
A momentum-fueled Roguelite FPS where speed is damage. Dual-wield overpowered weapon combos and bend time to obliterate robot hordes and overthrow billionaire bosses!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About

The faster you move, the harder you hit. Grapple, slide, wall-run, and rail-grind to build momentum. Dodge bullet-hell barrages with wild movement tech and perfectly timed parries. Rip through robots in style to rack up views as your rampage goes viral worldwide in a fully-voiced story campaign.

Turn shotguns into flamethrowers. Turn bananas into nukes. Dual-wield 10 distinct weapons with dozens of augments and attachments to create endless game-breaking synergies. Show no mercy on rogue robots and evil billionaires.

Clash with quirky villains from giant robot crabs to narcissistic nepo babies. Rack up kills to unleash time-bending powers and shatter clusters of foes in a single moment. Grow stronger and face new challenges with every death.

Hunt down the architects of endless brutality in a blood-curdling odyssey through underwater prisons, cyberpunk cityscapes, and into the great beyond. Turn the tables on the evil CEO who made you into a killing machine.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $12.49 | 66reviews | 82% | — | $21.2K |
| Free | 0ratings | 0% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 66 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So I gave it a shot. The game has a good concept, but not the best execution. Every run is practically the same, I get that it is action shooter first rougelite second, but after 2 runs, I found myself getting bored. Game starts off incredibly easy, but by the third area, you die in like 4 hits. I love rougelites/likes, I always try to give ones an honest try, but this one does not scratch my brain like I feel it should. I think with more variance, more polish, it could be a good game. I might return after some time, but at the moment, it isn't something I could/would recommend. Best of luck to the dev team and the future of the game.
its almost a good game the game has standard roguelike mechanics for what it is, and its not the gameplay thats bad its every single possible thing that isnt gameplay grappling hook texture is bugged, and the grappling hook clipped me out of the map twice the dialogue is trashy and repetitive, with it being constantly and consistently unhelpful when i have a ui item telling me what to do the ui also just sucks, the crosshair dissapears when not firing a gun, and the grappling icon ends up being what my eyes focus on when i play, leading to missing shots. An easy fix would be to let me move it to be centered. in terms of art style, it feels inconsistent majority of the time, with a toon shader but high res textures makes this entire game look like an asset flip, which it might very well be. and its a problem thats easily fixed by just using lower resolution assets, the game is stuck too far between what i assume to be trying to look like borderlands, and looking like another AAA slop game. gameplay wise the game plays like most titanfall 2 esque movement shooters, with nothing unique to add the table.
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Languages: English*, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, German, French, Korean, Italian, Turkish*languages with full audio support
Hours played at review time, across 66 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bruh... just no Super low quality game.. ;(
Super fun movement shooter! I originally got interested because of how much the movement reminded me of Titanfall, then after that the different roguelite systems and linking of speed to so many different mechanics kept me hooked. The different weapons, weapon upgrades, and character augments all allow for some really fun and unique builds while also allowing a certain level of stability while figuring out the game. Overall I highly recommend, and if fast-paced movement shooters are your thing, give it a try!
I've been following Gunstoppable for quite some time. I had the opportunity to play early builds, report bugs, offer gameplay feedback, and watch the game evolve over the course of development. Because of that, I don't think it's fair to review this game solely based on what launched. I think it's also worth talking about how it got there. One of the biggest strengths of Gunstoppable isn't just the gameplay, it's the developer. Throughout development, the developer remained consistently active within the community. They didn't disappear after posting an update or only show up to market the game. They actively discussed balance, listened to criticism, responded to bug reports, and most importantly, they weren't afraid to change things when players collectively agreed something wasn't working. I know this because I experienced it firsthand. During one of the earlier builds, I left a fairly extensive piece of feedback. I talked about how the Sorting Facility in Act 1 felt like it moved too quickly and suggested extending the objective flow with additional generators and more enemy pressure. I also gave feedback on the Fluffy boss, saying I loved the shifting weak-point mechanic but felt the arena made the fight too easy to kite. My suggestion was to make the arena more open and have Fluffy pressure the player much more aggressively. What impressed me wasn't whether every single suggestion was implemented exactly as I described. It was the fact that the developer actually read through the feedback, asked follow up questions, and started a genuine conversation about why certain decisions were made. They wanted details. They wanted numbers. They wanted to know how long encounters took, whether enemy health felt fair, how the pacing compared to other roguelites, and what could realistically be improved before release. That's incredibly rare. Far too many indie developers ask for feedback when what they really want is praise. Salaar genuinely wanted criticism because he wanted the game to be better. As someone who has playtested a lot of indie games over the years, that level of openness stands out. As for the game itself, it has one thing that many roguelites struggle with: personality. From the first few runs, it's obvious the game isn't trying to copy every trend in the genre. (besides the obvious ULTRAKILL inspiration) It has its own visual identity, its own humor, and a world that's genuinely interesting to uncover. The combat is fast, satisfying, and constantly pushes you to adapt to whatever ridiculous weapon combinations you stumble across. The progression also feels rewarding. Every run teaches you something, unlocks something, or encourages you to experiment with a different approach. Even failed runs rarely felt like wasted time because I was almost always discovering a new interaction, weapon, or strategy. The story also deserves recognition. Without spoiling anything, there are moments that caught me completely off guard. One particular reveal involving some characters completely changed how I viewed everything that had happened beforehand. It wasn't just a twist for the sake of having a twist, it recontextualized the world in a way that made me immediately want to keep playing. Mechanically, the game continued to improve throughout development. Enemy encounters became more engaging, pacing improved, balance became tighter, and bugs steadily disappeared. No game launches perfectly, especially from a small indie team, but what matters is that the developer has consistently demonstrated they're willing to keep polishing and improving the experience. That gives me a lot of confidence in the future of Gunstoppable. A game doesn't stop evolving on launch day, and I genuinely believe this one will continue getting better because of the relationship the developer has built with the community. If you're someone who enjoys roguelites with satisfying combat, creative weapons, memorable bosses, and developers who actually care about player feedback, I can confidently recommend Gunstoppable. Not because it's flawless. But because it's a game built by someone who's passionate enough to keep making it better. In today's gaming industry, where community feedback is often acknowledged but rarely acted upon, that's something worth supporting. Final Thoughts/TLDR Gunstoppable isn't just a fun roguelite, it feels like a passion project that never lost sight of its community. Watching it grow from early playtests into a full release has been genuinely rewarding, and it's refreshing to see a developer who treats criticism as an opportunity instead of an attack. I had a great time helping shape small parts of the experience through feedback, but more importantly, I had a great time simply playing the finished product. That's ultimately the highest compliment I can give. Rating: 9.5/10 A fantastic roguelite backed by one of the most community focused indie developers I've had the pleasure of interacting with. I can't wait to see where it goes from here.
Fun, fast paced, and chaotic
I played a lot of this in the demo, and I love this game so much! The break neck speeds (that reward you for going fast), the roguelite aspects with the different weapons and abilities, and the art style all fuse to create a stylish package of a game. Definitely want to check this one out!
https://youtu.be/XEEQaH0c58Y Jogo divertido e desafiador, aqui a velocidade ser importante não é só uma expressão, estar se movendo o tempo todo é tão importante quanto a arma e os upgrades que você escolhe, complete objetivos e desafios extras, derrote inimigos e melhore sua armas e seu personagem ao ponto de você virar um deus do dano e acabar com os inimigos e chefes mais rapidamente. Ainda planejo jogar mais, mas gostei muito do que vi nesse primeiro momento! (Recebi a chave do desenvolvedor para conhecer o jogo)
style-and-die movement shooter, movement is ok, gunplay is alright, not a fan of the grappling hooks movement specifically. MUSIC SLAPS, art style is fun as are the characters, i wouldn't say i love it but it's fun and definitely well made. T.L.D.R. all in all it's fun and easy to pick up, but easy to put down.
Great game!! The guns feel great and there's plenty of builds to play with. Also makes me feel like a speed demon. Love it!
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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