayer shooter that earns its Team Fortress 2 comparisons not by copying Valve but by understanding what made that formula work. The class design is the clearest strength. You pick from the Blaster (double-barrel shotgun, dynamite), the Trapper (scoped hunting rifle, bear traps), the Gunslinger (accurate revolver with a rapid-fire burst mode), or the Deputy (repeating carbine, enemy-tagging ability that marks targets for your whole team). None of the four feels like filler. Each has a primary weapon, a sidearm, a cooldown special, and crucially a passive synergy aura that buffs nearby teammates - the Blaster boosts defense, the Trapper triggers critical hits, the Deputy raises damage output, the Gunslinger improves accuracy. Sticking together is mechanically rewarded, not just implied by good sportsmanship. Players can also revive fallen teammates mid-fight, which adds a quick heartbeat of decision-making to every skirmish. The six game modes do a solid job of stretching the Western setting into actual mechanics. Shootout is standard team deathmatch, Conquest is waypoint capture, and then it gets more interesting. Powderkeg has one team hauling heavy explosive barrels to blow up objectives while the other defends; Robbery flips the formula around a bank vault and bags of gold that slow your movement and expose you to fire. Gold Fever drops in a co-op wave-survival option against bots. The maps - a mine, a homestead, a wagon camp among them - are tightly built with multiple flanking routes and enough choke points to make positioning matter. It is a small package: six modes, six maps, no persistent unlock track between sessions. Some players will burn through the content ceiling quickly. The problems are real and worth knowing up front. Server stability was a noted issue at launch, and with the game's community having thinned considerably over fifteen-plus years, finding an active lobby today is the main obstacle. There is no single-player beyond a bot-practice mode, so if the servers are quiet, your options are limited. The synergy system also demands a balanced team to shine; lone-wolf runs into objectives tend to fall flat in the modes that require gold-carrying or escort play. Critics at launch also pointed out that four classes, while well-designed, left room for more variety, and that the setting - despite its visual charm - never fully exploits the Wild West atmosphere beyond surface aesthetics. For players who can pull a group together, or happen onto a populated server, this is a tidy, well-executed shooter with a low learning curve and real tactical depth hiding underneath. The animations hold up, the map layouts reward smart play, and the synergy system gives class-picking genuine strategic weight. It is Fatshark showing early signs of the co-op design instincts they would sharpen into something much bigger. Treat it as a historical footnote that is still fun to play rather than a live-service replacement for your main shooter, and it holds up better than its mixed reception suggests.

Alex
Alex · Scout Team

Catch-all

Tags

steamClass-BasedSynergy SystemTeam-FocusedThird-Person ShooterObjective ModesBot Co-opWestern SettingLow Learning Curve

System Requirements

Minimum

Processor
Dual-core processor (Intel Core 2 Duo 2.4 GHz or AMD Athlon X2 5200+ 2.6 GHz)
Memory
1.5 GB RAM Hard Drive: 2.0 GB free space
Graphics
DirectX 9.0c/Shader3.0 compatible, VRAM 51…

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Community Discussion

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Reviews & Ratings

Metacritic
70
Steam
72%(2,198)

Game Info

Developer
Fatshark
Publisher
Fatshark
Release Date
Apr 8, 2010

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Frequently asked questions about Lead and Gold: Gang of the Wild West

How much does Lead and Gold: Gang of the Wild West cost?

As of 7 September 2026, the cheapest in-stock offer for Lead and Gold: Gang of the Wild West is €0.39 at Eneba, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Lead and Gold: Gang of the Wild West cheapest?

The lowest in-stock price we track for Lead and Gold: Gang of the Wild West is €0.39 at Eneba (7 September 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Lead and Gold: Gang of the Wild West available on?

Lead and Gold: Gang of the Wild West is available on PC.

When was Lead and Gold: Gang of the Wild West released?

Lead and Gold: Gang of the Wild West was released on 8 April 2010.

Who developed Lead and Gold: Gang of the Wild West?

Lead and Gold: Gang of the Wild West was developed by Fatshark.

Is Lead and Gold: Gang of the Wild West worth buying?

Lead and Gold: Gang of the Wild West holds a Metacritic score of 70/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.