It is 1873, and an escaped slave is walking north out of Mexico with a stolen sombrero and a revolver he has to cock by hand. 12 is Better Than 6 turns that long walk into a top-down Wild West shooter drawn entirely in pen and ink, where a single missed beat at the hammer is usually the last mistake you make.
Two Triggers, One Revolver
Shooting here is deliberately awkward, and that is the point. One input pulls the hammer back, another fires, and the gap between them is where the game lives. Round a corner on a cold revolver and four gringos will bury you before the cylinder turns. Learn the rhythm and the same room becomes a sequence of clean, unhurried kills.
Sneak Through Or Shoot Through
Stealth is a real route rather than a scripted detour. You can drop a bandido quietly without alerting the men standing beside him, slip through a town unseen, or give up on subtlety altogether and answer with a Winchester. Most encounters accept several approaches, and the game rarely tells you which one it prefers.
The Arsenal
- Revolvers and Winchesters
- The backbone of every firefight, slow to ready and unforgiving of panic. Both reward players who count their shots and reload in the quiet moments rather than in the middle of a brawl.
- Double-barrelled guns and Gatlings
- For the moments when the plan has already collapsed. A Gatling turns a defended street into open ground, though it roots you in place while the entire town works out where the noise came from.
- A rat carrying dynamite
- Exactly what it sounds like, and one of the few tools that clears a room without pulling you into the open. It is also the clearest signal of how seriously the game takes itself.
Upgrades That Change The Odds
Progress is measured in small mercies. Breastplates give you a fifty percent chance to turn a bullet aside, a faster reload seats two rounds at once, tighter accuracy shrinks your spread, and a silent takedown finally lets a stealth kill go unnoticed by the victim's friends. None of it makes you bulletproof. All of it buys a few more seconds.
Drawn By Hand
Every location is drawn with pen on paper, so the desert, the saloons and the real towns along the route north read like pages torn from a sketchbook. Blood is the only strong colour on the screen, which means each firefight leaves an honest record of how badly it went.
Cock the hammer, pick your moment, and start walking north. Texas is a long way off, and every gringo between here and there wants that sombrero back.







