
Gun Jam is a rhythm-action FPS where you must shoot, dash and kick to the beat to survive. It features a unique beat-pattern shooting mechanic, a multi-genre OST, custom music and firefights with hordes of enemies in a vibrant world.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This game has no substance, soundtrack kinda sucks, and overall not fun to play. I have played through every song (there are 10) I have played through every level (there are 4 in total, 3 arena and 1 checkpoint?). My playtime is so short because there is nothing in this game. There are three different characters with all different specials, two of which are useless but you cant pick the character with the only useful special. NO. You get no choice. Each character can be played on certain levels, and the worst part about all of this. After each level weather you win or lose the game puts you back to the title screen no matter what.
The game is underwhelming, there's only 10 songs and 6 levels. Now 10 songs would've been alright had they all been of the same quality which in this case it isn't. Same with the maps, some are better than others. There's also a lack of song preview so you have to go through trial and error to get a feel for the song. Had there been a campaign style level select with a song made for that map it would've been better, since some songs are more difficult than others and will make or break a playthough of a map. I wouldn't recommend this game
I do love me some Rhythm games, but I’m not the best at FPS’s, so any time I can combine the two together and use my love for rhythm to help combat my slowly deteriorating hand-eye coordination, I’m all for it. Rhythm FPS’s have been cropping up at a higher rate in recent years with the likes of BPM and Metal: Hellsinger gracing PCs so seeing studios’ iterations of the genre is just more music to my ears. After seeing Gun Jam put out solid ideas and presentation through its demo, its 1.0 release has come and gone and, well, fans are not pleased. Gun Jam is currently Mixed on Steam, which always piques my interest, so I dive in and see what kind of flavor this Gun Jam is. Gun Jam plops itself in the, “what if Audiosurf but with Guns” seat at the Rhythm FPS table. Gun Jam slots in 10 original tracks to blast to in 3 arenas and a checkpoint-based stage. Each character has 4 weapons that are beat-specific: the harder the beat, the bigger the weapon. The OST ranges from Metal to EDM and sticks within those goalposts throughout, which is where the custom OSTs come in to butter the bread, but we’ll talk about those later. Your goal in each Arena is to hit the highest score you can before time runs out, which is marked by the end of the song. Controls are pretty simple and easy to pick up. Your normal Attack/Dash/Melee are available with each character having an Overdrive activation, think like your Ultimate. Attacks are done differently than other titles within the genre, as instead of being on each downbeat they are done based on specific instruments and pieces of each song. These pieces and instruments also dictate which weapons you’ll use throughout the song: smaller beats and cymbal hits will use the purple machine gun, normal selected downbeats will use the yellow shotgun, quicker selected half-beats will use the blue railgun, and big booming bass notes or selected finishing four-beats will use the red grenade launcher. Your dash is also attached to these weapons, as bigger weapons provide a bigger dash with the trade-off of losing your power on that beat. I say “selected” a lot back there, this is because Gun Jam picks which beats you can actually do things on. This makes positioning absolutely key, as big dashes needed to escape remove your big damage needed to kill enemies and damage is the only way the enemies will leave you alone. Proper positioning is double needed because some songs will have pockets where no actions can be done so you’re left walking and/or jumping with limited movement which will have you getting hit and your heart meter down quickly. I can respect the duality of having to choose between movement and damage because it makes smart play a key factor in maintaining a high combo, but not being able to dash/attack on every downbeat really slows the tempo of Gun Jam to a crawl sometimes, and it’s a real mood killer. If you’re given 3 blue half-beats followed by a triplet or two of purple machinegun hits, your dashing is limited, and if you’re in a newly populated area (enemies will spawn in waves pretty much right on top of you when it’s time for them to spawn), having no movement is a guaranteed hit against you and you just have to deal with it. Getting hit in games like these without the manual feel of human error makes taking damage deflating and off-putting: two emotions you never want in your up-beat, high intensity title. These two adjectives run parallel with the game’s soundtrack. Gun Jam comes pre-loaded with 10 tracks and they’re…okay. Genres ranging from EDM to Trap Hop and Metal fill out the selections, and…look. I understand licensed tracks are expensive and it can feel more in-house and special when a game provides its own jams to run its own courses. But most of these tracks just aren’t good. There’s one Metal track talking about one’s blood sugar that is more hysterical than riveting, and not because I’m diabetic. There’s where the previously mentioned Custom OST comes to do what it can to help. There’s no limitations to which songs you can add to your game, so long as they’re .mp3’s. Since stages go as long as the song plays, most custom songs will be shorter experiences than the provided songs, but playing whatever song you want is pretty dope. But we can’t have nice things as the beatmaps are automatically made and most songs do not have coherent beatmaps to coordinate a fruitful campaign against your enemies. So while we are out here playing whatever songs sound dope, be ready for a coin flip of whether they actually work. (Custom Beatmaps are currently in development but were not available during play.) But if we’re really going to address the issue in the room here: this needed more time and funds. With a fleshed out and promising demo, Gun Jam 1.0’d to what feels like a skeleton of what it wanted to accomplish. Desperate to stand out against a stout lineup of Rhythm FPS’ of the past few years, Gun Jam attempts to shake the genre’s foundations and misfires in almost every aspect. There’s a chance this game could show its true colors months down the road, but the entire band needs a tuneup before you buy a ticket. [quote][h1]Follow [url=https://store.steampowered.com/curator/33247611/]A Review Is Worth 1,000 Words[/url] for more Steam Reviews.[/h1][/quote]
sadly i cannot recommend this game. level design is strange, obstacles are always in the way whenever you want to shoot something you have to fly jump around while trying to hit the beat... the only good that i can give this game is that you can play your own tracks... but i expected more. dont get blinded by the looks of this one.
UNCE, BOOM, UNCE, BLAM! If you like loud noises, fast past action and proper sick beats then you got the variety all here mixed into one little package. It has all the hall marks of a Quake/Unreal Tournament, "no time to blink" style speed, twitchy gunplay, all with a cel shaded art style. If this is your first rodeo into Rhythm shooters then this will take a while to get into, but once you do, it just clicks together! It's pretty hard too, I'm struggling to get past some arena's on easy/normal mode. So if you're after a challenge then this will give it to you! This will definitely be one of those easy to learn but hard to master type games. Plus, with all the zipping around, I can see speedrunners taking onto this to see if they can push just that bit harder for a higher score or faster time. Looking forward to additional content that the developers have already said they would bring!
I've gotta be real. I love this game. It's like someone made the game of my dreams. I'd completely recommend it if it wasn't for one caveat: [b]the version I love is still in open beta.[/b] There's no denying that the game launched in a very weird state - It wasn't what the trailers showed game-play-wise. What was shown was a structured, level based rhythm shooter. What we got was an arena-based rhythm shooter with auto-beat-mapped levels, meaning the beat maps we made from an algorithm. Because of that, the game can sometimes feel off as some notes don't seem to fit too well. I would say it's an enjoyable yet flawed experience, but I wouldn't be able to recommend anyone get it off of the vanilla game. That's where the beta comes in. I don't know what happened behind the scenes, but it seems like the game was forced to launch in a state that wasn't fully what the developers wanted. Was it due to the publisher needing more funding, an over ambitious release date, or pressure/obligations from Epic to release the game due to the grant? I honestly can't say. But what I can say is that the Beta made me excited for the future of this game. Yes, there are still some bugs and kinks to work out, and yes, some of the charting feels off still, but they've put the structured levels back in and have tweaked some of the charts, and man am I having fun. I thought I would play maybe 10 minutes when I heard the beta was available, but I ended up playing for an hour without realizing it. The gameplay feels fast and chaotic yet never overwhelming, and it has a satisfying difficulty to it. It's extremely satisfying to blast enemies away and jump and dodge in perfect time to the music while trying to beat the song to the next checkpoint. It feels like I'm starting to see what the developers wanted all along, and it's got me excited for what's to come. Even with all its issues I can't lie about how much fun I'm having while playing the beta, which is why I still recommend it. Is it fair to recommend a game that doesn't even have it's most optimized version out yet? Probably not. Should this have been delayed for release or put into early access? Probably so. Even so, the engagement I've seen from the developers on their discord tells me we're going to see the best form of this as soon as realistically possible, and that my purchase wasn't for nothing. They've stated the next update coming will be the public release of the beta and we should expect it soon with more updates following shortly after. The TL;DR is this: [b]Something happened behind the scenes and the game released in a disappointing state, but the beta proves the developer's commitment. You can rightfully wait until the game has its next update for what's been shown in the trailers, or you can get it now and support the developers as they work to make good on what they've shown us. Either way, this game is an exhilarating diamond in the rough passionately being polished to a shine.[/b] I'll keep jamming along as I wait for each update.
I was so excited for this game man, and it's so botched here in so many ways. First off, and I may be remembering this wrong, but didn't the demo have a locked off story mode button? I thought there was gonna be a story mode but I guess they removed it. Second off, why ditch the levels? The demo had full levels you played through and now it's just arenas with no interesting level design. Lastly, the shooting is so off compared to the music. The demo had you shooting in unison with the music but now it feels so off and weird. Overall massive disappointment, somehow the demo was better than the final product.
Oyun kendisini baya bir eksik hissettiriyor, çünkü gayet amaçsızca arkada çalan bir müzik eşliğinde önünüze geleni vurmaktan ibaret olan bir konsepti var .Eğer müzik kulağınız varsa oynanış dinamikleri de gayet akıcı müzikleri fena değil. Bölüm tamamlama mantığından çıkartılıp level level ilerleyen hikayeli bir oyun şeklinde sunulsa daha güzel olabilirmiş. Kendi müziğimizi seçebilmemiz artı bir yönü. Sadede gelirsem ..oyun olmamış ama bu oyun mantığını sevdiğim ve az sayıda olan türün geliştirilmesini desteklediğim için olumlu veriyorum.
Is GUN JAM the next Guitar Hero of FPS Games? While the concept is cool, the interest I am sure is there but not for the price tag and slow game play! Will GUN JAM amount to more then a simple arena shooter? While the graphics are fun, the music is good and the concept is new, I got bored relativity fast while playing it, and would have to say no. However, if you like FPS and music I would recommend the game when it goes on special. While this is a new release and the the reviews have been pretty mixed I would have to say that will not be far away. Enjoy! SOMEWHAT Blockhead APPROVED!!! [url=https://youtu.be/4Opre5SbKm8] Gameplay VOD [/url] [url=https://store.steampowered.com/curator/28820007] Recommendations [/url] [url=https://www.youtube.com/@kreatorb] YouTube [/url] [url=https://twitter.com/iPlayKreatorB] Twitter [/url] [url=https://www.tiktok.com/@iplaykreatorb] TikTok [/url] [url=https://www.twitch.tv/iplaykreatorb] Twitch [/url]
Enjoying it so far, the gameplay is quite fun and addictive once you get into it and learn the notes and what the player can do. It's a very arcadey and full on type of game with all the art and explosions. The soundtrack that comes with the game is good overall and some songs are catchy but finding it more fun just to put on my own music and shoot away. The game makes it fairly easy to upload music but some songs definitely work better than others so maybe having a few options or a way to edit the notes would help this mode a lot. It could use a bit more content in places for variety or new maps but I've seen some updates here that it's possibly coming so lots of potential and enjoying it for now but these things would be good additions.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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