
Gunnhildr is a narrative shooter set in a Norse-inspired sci-fi world. Defy the gods and give Niflheim new life through fast paced first person combat in an ever-changing world full of powers and stories to uncover.
Modeled estimate, not a reported figure. How we estimate →
Media

About
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 25 reviews with recorded playtime.
Reviews
[h1]«Gunnhildr»[/h1] [b][i]Экшен-рогалик с генерируемыми подземельями и прокачкой оружия/навыков. Древние боги лишили вас памяти и заточили в изолированный мир. Пройдите сквозь лабиринты, соберите магические кристаллы и отомстите за свое изгнание.[/i][/b] Геймплей: https://youtu.be/6pdBnleJMqo Графикой и динамикой игра напоминает замес из «Risk of rain 2» и «Doom», только тут нет мультиплера, а одиночные забеги, не открытые локации, а коридоры, и подгоняет не таймер, а враги и мгновенный перегрев оружия. Боеприпасы бесконечные (их не придется подбирать), но вас ограничивает перегрев пушки и кулдаун на метание гранат. С собой можно носить не более двух пушек. Лишнее придется оставить на земле. Пушки можно прокачивать. Каждое оружие (даже одного и того же типа) имеет свои уникальные эффекты, которые накладываются на персонажа и действуют не зависимо от того, в руках пушка или нет. [code]Оружие перегревается очень быстро. Чтобы его остудить не достаточно подождать, нужно постоянно бегать, прыгать и делать в полете рывок! Такая механика делает из игры ураганный экшен. Без всяких таймеров вас заставляют все время двигаться.[/code] Кроме оружия и гранат можно использовать кулаки, подобрать крюк (позволяет цепляться за стены) и прокачать навыки самого героя. Поскольку это рогалик, то после смерти начинаем забег с самого начала. При этом отнимают часть кристаллов и все оружие, но дают пару стартовых пушек и возможность качнуть статы. Прокачка самого персонажа со смертью не отнимается. [code]Игра в раннем доступе. Тут пока только часть контента, но все выглядит достойно и играбельно.[/code] Не понравился только слишком низкий битрейт вступительного видео ролика и слишком болтливый рассказчик. Своим нудным, монотонным, лишенным юмора повествованием он отвлекает от игры. Он симпатичный, с качественной озвучкой, но слишком унылый. Лучше были бы отдельные кат сцены/сюжетные вставки и возможность их пропустить. [u] Вы можете почитать другие отзывы и подписаться на наших кураторов. Добро пожаловать! [/u] [url=http://store.steampowered.com/curator/25737869/] 5 minutes of game [/url]
Gunhildr isn't going to win any awards, but what it does win is my respect for atleast trying to big something much larger than what its budget clearly allowed for. The foundation is here, decent story with lore galore, decent weapons with decent movement and enemy variety, and decent ideas like the overheat mechanic. Nothing here however is above average, its all decent which would be fine for a $10 or even $15 game, but the $20 price tag puts it into whole new bracket, filled with titles like Gunfire reborn, Noita, even Spleunky 2 is only a single Andrew Jackson. Im not saying the game is bad, but you need to do better if you're going to price it so high with so many A+ titles. At max currently, a $10 game to play when you're bored. Assuming they make a sequel, try to make a more interesting draw to suck people in. You could have told me this game was made in 2015 and i'd 100% believe it, it screams Unity just from the screen shots alone. I respect the effort, and look forward to a potential sequel.
Estamos ante un juego en EA que promete mucho si saben cuidarlo, este análisis es en base al juego con acceso anticipado por lo que la review puede cambiar en el momento del lanzamiento del mismo. Shooter con acción frenética que combina el estilo de juego de Hotline Miami, DOOM y Ghostrunner a la perfección, añadiendo aun así, mas mecánicas interesantes. Las armas tienen ''Heat'' lo que significa que se sobrecargan y, aunque puedas seguir usándolas, gastaran recursos los cuales son necesarios para obtener mejoras pasivas. ¿Cómo hacemos entonces para reducir el ''Heat''?, Sencillo, saltando o utilizando el ''Dash'' (movimiento rápido), esta mecánica aparte de afectar a las armas también nos dará la oportunidad de esquivar balas enemigas o incluso acercarnos rápidamente a enemigos para rematarlos con ataques cuerpo a cuerpo. Los gráficos son bastante aceptables, pero tiene un problema, al ser EA el juego a veces se ralentiza, aun teniendo una maquina que pueda correrlo a máxima calidad, por lo que hace que la experiencia de juego se vea afectada negativamente en ciertos momentos y puedas incluso llegar a morir. La música carece de algo que la haga que quieras escucharla, diría que de tan repetitiva que te parece, en ocasiones quieres bajar el volumen. Tampoco ofrece gran variedad, como podría ser algo mas rítmica en combates y fuera de ellos algo mas tranquila. En conclusión estamos ante un titulo que tiene gran futuro y es bastante adictivo dadas todas las mejoras que podemos obtener y que los mapas y enemigos se generan aleatoriamente en cada run que hagamos, pero actualmente en ocasiones no es jugable 100% y quizás te den ganas de abandonar el juego. Nota actual: 6,5/10 [hr]Para mas reseñas, sigue a nuestro mentor [url=https://store.steampowered.com/curator/9753302/]Aquí[/url] O visita nuestra web [url=www.comuesp.com]Comuesp[/url][/hr] [hr][/hr]
Wooow, this is some pretty janky ♥♥♥♥. I know its early access and stuff, but uploading this alpha stage demo to steam? Really? Maps look the same. Effects looks like they were made in ms paint. Fov just resets with dashing. You cannot rebind melee. Dashing and jumping sounds like a revolver for some reason. The AI is supercrap. And my favourite: you you can see the radius for explosions, but if you are near the radius you still get damaged. WTF DUDE? The only two good parts are the voiceover, and the weapon cooling mechanism. This game needs at least 4 more years.
EDIT: Came back a few months later, here's my take on the updates. I've invested a few runs into this game and feel like I've seen enough to give a first impression at least and help others on the fence about this game. First off, I love roguelikes, especially ones with tangible, permanent progress and good variety between runs. I feel like, so far, this game provides that, but here are a few points I'd like to call out. Pros: - Gunplay feels good and solid - No ammo; you just are left managing heat, which is reduced via double jumps and dashing - Same with grenades, no item management, only a recharge - Weapons have an excellent variety; even if you run across the same gun, the stats and bonuses on it will be different - A lot of good feeling paths for upgrades think investing cells in Dead Cells - The powerups have a mix of basic ones and epic, impactful ones - The melee attack is excellent at pushing people away, and the finisher you can do for extra currency is pretty nice - UI is clean and easy to use/understand. I especially like the heat indicator around the crosshairs - Rooms have many traversal options: doors, elevators, trap doors, and what looks like explodable walls. Meh: - The story and lore spoke as you go through levels are fantastic but hard to follow and somewhat choppy due to him pausing when the action starts then picking back up again later. Shorter, more contained stories would have been better, in my opinion. Cons: - The grappling hook knack you get feels good until you try to let go. You basically can hook shot to a wall, ceiling, etc., and you stay there. You're supposed to be able to jump to let go, but I've jumped more than three times in a row and remained stuck to the wall. In the tutorial alone, I fell into the pit four times, I kept jumping to use the grapple again, but I never knew which jump would be "the jump" that got me free. Also, god help you if you accidentally press it mid-combat, RIP - Kinda along the lines of the regen. If you lose your shield mid combat, and there's multiple enemies left, chances are you're toast. No real mechanic to hide or heal to help you out. Update: - Guns seem to be more interesting with more mods - The game seems to give out upgrades more often which is nice - The bad part is those upgrades don't feel impactful (2% grenade cool down, 0.01 shield regen per second, and I even had a +0 grenade count a few times) - The boss icon over the doors helps you from getting lost - The persistent up grade system is still great - The shotgun seemed odd? I would shoot some people point blank and only seem to take about 25% HP off, where others would die in one shot, of the same mob type. - The story is still rough to follow. Just when he starts to talk I am jumping into another room. I guess you could just sit there in an empty room mid run and listen to it. - There is only one boss, after that you just start over. Returning to this game I beat it my first run and was disappointed to know it was over so soon.
Cool visuals
Although marketed as a story driven game, what first excited me about Gunnhildr was when I read it was a first-person shooter rogue-lite, something I’d never seen executed well but certainly something I’d love to see executed well. Unfortunately, Gunnhildr doesn’t quite deliver… yet. [b]Story[/b] Where Gunnhildr does deliver is the story, which is no surprise when the game is marketed as a “narrative shooter”. The story is arguable the most polished part of the game, there is a lot of interesting lore to unravel about Norse gods and the world of Gunnhildr. However, it’s how the game tells the story that is an issue. It is a complete overload of information. The number one rule of story telling is “show don’t tell”, Gunnhildr shows nothing and tells a lot. Upon first finishing a level you are immediately confronted with an ear-wigging info dump of lore that bores the player. I found myself rushing from level to level just so I didn’t have to listen to Wikipedia entries be dictated to me. You could stand still after finishing a level, wait around doing nothing but listening to the narrator, but that seriously slows down the pace of what is a very intense game. It’s a shame because the narrator is fantastic, he’s funny and a perfect fit for the game, nevertheless, nobody plays games to stand around and listen to amateur stories – there’s audiobooks for that. Most games avoid creating boredom like this by compartmentalizing the lore into data entries like books, notes or audio files. Gunnhildr would certainly improve if it changed the medium the story is relayed, as I think at this point in development creating cutscenes is not an option. [b]Gameplay[/b] On a more positive note, the gun play of the game is solid. Each gun has a distinct feel and shooting enemies is a blast. There are a handful of weapon types that all play the same so you can always play the way you want to while only focusing on stat changes when comparing loot. This keeps the intense pace of the game going. It’s the other parts of the gameplay that need drastic improvement. The grapple hook is scarcely used in the level design, thank god, because it just gets you stuck spamming spacebar as you try to release yourself. In addition, its only other use is to pull enemies closer, which is also pointless because the only time you would do this is to bring a stunned enemy towards you so you can perform a finisher. Grappling an enemy cancels their stun so you just bring them closer and watch as they shoot you in the face! On top of that, when you try to perform a finisher you often accidentally melee the enemy, waking them up to blast you right between the eyes before you can even dash away. Speaking of the dash, it has potential but most levels don’t allow for big movements with it so you generally just spam it in a panicked frenzy when it’s time to cool your weapon. [b]Mechanics[/b] Gunnhildr gives me such mixed feelings because the gameplay loop makes you want to keep playing but there seems no way to progress due to poor design choices. The rooms pace well, after defeating all the enemies of a level all you want to do is jump straight back into the action, but then you eventually get to the boss room. The boss room is just a complete spam of enemies most players stand no chance of defeating. Difficulty should never come from adding countless enemies to a room, that’s the whole reason why bosses exist. Boss fights should have bosses. The enemies in Gunnhildr are clearly designed for the smaller rooms and should be kept there. Moreover, various other mechanics show the game is not designed for huge fights with dozens of enemies. Like for some reason the shield is nye on impossible to recharge whilst in a level, and once it runs out it may as well be game over. So, when in a boss room for a while it’s only inevitable that you’re shot down to no shield and thus become a one-hit-kill in a room rammed with enemies. There are perks you can buy with “Halite” earned from your runs which may improve some of the flaws, however once you play the game for a few hours you realise the odds unfairly tower against you. This killed any more motivation for me to keep playing. I’m not alone in this either, most reviews on steam only have around 0.4-4 hours. Also, the currency is shared, in-dungeon and out-of-dungeon, meaning the player is heavily discouraged from spending Halite while on their run. [b]In Conclusion[/b] Ultimately, I feel Gunnhildr has released too early. The flaws in the currently game show real a lack of testing, it honestly feels like the developers haven’t even played their own game. I want to like this game, FPS rogue-lites are something rarely seen and Gunnhildr has the potential to become an incredible one. But releasing early like this may ruin any hope of that happening. In its current state the game will likely not draw in players and revenue. Gunnhildr has focused on the wrong things, the story is incredibly polished but the gameplay is not. I hope to check it out again in a year or so and see an actual game as oppose to a prototype. [b]Value:[/b] [u]£0.00[/u] – right now Gunnhildr is a demo – a prototype not worth anyone’s time or money. Hopefully that can change. If you would like to see more of my reviews, check me out on PowerSpike Games.
Super schön. Macht sehr viel Spaß. Man kennt diese Art an Shootern natürlich schon. Aber irgendwie packt es einen trotzdem. Ich finde den Preis auch nicht zu übertrieben. Fehler habe ich keine gesehen, dazu habe ich es auch vielleicht noch nicht ausgiebig genug getestet, aber ich empfehle es klar^^ Wertung: 7,5/10
For an Early Access game, this already has a depth of story, dialogue, and gameplay that is intriguing and entertaining. I might not always have the controls down yet (dash to cool down is all well and good until I'm surrounded and agitated and don't remember how to click the buttons), but I am driven to get better at this. Fairly generous drop rate of items and power ups, so there is always something new to consider. I genuinely feel like this deserves consideration from anyone watching the trailer and wondering, "hmm, is this for me"? It is also wonderful to have what seems to be good support for 32:9 screens natively! The number of settings within the menu is also nice to see even in Early Access: with the right rig, even Fantastic graphics settings flow smoothly. Nice job, RatDog! Excited to see where this goes from here.
Brilliant science fiction roguelike shooter. The game is still in Early Access, but you can already have a lot of good time playing it. Interesting art and the good humor of the narrator are making the game even funnier.
Related
Related
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.
Related
| Un Pas Fragile | $5.6K | 203 | 92% | $1.99 |
| Unavailed | $5.6K | 90 | 93% | $4.99 |
| Blake Stone: Aliens of Gold | $5.6K | 132 | 90% | $1.99 |
| Snaliens | $5.6K | 50 | 90% | $7.99 |
| Monsters Idle RPG | $5.6K | 67 | 64% | $2.99 |
| The Nameless City | $5.6K | 50 | 86% | $5.99 |