
Gunforged is a goofy fantasy roguelite shooter where you create broken builds every run. Forge your guns with randomized gun parts, collect passive abilities, and embed gun-changing runes into your guns to create the ultimate build.
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Gunforged is a goofy fantasy roguelite shooter where you create broken builds every run. Forge your guns with randomized gun parts, collect passive abilities, and embed gun-changing runes into your guns to create the ultimate build. Enter the arena, lay waste to hordes of enemies, eradicate bosses, and extract with gold.
Forge your guns from randomized gun parts. Get the right damage, fire rate, and range for your build. Add runes to your guns to completely change their behavior. Make enemies explode into gold on hit. Add ricochet to bullets. Spawn pillars on enemy death.

Choose from dozens of passive abilities after each wave. Call down lightning storms, spawn "Blood Brothers", use your stamina as health, and more! Create the perfect build by choosing the right passives for your guns, or by forging the right guns for your passives!
Become overpowered. Shoot bananas. Forge a cow-gun. Get private security. Become a glass cannon. Become the opposite of a glass cannon (obsidian paperweight?)
Slay waves of challenging enemies. Encounter and destroy 6 unique bosses. Fight through each of the 3 arenas to encounter more difficult and unique enemies.

Use the gold extracted from each run to purchase permanent upgrades. Gain the Loot Goblin as a companion. Increase your max health. Unlock the rocket gun. Increase your Prize Wheel spins. Enhance weapon customizability. And more!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
Ganz ehrlich, man merkt schon an den Steam-Achievements, dass hier was faul ist. Wenn so wenige Spieler überhaupt welche freischalten, dann liegt das nicht an mangelndem Können, sondern daran, dass das Spiel einfach keinen Spaß macht, frustriert und niemand Lust hat, sich da durchzuquälen. Ehrlich, spart euch das. Das ist die Zeit nicht wert.
Mix of Bindings of Issac & Gunfire Reborn. Really enjoyed watching this game come together on stream and excited now that its released!
Nice game, I like how the difficulty increase and the numbers of combination I can use on the weapons.
This game is so addicting.
bullet hell
me gustan las armas
[h3]SNAPSHOT[/h3] A roguelike that feels half complete [h3]OVERALL - 3 / 10[/h3] [h3]PROS[/h3] + good enemy designs [h3]CONS[/h3] - bad boss designs - gun parts system is a completely meaningless feature - no real depth / challenge [h3]FULL REVIEW[/h3] This game feels like it's more of a $4 game that you buy on heavy discount than it is a $9 game you buy at full price. It seems like 90% of the dev effort went into the basic enemy designs and the gun parts system, then they forgot about everything else and released it to the wild. It has a pretty much all of the basics you'd expect of a game like this but is missing things that seem almost mandatory (e.g. elite versions of enemies) to make it successful. The talents and gun parts are almost entirely meaningless and don't do much to change the gameplay whatsoever. There's a few talents that are pretty much required and basically win the game, yet none of them actually feel different or impactful to how the game plays. There's also so few options that you're never really forced to make any interesting choices and will almost certainly end up picking the same small handful that work and ignore the rest every time. Even the meta-game passive purchases are similarly lacking - they also cost so much gold that by the time I had cleared Madness 1 I had only bought ~4-5 of them and even then they didn't have any real impact on the game. At no point did I ever pay attention to the gun part system except to combine whatever parts had the highest DPS - normally in a game like this with that being the main focus you'd expect there to be a crazy amount of depth, yet it was so devoid of anything interesting that I wonder whether the devs implemented a system that scales and then completely ignored it after that. With few exceptions, every weapon just fires bullets in a straight line (sometimes slightly less straight), and the winning strategy for pretty much everything is to just circle strafe the arena alternating fire between each weapon until everything eventually dies. Sometimes you end up having to dodge an enemy telegraph, but for the most part the game is without challenge. To the devs' credit, the basic enemy design is actually pretty good and is almost certainly doing all the heavy lifting in terms of entertainment, but the bosses are so simple in comparison that it makes them seem like they're just slightly harder normal enemies. The game might be bearable for longer than an hour it two if 3 maps of the game weren't almost completely identical: a basic square layout with 4 annoying obstacles I beat the first two levels only dying once in total, and then 3-4 times early on in the third one because I kept sacrificing health to pick up coins. After I stopped doing that I won at which point the game just has you play through those same levels with tiny increases in difficulty so I was able to breeze through them again before I decided I was done with it. Overall, even on sale there's a lot more games out there with a lot more going for it. Maybe the devs will introduce more content that changes things, but for now this still feels like it's in Early Access with the amount of content there is.
Good core concept but badly implemented and boring gameplay.
Promising idea, but in result - gun variations feels very similar. Change one gun part to a part from a completely different wacky fictional gun - and only get a minor change in dps, spread and such in return. Different visual, if you are lucky. The part that really got me is no saves during a run. I had to quit 1 hour long run due to real-life stuff - and was really surprised that I'll have to start over. Saving during a run - a seemingly trivial quality-of-life feature - was requested basically on 1st week from release. But it seems dev is more intrested in peddling his courses on how to make games - instead of actually making a good one.
This game is simple, but has great depth in the level of mechanics and synergistic abilities you get exposed to over your many runs through each stage. When I first fired the game up, I was puzzled and intrigued by each new gun combination on each run, then I started learning and making informed decisions naturally as I tried and failed run after run while getting acclimated. No death was frustrating, however--each run is quick and easy to start up and after I got a taste of the gameplay loop, I wanted to see how much further I could get on the next run, to see what kind of silly combinations of gun parts I would get, and I wanted to just keep feeling that rush from incremental improvement. My initial "testing" play session turned into about 8 hours! I think it's safe to say that it's addictive if you jive with the formula. The movement and combat in the game is snappy and very satisfying. Whenever I die, i feel like it was definitely my fault for not managing resources better or by being somewhere I shouldn't have been. This game is tough, but rewarding when it starts clicking with you. The enemy spawns and moves are all telegraphed, which allows you to hone your ability in sight-reading and reacting to the various chaotic situations in which you will find yourself. And even though the enemies will give you the information you need to keep yourself safe, executing and keeping track of all of the threats is challenging and will really tests your skills. The art for the game is well done, and I really enjoy the enemy designs (especially the bosses ...that I've seen so far, at least!). The action might feel high-octane, but the game doesn't take itself too seriously, which shows in its design and the little bit of writing that we get. There isn't a great buildup at first, and you're just dropped right into the action, so this leans way more into arcade action than any grand story but it works amazingly for what it is. Try the game out and see if you don't lose a couple hours telling yourself, "One more time!" As someone who has hundreds of hours in games like the Binding of Isaac, this game really scratches that adrenaline-filled-wacky-twin-stick-shooter itch for me. I feel like this game is going to be in my rotation for a while!
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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