Compare Wild West and Wizards prices across 50+ stores and find the best deal. Developed by Lavaboots Studios. Published by Lavaboots Studios. Released on 4/28/2020. Available on PC. Genres: Action, Adventure, Indie, RPG.

Revolvers and fireballs in the same holster - this lo-fi open-world RPG from a tiny studio earns its quirky premise more often than it fumbles it.

My first hour with Wild West and Wizards is, honestly, a test of patience. The starting desert is sparse, your revolver feels underpowered, and the world takes its time revealing what it actually wants to be. Push past that opening, though, and something genuinely charming starts to surface - a solo-built open world where a low-poly frontier slowly gives way to fields, forests, and cave systems that each carry their own atmosphere and quiet sense of discovery. The pitch is simple and it works: you pick a class with its own talent tree, then go wherever you like across more than two hundred marked points of interest. Combat is a hybrid FPS loop - three weapon categories (revolver, rifle, shotgun, with a repeater variant worth seeking out) sit alongside a six-slot spell bar loaded with elemental projectiles, healing, crowd-control buffs, and damage-over-time effects. Some classes lean hard into gunplay accuracy, others lean on magic, and the two systems weave together in ways that feel accessible without being completely toothless. The catch is balance: certain late-game spells scale so aggressively that bosses turn from threatening encounters into formalities, and guns in the early hours feel noticeably weak against enemies that absorb far too many bullets. The combat loop rewards patience and gear hunting, but players who expect tight, responsive shooter feel from the start will bounce off it. What I keep coming back to is the world design itself. The low-poly art style - cartoonish, unhurried, clearly hand-placed - gives the whole thing a kind of campfire storybook quality that bigger production values might actually have diluted. The soundtrack deserves a specific mention: the exploration theme and the underground ambient track are genuinely well-suited to their spaces, the kind of music that sits in the background doing exactly what it needs to without overstaying. I only wish there were more of it across more varied locations. Quests arrive both from NPCs and from lore fragments scattered in the world, which rewards curious players who read everything. Teleport stones you activate function as fast travel anchors, a sensible system in a map this size. The main story threads toward the Wizard Towers, while side content ranges from bounty hunts to puzzle-gated secrets. The honest caveats: there is no meaningful branching, no alternate endings, and replay value is limited once you have seen everything. A handful of bugs showed up in longer playthroughs reported by the community - an ammo glitch here, some geometry gaps that let you bypass quest-gated areas. Nothing game-breaking, but this is a small studio working at the edge of its scope, and some of that shows at the seams. For players who want deep RPG systems and narrative consequence, this is probably not the fit. For players who love low-key exploration, a genuinely novel genre mashup, and a world that feels crafted rather than procedurally inflated, Wild West and Wizards has a quiet, unhurried charm that bigger genre titles rarely bother with. Kai, Scout Team

Wild West and Wizards
ActionAdventureIndieRPG

Wild West and Wizards

Apr 28, 2020Lavaboots Studios
GamerScout Says

Revolvers and fireballs in the same holster - this lo-fi open-world RPG from a tiny studio earns its quirky premise more often than it fumbles it.

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About Wild West and Wizards

My first hour with Wild West and Wizards is, honestly, a test of patience. The starting desert is sparse, your revolver feels underpowered, and the world takes its time revealing what it actually wants to be. Push past that opening, though, and something genuinely charming starts to surface - a solo-built open world where a low-poly frontier slowly gives way to fields, forests, and cave systems that each carry their own atmosphere and quiet sense of discovery. The pitch is simple and it works: you pick a class with its own talent tree, then go wherever you like across more than two hundred marked points of interest. Combat is a hybrid FPS loop - three weapon categories (revolver, rifle, shotgun, with a repeater variant worth seeking out) sit alongside a six-slot spell bar loaded with elemental projectiles, healing, crowd-control buffs, and damage-over-time effects. Some classes lean hard into gunplay accuracy, others lean on magic, and the two systems weave together in ways that feel accessible without being completely toothless. The catch is balance: certain late-game spells scale so aggressively that bosses turn from threatening encounters into formalities, and guns in the early hours feel noticeably weak against enemies that absorb far too many bullets. The combat loop rewards patience and gear hunting, but players who expect tight, responsive shooter feel from the start will bounce off it. What I keep coming back to is the world design itself. The low-poly art style - cartoonish, unhurried, clearly hand-placed - gives the whole thing a kind of campfire storybook quality that bigger production values might actually have diluted. The soundtrack deserves a specific mention: the exploration theme and the underground ambient track are genuinely well-suited to their spaces, the kind of music that sits in the background doing exactly what it needs to without overstaying. I only wish there were more of it across more varied locations. Quests arrive both from NPCs and from lore fragments scattered in the world, which rewards curious players who read everything. Teleport stones you activate function as fast travel anchors, a sensible system in a map this size. The main story threads toward the Wizard Towers, while side content ranges from bounty hunts to puzzle-gated secrets. The honest caveats: there is no meaningful branching, no alternate endings, and replay value is limited once you have seen everything. A handful of bugs showed up in longer playthroughs reported by the community - an ammo glitch here, some geometry gaps that let you bypass quest-gated areas. Nothing game-breaking, but this is a small studio working at the edge of its scope, and some of that shows at the seams. For players who want deep RPG systems and narrative consequence, this is probably not the fit. For players who love low-key exploration, a genuinely novel genre mashup, and a world that feels crafted rather than procedurally inflated, Wild West and Wizards has a quiet, unhurried charm that bigger genre titles rarely bother with. Kai, Scout Team

Tags

singleplayerachievementscloud-savestier:indieGun-Magic HybridLow-Poly ArtTalent TreeBounty HuntsLore ExplorationSpell CooldownsTeleport Fast TravelSolo Developer Scale

System Requirements

Minimum

OS
Windows 7 or later
Memory
4 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
NVIDIA GTX 560
Processor
Intel i3 Processor

Reviews & Ratings

No ratings available

Game Info

Developer
Lavaboots Studios
Publisher
Lavaboots Studios
Release Date
Apr 28, 2020

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