Brigand: Oaxaca on Steam - User reviews, Price & Information

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Brigand: Oaxaca is a highly difficult post-apocalyptic RPG/FPS set in Mexico. Emphasis is on challenge, a branching story with multiple endings, and total freedom of action (kill friendly characters, rob stores, jump across roofs, etc.).

Brigand: Oaxaca is a crpg, immersive sim and horror game developed and published by Laughing Coyote Software and Brian J. Lancaster.
Released on July 11th 2017 is available only on Windows in 2 languages: English and Russian.

It has received 507 reviews of which 484 were positive and 23 were negative resulting in a rating of 8.9 out of 10. 😎

The game is currently priced at 8.79€ on Steam.


The Steam community has classified Brigand: Oaxaca into these genres:

Media & Screenshots

Get an in-depth look at Brigand: Oaxaca through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows
  • Processor: 2 GHz
  • Memory: 2 GB RAM
  • Graphics: NVIDIA GeForce 8000 or ATI Radeon HD 2000 (or better)
  • DirectX: Version 9.0
  • Storage: 2 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Aug. 2025
I don't really like games that pride themselves in being difficult, and I never cared about all these 'real gamers play on hard' half-brains. Having said that - I love Brigand :D I don't think that any other game I've played in recent years made me feel like everything I do matters. No padding, no grind, no wasted time, no empty pointless procedurally generated crap - this game respects you as a player and as a human being. It's not only few dialogue choices here and there, but all of gameplay is so tightly crafted, that it slightly recalibrated my gauge for judging other games. Your inventory is so limited, that you can't even think about becoming a trash hoarder, but everything you pickup might turn the tides of the next battle - two grenades you found in the wooden box can swing the odds in your favor so much, that combat section you thought was unwinnable, now becomes a fair challenge :) You don't waste hours on gathering all kinds of junk laying around and trying to sell it off in bulk to the closest trader. Traders don't buy it anyway, so you don't have an incentive to hoard in the first place, so you can't became a millionaire by flipping random trash hundreds of times, and break the economy in the process - it's a good thing :) Character progress is well thought-out, you don't get exp points just by slaughtering random monsters, game gives you skill-points for finishing missions, for pushing the story forward, for interactions with npc's (sometimes you can get a point just for choosing interesting dialogue option), and for some interactions with environment (points for flushing toilets!). So the game doesn't reward mindless grind (thank you!), in consequence it doesn't require mindless grind. You have many skills and abilities to choose from, and make yourself into a fast moving melee fighter, accurate shooter, charismatic talker, or something completely different depending on your preference and playstyle. It's rather unreasonable to try to get a little bit of everything, you have to focus on few skills and develop them, but imo - there's no wrong answers. Every time when you develop skills and pickup according abilities, the game opens new doors for you, and shows you ways to do things that you wasn't even thinking about before. There's a lot of replayability in this. To raise your skill lvl you need a teacher, just like in the good old Gothic - I always thought this approach makes a lot more sense than distributing points on your skill screen by yourself. It rewards interactions with characters, and since different people are skilled in different things, sometimes finding the right teacher is a little challenge in itself. Combat is difficult, often feels unfair, but, imo it stays fair within its own glitchy framework... It's just unfair both ways, so you can be just as unfair to your enemies as they are to you, but figuring out how to get there is up to you ;p Only on my first playthrough I thought that I locked myself in unwinnable loop - it wasn't actually unwinnable, and I pushed through it after some trail and error (mission on the ship where you fight ninjas and then droids). That was the only time when I got frustrated and wanted to complain to the author that it's just too hardcore ;p Despite all that 'jank' it somehow strikes a sweet spot where your character's skills matter, but your own ability to quick think, your own reflex, reaction time, ability to adjust yourself to changing situations, your ability to spot and exploit every tiny advantage the game gives you - all that matters just as much. So, while you immediately can feel the improvement that a few new skill points bring to you, you can't ever relay only on your skill's mathematical advantage. Also - the enemies don't automatically get stronger when you do - it's bc the author cared to balance the game instead of offloading it to some basic-ass algorithm :D It makes the game's world feel so much more believable. Some enemies are just much more dangerous than others and it's good. It makes you feel like all that progress, all that skill points and abilities you learn MATTER. Gaining access to new stronger weapons isn't a cosmetic change, but (can be) a huge leap forward. In second half of the game you still sometimes face an entery level enemies, but encounter that would be a life-or-death situation in first few hours, later on makes you smirk under your nose as you blasting through a whole group with a few well placed shots. However if you get too confident, and therefore - not careful, even the entery lvl enemies can still tear you apart in seconds :) The writing is pretty sharp, clear and concise, but with a lot of character in it. There's a lot of reading, and only few lines here and there are voice acted, but you're never slapped in the face with a giant wall of text. What's important about it - reading the dialogue matters! It's not just a filler to put you on the next fetch quest, it's not loaded with watered down exposition dumps, it's not a stretched-out yap-yappy nothingburger that tries too hard to be funny or pretentiously lecture u about something. No, none of it is here. Characters have their own ways of talking, their own way of putting sentences together - depending on who they are and what fraction they belong to. You can tell a lot about the personality of any given character by just listening what he has to say and how he treats you. You will often find important clues and helpful info just by talking to somebody, and - again - game rewards paying attention and actually listening/reading the dialogues, instead of just mindlessly skipping through it. It won't give you a big-ass arrow or shiny marker leading you to the next quest, you have to get that from the dialogues. I think it's great :) While it might sound too hardcore or overwhelming in theory, in practice the whole game is designed in a way that will never make you feel lost - if you are paying attention. And for many people that's a big IF, but whateva, the game demands all your attention, but gives you back so much substance that it always feels like a fair trade :) If you know what DarkBasic is, then you can recognize the absolute insanity of this project and one-man-studio behind it. I was hanging around in TheGameCreators forum, and I used their programs myself, but I've never seen anything done on DarkBasic (or engines related to it) that even comes close to this level of ambition and complexity of the project. I recognized most assets used in this game... because I have them myself in my own asset library :) Some of these models (eg. Hummve) were very popular among the old FpsC community - although I bet that most gamers can see them here for the first time :) My point here is - this game is a proof that you can gather hundreds of free models of various authors, and still make something that looks and feels like it's own original thing. With it's own atmosphere, its own style, it's own 'feeling'. It's something that so many games from bigger studios fail to achieve while also using assets from stores. When I played Postal 4 or Trepang 2 - many rooms in these games looked like pointless, out of place, cookie-cutter asset presentations. That never happened here. Brigand remains its own thing beginning to end. And there's so much more I could write about. The Panama addon, the Battles, the community mods, the level editor that lets u make your own scenarios. I think I will remember this game as one of my favorites for years to come :)
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June 2025
This is one of the ugliest, jankiest and most frustrating games I've ever played. It looks like a low budget title from 1998, is built on an outdated engine and runs poorly even on decent hardware. On top of that, combat is both rough and extremely deadly. Brigand delights in killing you. But underneath its abrasive surface, this is a surprisingly good RPG/immersive sim, clearly inspired by the greats like Deus Ex, Vampire Bloodlines, Gothic and Fallout New Vegas, but with its own unhinged charm. It does make you suffer, but also rewards you with strong level design, build variety and weird but interesting storytelling and worldbuilding. A great callback to the era before games were focus tested to death, if you're willing to put up with everything it throws at you.
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March 2025
Listen: Don't even get started talking about "jank". This game is not perfect, but every single element of it, whether you label it jank or not, contributes to the experience. Wanna know how? Play on the highest difficulty and make it a survival game. If you keep moving and stay sharp you will have a surplus of food up through the very end, enough to bring full stacks purely for healing to the final boss. The only flaws of this game are technical. I experienced two annoying crashes and exactly one dialogue glitch, both of which just forced a reload. If that literally ruins an entire game for you I don't know what to tell you. This game is made in a version of BASIC. It is a miracle it works so well with so many moving parts and world states dependent on your choices. I feel like a lot of people somehow see this game, see the way it looks, and still buy it even if they haven't played many indie games or older engines. It's a legitimate accessibility point but that's not the responsibility of the dev, especially with a demo and refunds available. Oh, did I mention most of it is a single freaking dev!? This game has no "cheese". This game taught me that "cheese" is an excuse for games that are not as airtight as this. This game doesn't force you to do anything. But that's exactly why you should play with hunger: you always need to keep your belly full which means you need to think outside the box for ways to make money and move forward. The correct solution is always the one you can pull off, no matter how underhanded or unfair. It's crazy what it does for immersion and I'm not talking about role playing. Enemies definitely aren't fair to you and I probably got killed at least once by literally every single enemy type. They are not designed with action game sensibilities, which is why you should play it like a puzzle game. Yes, that means trial and error, but checkpoints are generous enough that I never felt like a big setback wasn't my own fault. This is not the kind of game where your skill can overcome better stats than you, so that's the field you need to meet and beat your enemies on. You need to be crafty and devious... kinda like, oh I don't know, a Brigand !? I know it sounds crazy but trust me, higher difficulty reveals this game's quality. In case its just a strong build on my part though, some tips: In my opinion, Agility and Software are the most versatile skills you can invest in. Whether you're aggressive or passive, movement speed always gives you choices, (which keeps things from going bad to worse) and software eventually lets you really feel like a top class hacker who's one step ahead of everyone. Oh, and you're probably playing on extra extra hard mode if you don't give yourself at least one strong gun skill, but even that would be an awesome run to try. In fact, I think I'm gonna go start one right now.
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Feb. 2025
It's too hard to like this game. But once you start enjoying it, It's gonna be WAY harder to hate it.
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Dec. 2024
If your speech skill is high enough you just whine to every quest-giver to give you more money after completing a job. It never gets old. Very good game, I appreciate how committed the dev is to fixing any glitches quickly and for making such a large and impressive game like this.
Expand the review

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Frequently Asked Questions

Brigand: Oaxaca is currently priced at 8.79€ on Steam.

Brigand: Oaxaca is currently not on sale. You can purchase it for 8.79€ on Steam.

Brigand: Oaxaca received 484 positive votes out of a total of 507 achieving a rating of 8.85.
😎

Brigand: Oaxaca was developed and published by Laughing Coyote Software and Brian J. Lancaster.

Brigand: Oaxaca is playable and fully supported on Windows.

Brigand: Oaxaca is not playable on MacOS.

Brigand: Oaxaca is not playable on Linux.

Brigand: Oaxaca is a single-player game.

There are 4 DLCs available for Brigand: Oaxaca. Explore additional content available for Brigand: Oaxaca on Steam.

Brigand: Oaxaca does not support mods via Steam Workshop.

Brigand: Oaxaca does not support Steam Remote Play.

Brigand: Oaxaca is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Brigand: Oaxaca.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 03 September 2025 11:20
SteamSpy data 12 September 2025 13:55
Steam price 15 September 2025 04:43
Steam reviews 14 September 2025 15:47

If you'd like to dive deeper into the details about Brigand: Oaxaca, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Brigand: Oaxaca
  • SteamCharts - Analysis of Brigand: Oaxaca concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Brigand: Oaxaca compatibility
Brigand: Oaxaca
Rating
8.9
484
23
Game modes
Features
Online players
6
Developer
Laughing Coyote Software, Brian J. Lancaster
Publisher
Laughing Coyote Software, Brian J. Lancaster
Release 11 Jul 2017
Platforms