Multiplayer based, first person enabled, action packed and skill demanding shooter set in the Wild West times. A unique combination of non stop action and slow but powerful weaponry.
Recent Reviews:
Very Positive (252) - 89% of the 252 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (25,898) - 90% of the 25,898 user reviews for this game are positive.
Release Date:
May 9, 2014

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Recent updates View all (133)

December 1, 2018

Explaining the deep gameplay changes of recent

Howdy! Around October 22 update things started to change, quite a lot. Let me list the meaty part of them:

  • Hammerless pocket revolver was introduced (fast firing, low damage, 5 rounds)
  • Schofield, Smith carbine and portable whiskey jug not available as stock items
  • Yellowboy included in loadout menu (along -30% damage decrease)
  • Deringer was left as secondary only option but cheaper
  • several weapon balances: Mare's Leg, sawed-off shotgun and bow
  • no speed slowdown while walking backwards, lesser slowdown after jumping, -50% speed loss due weapon damage
  • no duck-jump possible when charging forward, less impulse gained from multiple hops
  • notoriety scoring system revamped: rewards got re-scaled so difference among smaller and biggest is double instead triple
  • carried physic props may drop easily when jumping or touching other solids
  • Tracking skill: footprints from enemies are visible for a short amount of time. This one replaces Gentleman perk
  • walking mode gets a big accuracy decrease
  • handgun skills revamped: increased accuracy for ambidextrous, small decrease for left-handed, right-handed gets a "sharpshooter" mode that replaces fanning
  • fanning handgun skill: improved handgun secondary fire mode (increased accuracy, speed while moving, fire rate)

These changes focus mostly on Shootout/Team Shootout and their variants. If they could be summarized, I guess the intention here is to bring some more diversity to the table while limiting certain underlying issues. Predominant tactics make games stale, more predictable, over the time. These defects could be appreciated in FoF in the form of: all over jump-kicking, left handed revolvers and 1-shot weapons.

This maneuver isn't wrong by itself, it's just bad because lag and how internet things work. Multiplayer games try to convince you that other players are where you see them on your screen, but they aren't, they are generally closer than they appear so they can hit you from relatively far away due lag and false perception. Duck-jump makes this issue worse, by making you completely defenseless while the other player gets a minimal risk at doing this action.

So these recent changes made things a bit harder in this regard by limiting forward push and giving players the option to back at higher speed. Do you think it is too much, too little, well, I tried to make my point.

There also was big speed loss over certain things as multiple jumps or receiving damage, specially from shotguns.Those limitations have been reduced as became unnecessary now due other changes (jump) or because they give too much significance to first attack.

Left-handed gave a 30% accuracy bonus at the expense of having terrible dual-wield accuracy. The thing is accuracy is mostly preferred over dual-wield, so other handgun skills were irrelevant for the most part. The changes make things less white-black, as left-handed still gives the quickest time to stop and shoot, while right-handed can be used for a more fluid movement, and fanning skill gives a sensation of uncontrolled power that I personally like to use from time to time.

Walking allows you to shoot semi-accurately without stopping completely. I think it simply was too good, too easy, too limiting in the diversify department. Changes make it only usable for very close range, but still is feasible.

Previous scale gave 4 points to top tier weapons and 15 to fists. The gap was simply too wide, if you wanted to score there wasn't much of a point in getting even mid-tier weapons. I don't even think top tier weapons were so "over the top" anyway, even Walker isn't invincible.

New scale starts at 9 points and ends at 20, so the respective order doesn't change much. It's just stock tier weapons may give a 50% bonus over top tier instead 100%. There are a few attacks that got lower or higher compared to previous scale, for instance: kicks reward less, smaller guns and melee throws reward a bit better.

Removing Schofield and Smith from stock selection on team enabled Shootout/Elimination was a hard decision, not because they belong there but there was a point in making certain mid-tier weapons more available as there was some initial concern regards how players could access to better weapons. Since chest system was revamped that concern isn't there anymore. Getting weapons that grant an edge from the start seems illogical regarding player progression, yet I still see reasons to keep Schofield at least.

Sawed-off shotgun got a small boost, this is a problematic weapon because no one really uses it when it's a tad underpowered, and once you bump it a bit then becomes an annoyance. Well, I've seen it worse.

Bow got a tiny rate of fire boost and higher damage from close, nothing huge but it felt like a small boost would make it better.

Removal of whiskey jug is easy to explain. Team Shootout may feature teams but isn't a mode for teamplay, jug didn't offer any significant advantage for the player using it and I couldn't see one other than self-healing. So it was a bit alien among other perks.

And Yellowboy, this is a major change aimed towards those who like to snipe. The problem with Smith carbine was that it was good as basic sniper but also pretty good for close combat. The weapon in itself fills a niche that is alright, it's just there shouldn't be such stock weapon that offers this wide range of attacks. Yellowboy as is now allows some decent midrange options, but it gets lot of riskier when moving into rooms and small corridors. So it feels better, a small gripe is its excessive clip, it would be better with 10 rounds max let's say.

Fistful of Frags never got stale in its 11 years history I don't think it should get as long it stays alive. This recent changes made the game richer in many aspects, and more fair too. Your complaints may be right too, and things may still change over the time to alleviate future issues.
67 comments Read more

October 27, 2018

New weapon, Shootout Tournament recap and more.

Howdy! There's no shortage of news these days, good news fortunately. The FoF community keeps producing content and creating new venues for competitive gaming, and it should be known. I'll present you a new weapon -already available- and an initiative to keep the competitive spirit alive.

New Hammerless pocket revolver
If you ever wanted a small and blazing fast revolver in Fistful of Frags, this is for you. Relatively cheap and underpowered, Hammerless is great as secondary handgun, but more radical players may attempt to use it as primary attack.
Full update notes

FOFCL Shootout Tournament
FFA Shootout didn't get much love competitively speaking, until now. Here's a few highlights of the 1st tournament, played recently. Check the FoFCL community group for more info.

This is also a bit older news, but as you can see, game was taking place in a official map called Impact, created by Resi and added to game this past summer. Also worth to check!
Link to the full game (note this was taken from a SourceTV demo which may present certain flaws)
21 comments Read more

About This Game

Fistful of Frags was born years ago as a Wild West themed modification for Source engine. It has been completely renewed for its Steam release, paying special attention to combat mechanics.

Also please note this is a completely *free* standalone mod, no micro-transactions exist, no registration required. Just install and play. You may see ads when joining certain third party servers that host our game for free. That's however completely unrelated to FoF dev team, we do not profit from them.


  • Shootout (classic death-match / free for all) and up to 4 team death-match: non stop, all around action. FFA supports ladder based global ranks.
  • Teamplay mode: objective based game mode featuring zone capture and 'push the cart' levels.
  • Cooperative mode: up to 6 players; features missions as bank assault, last stand, push
  • Singleplayer challenges and missions: learn the game alone, master the skills you'll need later at your own pace
  • Other multiplayer modes: Grand Elimination (a fast paced Battle Royale like mode), Break Bad (team based death-match like mode featuring custom rules as unarmed players or objetives), Team Elimination (kill the entire enemy team once at least to win the round), Versus (1 vs 1 duel matches, each map features different arenas, fair match creation based on player rank/skill)
  • Detailed dual wield system: double dynamic crosshair, weapon flip for extra accuracy options, drop or throw your handguns as projectile attack
  • Advanced multiplayer bots for off-line practice
  • Historical black gunpowder based weapons as Colt Peacemaker/Navy/Walker, S&W Schofield, Volcanic pistol, Deringer, Smith Carbine, Sharps rifle or Henry Rifle
  • Customization options: choose primary/secondary weapons and special perks
  • Skill based scoring system: the more skill required to accomplish an attack, the higher score is
  • Source Engine 2013: community managed dedicated servers, LAN support, 3rd party level design and user customization allowed

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows® XP
    • Processor: Pentium 4 3.0GHz or equivalent
    • Memory: 2000 MB RAM
    • Graphics: ATI Radeon 9600 or nVidia GeForce 6 series
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Sound Card: DirectX 8.1 compatible sound
    • OS: Windows® 7/8/10
    • Processor: Intel Core 2 Duo 2.4GHz or equivalent
    • Memory: 4 GB RAM
    • Graphics: ATI X1600 or nVidia GeForce 9 or higher
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Sound Card: DirectX 9.0c compatible sound
    • OS: MacOS X 10.7.x (10.6.8 seems to throw a client library error)
    • Memory: 1 GB RAM
    • Graphics: NVIDIA GeForce 8 or higher, ATI X1600 or higher, or Intel HD 3000 or higher
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Mouse, Keyboard, Internet Connection
    • OS: MacOS X 10.9.2 or higher
    • Processor: Dual core Intel processor, 2GHz or better
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Mouse, Keyboard, Internet Connection
    • OS: Ubuntu 12.04
    • Processor: Dual core from Intel or AMD at 2.8 GHz
    • Memory: 2 GB RAM
    • Graphics: nVidia GeForce 8 series or better, ATI/AMD Radeaon HD2600/3600 (Graphic Drivers: nVidia 310, AMD 12.11), OpenGL 2.1
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Sound Card: OpenAL Compatible Sound Card
    • Storage: 4 GB available space

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