<aside> <img src="/icons/barricade_green.svg" alt="/icons/barricade_green.svg" width="40px" />
<aside> <img src="/icons/hammer_yellow.svg" alt="/icons/hammer_yellow.svg" width="40px" />
The way item fragments worked was complicated, and not many people understood it until they had a few games under their belt. It was also a big hassle to remember to start tracking another item every time you were done with one. This new system simplifies everything by making them a universal currency.
</aside>
<aside> <img src="/icons/hammer_yellow.svg" alt="/icons/hammer_yellow.svg" width="40px" />
We figured that most of the time, people almost never stumbled upon the Copy Press, the Refiner, or any other unique location, even though they did spawn in the mission. The main way to find them was to recognize their shape on the mini-map. Well, we’re adding a proper way of discovering what spawned on your map through lighthouses!
</aside>

<aside> <img src="/icons/hammer_yellow.svg" alt="/icons/hammer_yellow.svg" width="40px" />
You previously had to spend Gold to buy, copy or refine jokers during your games, which was annoying since Gold is also the money used to unlock long-term things in the lobby. We’re adding a new currency that only exists in-mission, so that using the tools available in-game never feels like a waste anymore. You also earn Uranium by completing quests & secrets, making sure replaying either of those is never useless. Finally, as the joker list keeps expanding, so does the chance of stumbling upon jokers you don’t like. You’ll now be able to break those jokers and get Uranium instead, then spend it on whatever you want.
</aside>

<aside> <img src="/icons/hammer_yellow.svg" alt="/icons/hammer_yellow.svg" width="40px" />
MELEE WEAPOOOOOOOOOOONS! You’ve asked for them A LOT, and here they are! Melee weapons bring a new way of playing Far Far West, each with its own playstyle, just like the ranged weapons. They don’t use a dedicated slot and will replace either your primary or your secondary weapon, so make sure you can still kill every enemy with your setup before going into missions! This is only the first batch of melee weapons, more will come along the way :)
</aside>
PRIMARY:
Knuckles: Short range, big impact. Requires no ammo, no aim, and no thoughts.

Lasso: Whips enemies fast at a decent reach. Some of them come back for more, and not out of spite.

SECONDARY:
Banjo: Slow and weak attacks, some healing power. Perfect for healing your allies while destroying their eardrums.

<aside> <img src="/icons/hammer_yellow.svg" alt="/icons/hammer_yellow.svg" width="40px" />
Losing HP happens a lot in Far Far West. We’re also adding melee weapons, which means constantly being in melee range, and even more occasions to lose HP. To keep your screen from constantly going red while unlocking a new playstyle, we’re introducing a shield system!
</aside>

<aside> <img src="/icons/hammer_yellow.svg" alt="/icons/hammer_yellow.svg" width="40px" />
A LOTTA BUNCH OF JOKERS! Some of them are pretty standard and only slightly buff statistics, but that also means they work for your build most of the time. With the amount of jokers constantly growing, the amount of jokers you don’t want grows just as fast, so having basic jokers around makes sure you have more chances of stumbling upon something useful. Another bunch of jokers was added to support melee weapons, as none of the base jokers were designed with melee in mind. This should make sure that melee is a fully playable playstyle! Obviously, the joker list will keep on growing in the future, always focused on providing new playstyles and balancing them.
</aside>
<aside> <img src="/icons/yin-yang_purple.svg" alt="/icons/yin-yang_purple.svg" width="40px" />
</aside>
<aside> <img src="/icons/create_orange.svg" alt="/icons/create_orange.svg" width="40px" />
</aside>
<aside> <img src="/icons/hammer_yellow.svg" alt="/icons/hammer_yellow.svg" width="40px" />
</aside>
<aside> <img src="/icons/star_red.svg" alt="/icons/star_red.svg" width="40px" />
</aside>