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Undead West News

Undead West: Patch 1.0.1.5

Hello Gunslingers,

While we're working on the March update, we've prepared a small patch to address a couple of bugs and issues that popped up after previous update.
  • Fixed an edge-case issue related to the Roadmap update where saving the game mid-run then updating the game would cause a save file reset
  • Fixed Hub NPC dialogues using the wrong dialogue keys
  • Fixed Merchant Shop item prices in Stage 3 from being $0 to the intended amount
  • Fixed an issue with keybinds where binding the button for UI interaction (left click on mouse/keyboard, A button on most controllers) to another action would cause the player to be unable to select and interact with the UI
  • Added a new short visual to the cutscene after defeating the final boss


Until next time!

Undead West Patch #3: The first stop on the Roadmap

Howdy, gunslingers!

Patch #3 is here, and it’s a first stop on our roadmap! This content update marks the completion of the first milestone we've planned for this year. From the highly requested Save & Quit feature through new challenges like armored enemies to The Ferryman NPC who will make add a new flair to your runs after beating the last boss at least once.



And here’s more good news!: Undead West is now 15% off as part of the Lunar New Year Sale!



[h2]Patch #3 Notes[/h2]

[h3]Highlights[/h3]
  • Saving & Quitting has been added, accessible via a campfire in the first room of Stages 2-6. This will save your current run's progress and take you back to the main menu. You can safely quit the game and next you launch, just click 'Continue' to pick up from where you left off.
  • A new character has been added to the Hub. The Ferryman room unlocks in the Hub after defeating the final boss at least once. The Ferryman can take you to the start of any stage, however in doing so you are passing up the opportunity of receiving boons from the bosses of stages you have skipped. The Ferryman is quite useful if you feel like practicing a certain stage or, potentially, a specific boss.
  • Various enemies across stages 3-6 can now spawn with 'armor'. Each armor shield above the enemy's head takes two hits to break before you can deal damage to their regular healthpool.
  • Enemy Spawners in stages 5 & 6 have been updated to have increased wave counts.
  • A new alternate miniboss has also been added to Stage 5! The large Tumbleweed takes the place occasionally of the Billy & Ted wagon miniboss duo, and for player's running a fisticuffs build - feel free to take full advantage of the chainguns provided in the room of the Tumbleweed miniboss fight.
  • The Merchant shop in Stages 3,4 & 6 now has increased cost for shop items offered for each later stage.


[h3]Other Changes[/h3]
  • Stage 2 Lantern Ghost miniboss attack patterns have been updated to have a faster projectile speed and alternate spirit summoning projectile directions
  • Stage 2 Gravekeeper Boss now throws a small dagger aimed at the player during the 'Fan the Hammer' attack pattern
  • Stage 2 Gravekeeper Boss also now aims in the player's direction when throwing rows of knives
  • Stage 2 Lich Boss now has small runic projectiles coming out of the spinning spiky runes that rotate around the Lich as he moves towards the player


[h3]Bug Fixes[/h3]
  • Spacing between words for different languages in the Opening cutscene has been improved to avoid overlap visual issues
  • Fixed a duplicate crosshair bug when running on Steam Deck
  • Fixed Stage 1 Blob boss using the incorrect Boss intro portrait
  • Fixed Stage 3 Large Bat enemy having no projectiles on ranged attack pattern
  • Fixed an issue with the chainguns in the Stage 5 boss fight where both flame and bullet projectiles would fire at the same time when the Flamethrower is equipped, but the player is on the chaingun


Once again, thanks for playing, and hope to see you in the West!

Deathless Games and Retrovibe

Introducing: Undead West Year 1 Roadmap

Hello gunslingers!

Undead West has now been out for a month, and we’d like to thank everyone for their kind words, sharing feedback, and leaving reviews. We’re excited about the 93% positive reviews, and let us tell you, we’re just getting started!

We’ve been looking forward to sharing with you our upcoming plans for Undead West over the following year and here they are with the Undead West Year 1 Roadmap!

Our goal is to release a substantial content update every 3 months during 2025 each of which will add new content, bug fixes, and occasionally quality of life changes to the game. Furthermore, we will be releasing small updates between them, to tackle any reported bugs, balance issues, and anything that needs our immediate attention.



[h3]Month 1[/h3]
Starting with January, beating the final boss will unlock a new room in the hub where the Ferryman is located. This NPC will ferry the player to the start of Stages 1-6 at no cost or fee, however by starting a run this way you will have access to fewer boon opportunities from the previous stages you have skipped. If you want to practice a certain level or are looking to fight a particular boss though, this is perfect for you.



We are also adding in the ability to save your game mid-run at the start of each stage past the Catacombs with a handy optional campfire. Walking up to an interacting with the campfire will prompt the player with a ‘Save Game’ query which will save your run and take you back to the Main Menu. Now you can safely quit the game and next time on launch you can continue your run right from where you left off.



In the Month 1 Update we are also taking a look at the difficulty in Undead West and making some additions and changes that will challenge experienced roguelite players a bit more. Bosses such as the Gravekeeper are getting their attack patterns updated to target the player’s position and encourage players to reposition more often. We are also aiming to make mid-stage minibosses and end of stage bosses match player power scaling as the player gains boons that increase their damage output during a run.

In addition in this update a variety of enemies across the stages will be given the ability to spawn with armor. Armor on enemies will display as a small shield icon above their head. One hit from any damage source will ‘splinter’ the armor, changing the shield icon to a version that has visual cracks, a second hit will ‘break’ the armor, communicated with a unique sound effect and the armor sprite disappearing. After armor is destroyed then the player can now deal damage to the enemy’s normal health pool. As the player progresses further into the game they will encounter more and more types of enemies spawning in with 1-2 pieces of armor.

We also found that Stages 5 and 6 could be progressed through at a reasonably rapid pace and we’re encouraging challenge by increasing the number of waves of enemy spawners in both of these stages. On the bright side, each enemy killed gives money so that means more money by the end of a run!



We will post devlogs in the future that go into more detail on the content of the other roadmap updates closer to the time that they will be released, like the Boss Rush mode coming in March that will provide the opportunity to practice and test your skills by facing each boss in the game directly one after the other. Thanks for reading and playing, we hope you enjoy the upcoming update this month and look forward to the next devlog drop!

Undead West Patch #2

Hey everyone,

We're back with another Undead West patch to jump-start the holiday season. This time we're tackling some boss-related issues, as well as some other improvements. We're keeping this patch lighter than the previous one with a goal is to release more frequent, but smaller patches.

If you’re enjoying Undead West, we’d greatly appreciate it if you shared the game with your friends or left a Steam review to help us reach more players.

Check out full patch notes:

  • Fixed stage 5 boss room static chainguns giving boss health instead of damage when Rifle, Hellfire, or Big Iron are equipped
  • Fixed stage 6 Man In Red/Nightmare boss healthbar names not changing during phase swap-over
  • Added post-final boss fight end text scene quick skip with button actions tied to 'Left Click' only
  • Fixed merchant shop hearts not adding to max hearts if player had any empty hearts (and the same with shop whiskeys)
  • Slightly improved Homing Bullets boon tracking effect to more often target enemies that the player is aiming towards instead of random enemies
  • Added (not yet localized) Steam Rich Presence for when player enters a stage or is fighting a Boss


Once again, thanks for playing, and hope to see you in the West!

Deathless Games and Retrovibe

First Patch for Undead West is Here

Hey everyone,

Thanks so much for playing Undead West and for all your feedback! We're on it and working hard to tackle any issues that pop up to make your playthroughs even better. This patch has some major bug fixes, balance tweaks, and a few progression updates. Plus, we’ve got a list of high-priority stuff we’re tackling next.

If you’re enjoying Undead West, we’d greatly appreciate it if you shared the game with your friends or left a Steam review to help us reach more players.

Check out full patch notes:

[h3]Fixes[/h3]
  • Stage 1 Cube Boss attack patterns should no longer continue on death, boss should now always 'die' when health is reduced to zero as shown by healthbar
  • Fixed boss bad luck protection aka if a boss has been encountered twice in a row on any stage, the next encounter will not be that same boss, especially not 3+ times in a row
  • Fixed Homing Bullets boon homing behaviour regarding Stage 4 Bandit King phase 2 and Stage 5 Dreadnought
  • Fixed Lightning In a Bottle Whiskey lightning not targeting Stage 5 Dreadnought boss during vulnerable phase
  • Default starting equipment should always be unlocked in hub room shops now
  • Adjusted Stage 2 Graveyard room 2 variation 1 colliders near entrance to room which caused physical space blockage to player
  • Fixed Stage 2 Graveyard room 3 variation bug with skull statue that shoots fireballs which were found to have no movement speed
  • Replaced sprite of spinning bone projectile in a secret boss fight with the intended larger spinning bone sprite
  • Re-enabled missing Stage 3 Tunnel Worm and Mole colliders on spawn
  • Fixed Stage 3 Rooms 9/10 game blocker where an enemy would spawn from a previous room, locking the gates of the player's current room
  • Enabled contact damage to enemies from Stage 3 minecart moving traps
  • Changed timing of sprite enablement of moving minecarts
  • Replaced incorrect Stage 3 Blue Necromancer enemy death animation that was set as 'Move' instead of 'Death'
  • Added in missing animation transition death bool for Stage 3 Prospector boss
  • Added fallback check to Stage 4 Bandit King Boss 'roll' attack phase where boss would continue to roll if he couldn't reach the point he was supposed to roll to
  • Fixed Stage 5 bug where enemy spawner barrel would continue to spawn infinite rats
  • Fixed GunBoots boon not immediately equipping when chosen from boss fight boon rewards
  • Re-enabled missing Keyboard movement keys in the Controls keybinds menu of the Pause Menu
  • Replaced several enemies that are spawned by other enemies with versions that do not give currency when killed, or count towards outfit pre-requisite goals: the reason for this is to disallow currency farming from infinitely spawning enemies if parent summoner is kept alive
  • Fixed Player Bow weapon reload animation freezing if button to fire is clicked instead of held
  • Added in sprite outline highlights to a few important objects that reveal something secret when interacted with
  • Fixed/significantly reduced player's capability to glitch into the invisible wall colliders on Stage 5 train especially while wearing the Yellow or Blue outfit
  • Likely fixed infinite whiskey bug where whiskey wouldn't de-equip on end of whiskey timer: tested fix tried to repro as much as possible by spamming the whiskey activation keybind before during and after whiskey use
  • Possibly fixed SteamAPI bug where running/opening/launching another process during game is running on steam causes steam to view game as running and this causes visual error of a friend on steam playing the game multiple times when on a friends list..?
  • Fixed Skeleton outfit & Death outfit infinite rolling animation bug when rolling against a wall
  • Fixed Bow draw visual animation error
  • Achievements previously unable to unlock for playtesters who accomplished the goals before the achievements were added in such as unlock 5 whiskeys, dodge roll 100 times now should be unlockable on both platforms
  • Fixed run gathered currency not saving and adding to currently held currency when transitioning from beating the game to end cutscene to credits back to hub

[h3]Changes[/h3]
  • Hub Room infographics for rooms yet to be unlocked now have the related room's name above the infographic as well - Gunsmith, Bartender, and Seamstress
  • Added change to maintain player world position in hub when unlocking a hub room
  • Reduced cost of each hub room unlock: Gunsmith $200 --> $100, Bartender $300 --> $200, Seamstress $500 --> $300. The reason for this was to allow players access for further game content earlier, to also incentivise the start of build crafting, finding a preferred playstyle, and starting another run with new and possibly 'stronger' equipment
  • Reduced cost of the following guns from $100 to $50 --> Backup Piece, Sawed Off, Lever Action, and Shotgun. This change was made to potentially allow players the ability to unlock a new gun to try once the Gunsmith room was unlocked, or at least be able to afford something by going on one more run
  • Increased cost of the following Whiskeys from $100 to $200 --> Infinite Chamber, and Many Hands Light Work. This change was made to make the aforementioned whiskeys match the power level of the row that they are made available on when a certain stage is reached
  • Whiskey Length boon is no longer offered when the Induced Vigor boon is equipped, because Induced Vigor is an instant heart refill effect and gains no benefit from such boon
  • Stage 1 Mutant Rat boss attack projectiles of line of saw blades that come out of the walls changed from solid lines to lines with gaps in them
  • Secret boss [Redacted] HP increased from 800 to 900
  • Secret boss [Redacted] SFX updated
  • Stage 3 Spider Miniboss room tilemap changed to give player more space to move around/move out of the way of projectiles
  • Stage 3 Large Bat projectiles changed to destroy on hitting environment instead of passing through
  • Stage 4 Vulture enemy behaviours improved/updated to move around objects and seek line of sight of the player before diving
  • Stage 5 Skull Rider boss HP reduced from 800 to 700 - boss moves around a lot and is very hard to hit
  • Stage 5 Dreadnought boss now shows vulnerable state when spawning in to communicate that when the Conductor goes away the train is invulnerable
  • Stage 5 Ghost Rider boss now has a 4 second period of idling after a round of attack patterns when a short range weapon is equipped: Fisticuffs, Sawed Off, Shotgun, Pepperbox
  • Stage 6 Man in Red lightning effect giving pre-warning animation to where it will strike
  • All Bosses and Minibosses given damage reduction from the following player weapons: Rifle, Hellfire, and Big Iron
  • Skeleton outfit drop in Graveyard lobby after defeating secret [Redacted] boss given visual pickup indicator to avoid players missing it as a non-colorful sprite
  • Heart item drops with a white 'plus' symbol now increase max hearts no matter what, allowing for heart refills from boons, no hitting room drop chance, or Induced Vigor to refill empty hearts
  • Changed Dynamite weapon to throw automatically when hold timer is reached instead of when button is let go
  • All melee enemies have been updated/changed so that when they attack, their animation facing and spawned melee damage to player object are fixed and can no longer flip facing direction to where player moves to during enemy melee attack
  • Night Mode options setting color palette updated and switched from a cool tone to a warm tone for eye comfort
  • Stage 3 Large Bat speed and number of projectiles reduced
  • Deactivation of muzzle flash sprite for several ranged enemies time increased to allow sprite to show
  • Increased bridge size between train cars in Stage 5 Miniboss room

[h3]High Priority Issues[/h3]
  • Feedback received of cursor lag bug, looking into cause and fix
  • Stage 3 Worm (Beast of the Depths) boss takes far less damage from Dynamite (cause is known)
  • Improving Homing Bullets to track towards enemies the player is aiming at
  • Controller improvements
  • Controller keybinds and occurring issues of players unable to use their mouse if a controller is connected and or plugged in to their PC
  • Bow 'ready to fire' indicator when charged and ready to shoot


Once again, thanks for playing, and hope to see you in the West!

Deathless Games and Retrovibe