Gaming Guide

Far Far West Frostburn Update: Frost Magic and Melee Weapons Explained

What Frostburn added to Far Far West, from Shield Points and Uranium to the Hellfire map and later balance changes.

What Frostburn added to Far Far West, from Shield Points and Uranium to the Hellfire map and later balance changes.

Frostburn is the biggest content drop Far Far West has had since it went into Early Access in April, and it changes how a run actually plays. Evil Raptor shipped it as v0.2.0.0 on August 27th, adding the game’s first melee weapons, a Frost spell school built around a new shield bar, a volcanic map, and a full rework of how you unlock gear. Two follow-up patches have since cleaned up bugs and moved a few numbers around.

Quick answer: Update Far Far West on Steam and check the lobby. If you see a single Blueprints currency instead of per-weapon fragments, a Frost tab in the spell menu, and Knuckles, Lasso and Banjo in the weapon list, Frostburn is installed. The promo code THESADLYLOSTBLUEPRINTS grants 15 free blueprints.


Frost spells and the Shield Points system

Frost is the fifth spell school, and it leans defensive rather than damage-focused. Every Frost effect can hand out Shield Points, a blue bar that sits above your health and soaks damage before your HP does. Shields cap at 100 and start decaying a few seconds after you stop gaining them or stop taking hits, so they reward staying in the fight instead of hoarding.

You don’t need a Frost spell equipped to build shields, either. Elemental slots on weapons accept Frost the same way they accept the other elements, and several of the new Jokers generate shield points on melee kills or when a shield absorbs a hit.

SpellUnlock levelEffect
Breeze1Wide frontal cone that freezes groups of regular enemies
Bridge4Ice path in midair that shields allies crossing it and applies Frost
Cube12Encases you or an ally in ice for invulnerability, then breaks out with bonus shields
Glaze20Burst that damages nearby enemies and shields nearby allies
Blizzard35Storm that follows you, damaging enemies and shielding allies

Note that the unlock order above reflects the September 7th patch, which swapped the first and third slots. Breeze is now the level 1 spell and Cube arrives at level 12. Cube’s cast animation can also be cancelled by holding the attack button while casting, which spawns the ice faster when you’re trying to save yourself mid-fight.

First-person combat view with low health while a glowing green enemy closes in
Cube is the panic button of the Frost tree, freezing you solid when your health bar is nearly gone. Image: Evil Raptor

Melee weapons: Knuckles, Lasso and Banjo

Melee weapons don’t get their own slot. They replace either your primary or your secondary, so you have to make sure the rest of your loadout can still handle every enemy type before you drop into a mission. None of them use ammo. Instead, each hit fills a circular charge meter, and spending that charge triggers the weapon’s right-click ability.

Combat HUD showing a melee weapon equipped while swinging at enemies at close range
The charge meter fills with every connected hit and powers each melee weapon’s secondary attack. Image: Evil Raptor
WeaponSlotRight-clickUnique Jokers
KnucklesPrimaryDamaging burst in a wide coneFist Ro Dah, Fist Rage
LassoPrimaryDamages all enemies in front of you for a few secondsSky Lash, Spell Lash
BanjoSecondaryHeals you and allies in a zone around youLullabard, Bardbarian

The Uniques change how each weapon plays rather than just padding stats. Fist Ro Dah pushes you backwards on a charged attack and has a 20 percent chance to apply Frost. Sky Lash grants 50 percent move speed and lets you fly. Spell Lash refills the whole charge bar every time you cast a spell. Lullabard widens Banjo’s healing zone and adds an extra chord per hit but removes the slam, while Bardbarian lets you hold the slam longer for a heavier blow.

Three upgrade lines came along with them. Range extends melee reach, Charging Speed fills the meter faster, and Chord Capacity raises the number of chords you can bank, which only applies to Banjo. Evil Raptor has said this is the first batch and more melee weapons are planned.


Blueprints and Uranium replace the old unlock loop

Item fragments are gone. They’re now called Blueprints, and they work as a single universal currency you pick up during missions like anything else. You no longer pick one weapon to track at a time, and you no longer pay gold on top of the unlock. Spending Blueprints unlocks and buys the weapon in one step. Everything you had banked on individual weapons was pooled and converted when the update landed.

Item Fragments panel explaining that weapon fragments now convert into a single Blueprint currency
The Item Fragments panel showing how per-weapon fragments were merged into the universal Blueprint currency. Image: Evil Raptor

Uranium handles the other half of the split. It only exists inside a mission, and anything that used to cost gold mid-run, including buying, copying and refining Jokers, now costs Uranium instead. Gold is reserved for long-term lobby purchases. Leftover Uranium at extraction converts into XP for your hero and your weapons, so there’s no reason to sit on it.

How you get UraniumDetail
Breaking a JokerPunch a Joker to break it; the amount scales with rarity. Dropped Jokers give nothing
Killing an EliteAny Elite enemy
Secondary objectivesStandard mission side goals
Quests and secretsPays out even on repeat completions
LighthousesCompleting the minigame at the top
Balloons and unique objectivesFlying balloons plus dedicated Uranium objectives

Hellfire map, Jungle quests and Lighthouses

Hellfire is the one genuinely new region. It’s a volcanic map with lava fields and meteor hazards, gated behind a three-quest chain from an NPC named Ronsau, and it hides a secret tied to its central volcano. The Jungle map wasn’t left alone either. It picked up ancient pyramids with a coloured brazier puzzle, three new quests from Arizona Jones, and a secret of its own.

Lighthouses now spawn in every mission and show on your minimap. Climb one, finish the light alignment minigame at the top, and the map reveals its unique locations, including the Copy Press and the Refiner. That solves a long-running problem where those stations spawned but almost nobody found them without memorising minimap silhouettes.

Two things previewed in the July devlog did not ship here. The Redwood Forest map and the Zurkers enemy faction were both flagged as unfinished work at the time, and neither made it into Frostburn.


53 new Jokers and the Unique slot cost change

Frostburn added 53 Jokers, bringing the total roster to 147. The split is 25 weapon-slot cards, 22 character-slot cards, and 6 Uniques attached to the new melee weapons. A large share of them exist to make melee and shield builds viable, since none of the older cards were written with punching in mind.

The structural change matters more than any single card. Unique (red) Jokers used to cost a flat five slots regardless of what they did. They now cost a variable number of slots based on how strong they are, which makes weaker Uniques worth running instead of automatically skipping them.

Some of the standouts on the shield side include All Mighty (+1 percent damage per shield point, up to 80 percent), Riposte (+100 percent damage on your next attack after a shield absorbs a hit), Last Bastion (+50 shield at 25 percent HP on a 60 second cooldown), and Tin Man, which turns overheal into up to 15 shield points. Cold Blooded makes your melee attacks freeze enemies at the cost of three shield points each.


Balance changes that affect existing builds

Two long-standing favourites took hits. Battlemage’s cooldown reduction dropped from 1 percent to 0.5 percent per kill, and Speedster’s damage scaling moved from 1 percent per 2 percent move speed to 1 percent per 3 percent, with a 40 percent cap. Cheapskate now caps at +15 HP. Lifesteal was reworked so it scales from all outgoing damage modifiers, and Jokers that modify HP were moved onto one standardised formula.

Spells menu with the Pyro Wisp entry opened to show its balance adjustments
The spell menu detailing balance tweaks, including the Pyro adjustments that landed alongside Acid Rain and Cactus Mino changes. Image: Evil Raptor

Spell-side, Acid Rain, the Pyro abilities and Cactus Mino were all adjusted, and the update shipped with a batch of engine and enemy AI performance fixes. Six new skins arrived too, covering Bullet Bob, Arizona Jones, Ronsau, Nemo, Amnesia Headheart and Nuker, plus a Juggling emote unlocked through the Jungle brazier puzzle and a Plane emote sold in the shop.


Post-launch patches: hotfix 0.2.0.4 and patch 0.2.0.20

Frostburn pulled in more than 60,000 new players and peaked above 11,000 concurrents, and it also generated over 500 bug reports. Two patches have landed since, with the studio saying it is prioritising stability on low-end hardware and Linux.

VersionDateWhat changed
v0.2.0.0Aug 27, 2026Frostburn launch: melee, Frost, Shield Points, Hellfire, Uranium, Blueprints, 53 Jokers
0.2.0.4Aug 28, 2026Fixed broken promo code redemption, added THESADLYLOSTBLUEPRINTS, made Marauders freeze correctly
0.2.0.20Sep 7, 2026Frost tree reorder, Banjo and melee XP buffs, cheaper Blueprints and Wandering Trader prices, 100+ bug fixes

The September patch is the one worth knowing if you’re grinding. Primary and secondary Blueprint costs fell from 12 to 8 and utility costs from 6 to 4. Wandering Trader prices dropped to 10, 20, 30, 45 and 55. Banjo got a broad pass, with base damage up from 8 to 9, slam damage from 20 to 25, healing radius from 650 to 1024, and an XP multiplier raised from 0.6 to 1.0 that now counts healing done to yourself and teammates. Knuckles and Lasso XP went from 0.5 to 0.7. Cryptic Horseman also stopped dropping Normal-rarity Jokers entirely, and its Legendary odds doubled to 10 percent.

Note: If you’re on an AMD GPU and hitting crashes or frame stutter after updating, toggle AMD FSR on or off in the graphics settings. The issue sits with AMD Frame Generation rather than the game, and a driver-side fix is expected.


Evil Raptor has published a public roadmap on Notion covering what comes after Frostburn, though it doesn’t attach hard dates to anything, and the team has said plans can shift. For now the practical takeaway is that shields and close-range fighting are a real build path in Far Far West for the first time, and the old habit of tracking one weapon’s fragments at a time is finished.