← Saloon

Stock

What rides with you, what hunts you, and why a thing leaves the camera.

Posse

What rides with you.

  1. Wing

    Drop, or Trail 6

    Close escort. Covers the angles you aren't pointing.

    Orbits you and fires on the nearest rustler in range. Lasts the whole ride. Cap grows with the trail (2, then 3, 4, 5). Extra Wings pay bounty instead.

  2. Outrider

    Trail 3

    A hunter, not an escort. It leaves you on purpose.

    Peels off to press the nearest pack, even off the camera. A brass pip on the rim marks it when it rides out of view. It is not lost — it turns back if it strays too far, and it snaps to you if you go down. Lasts the whole ride. Cap 2 / 3 / 4 by trail. Extra pickups pay bounty.

  3. High Star

    Trail 4

    The marshal's satellite. Marks the biggest rustler it can see.

    Loiters above you. After a short telegraph it drops a heavy rod on the highest-value target in range (dreads, then elites, then tanks). One star. A later drop restocks powder instead. Pip on the rim if it drifts off-screen.

  4. Buzzard

    Trail 5

    A disposable bird for a packed sky.

    Loiters, then dives the densest pack and detonates. It is spent. Another drop launches another bird.

  5. Doc

    A repair droid. Buys time, not a hide.

    Orbits for about fourteen seconds and knits Hide. A second Doc while one is out becomes a Wing.

  6. Herd

    Trail 10

    The old stock. Ten gnats, disposable, hungry.

    Ring-spawns around you. Each gnat stings once, then dives. They do not come back. A later drop restocks the swarm.

  7. Chuck

    Trail 13

    A slow pack mule. Fetches what you haven't time to grab.

    Seeks field buffs, packs up to three, then hauls the whole pack back and dumps it on you one at a time. It will not peel off for more loot until the pack is empty. A later Chuck drop adds pack space (max 5). Pip on the rim when it is off-camera.

Kit

Buffs, powder, and the wire.

  1. Twin / Fan

    More powder downrange.

    First drop fans three. Second fans five. Lasts about sixteen seconds.

  2. Duster

    A hide you can spend.

    Fills a shield that eats incoming before Hide does. Replacing it refills.

  3. Spur

    Ride faster while it lasts.

    About eleven seconds of extra speed. Stacks by refreshing the clock.

  4. Scatter

    Energy iron. The HUD reads Scatter while it is live. Hits harder, drinks Powder.

    A Scatter drop switches the iron for about fourteen seconds. Each shot costs Powder and hits about twice as hard as kinetic. Shots are brass bolts, not slugs. When Scatter ends, or Powder runs dry, you fall back to kinetic. The meter still says Scatter until the clock runs out.

  5. Powder

    The meter under Hide. Ordinary riding fills it. Scatter spends it.

    Powder is always there — it is not a drop. It fills on its own (faster on kinetic, slower while Scatter is live). Kinetic shots cost nothing. Scatter shots cost Powder; if the bar is near empty you cannot fire Scatter and the iron goes kinetic until it fills. Chuck can haul other kit, not Powder — Powder is in the saddle.

  6. Hide

    The brass bar. Your hide. Empty it and you go down.

    Hide starts full (100). Rustler shots and contact chew it. Duster (the green bar) eats hits first, then Hide. Doc knits Hide while it orbits. Empty Hide costs a life, dumps you back at the brand, and the posse rejoins. Three lives. After you stand up you are invulnerable a moment.

  7. Static

    EM warfare. Strip a sky of incoming fire.

    Unlocks STAT / E. A pulse clears nearby enemy shots and stuns rustlers. Long cooldown.

  8. Wire

    Trail 2

    The marshal's fence. Your posse fires with your point.

    While you are pointing (Split stick, fire, or mouse), Wings and Outriders shoot along your facing instead of theirs. Stays on for the ride.

The Corral

What hunts you.

  1. Scout

    Fast, thin, no iron. First dust on the rim.

    Rushes you. One hit. They bunch if you let them.

  2. Fighter

    The common gun.

    Seeks and fires. Three hits.

  3. Gunner

    Slow turret with a mean cadence.

    Holds range and dumps shots. Four hits.

  4. Tank

    Trail 3

    Armor. Walks through powder.

    Heavy hide, slow. Sixteen hits. Contact hurts.

  5. Bomber

    Trail 4

    Spreads the sky.

    Fires a three-shot fan. Seven hits.

  6. Elite

    Trail 6

    A named gun in the pack.

    Twin shots, thick hide. High Star prefers these after dreads. Often drops kit.

  7. Dread

    Every 5

    The Corral's iron. The job.

    Huge, slow, twin fire. Always drops kit. High Star marks these first.

The ride

How the saddle works.

  1. Saddle

    Nose follows the ride. Default.

    WASD or left stick to move. You shoot where you go. Fire pad on the right. Toggle C, or the title buttons.

  2. Split

    Ride and point separate. Twin-stick.

    WASD / left stick rides. Arrows, IJKL, mouse, or right stick point. You can shoot sideways. Harder on a phone.

  3. Lock

    Fire finds the nearest. For a crowded sky.

    Ride as usual. While you fire, the nose tracks the closest rustler.

  4. Lives

    Three stands. Hide is the bar; lives are the count.

    Each time Hide empties you lose a life and respawn at the brand. Duster is gone. The posse (Wings, Outriders, High Star, Chuck) snaps back to you. Buzzards and the Herd do not — they were already spent. Zero lives is Dusted.