
Rain hell on the enemy from 12,000 feet in an AC-130 Gunship. Project Gunship provides an authentic and historical simulation of combat in all gunship variants from Vietnam to present day.
Modeled estimate, not a reported figure. How we estimate →
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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
Project Gunship is one of those games that gets frustrating because you can clearly see how good it could be. The core concept is excellent. The game puts a strong emphasis on realistic ballistic behavior, projectile drop, blast effects, and impact physics. When everything comes together, it creates some genuinely satisfying moments that make you feel like you're operating a powerful gunship rather than playing a generic arcade shooter. Unfortunately, the execution lets it down. The biggest issue is consistency. There are too many situations where rounds visibly connect with targets, only for the game to act as if nothing happened while enemies continue sprinting away. Whether it's hit registration, collision issues, or something else behind the scenes, it breaks immersion and makes combat feel unreliable. The AI doesn't help either. Instead of behaving like trained combatants, enemies often move in erratic, unpredictable ways that resemble headless chickens running around the battlefield. Rather than adding challenge, it makes engagements feel artificial and undermines the realism the game is clearly trying to achieve. Turret alignment is another source of frustration. At times it feels accurate and responsive, while at other times it feels disconnected from what you're aiming at. The inconsistency makes it difficult to build confidence in the weapon systems. Then there's the tutorial. First impressions matter, and the tutorial is currently one of the weakest parts of the game. Instructions get stuck repeating, objectives aren't always communicated clearly, and visual indicators are often missing or unclear. Instead of teaching the player, it frequently leaves you guessing what the game expects you to do next. What makes all of this disappointing is that the foundation is genuinely promising. The flight model, weapon systems, and realism-focused mechanics show a lot of potential. Project Gunship gets very close to being something special, but right now it feels like a game with great ideas that hasn't quite managed to execute them consistently. The reason this review is critical is because I genuinely want this game to succeed. There is a very good game hiding underneath these issues, and I can see what the developers are aiming for. If the AI, hit detection, turret behavior, and tutorial experience are improved, I could easily see myself changing this review in the future. For now, I can't recommend it, but I'll absolutely be checking back in on future updates because I know this game has the potential to be something great.
"GUN MISALIGNED" "GUN MISALIGNED" "GUN MISALIGNED" MISSION FAILURE. There is no indicator for roll status of plane so you're just blindly guessing which way you're misaligned. If this is incorrect, guess what: Nothing in tutorials teaches you otherwise. Start missions from beginning. Go into Vietnam mission. Spend half time peering into nothingness to see any enemies. Your ai guys are shooting like crazy. If you don't happen to see bullet puffs it's meaningless. Even then, infantry are practically invisible until right in the open, but somehow they're shooting at you in the night sky. MANPADs start firing at you constantly. It's very difficult to see where they are. Then when you DO see where they are, you spend the next 2 minutes fighting your ♥♥♥♥♥♥♥ gun to be aligned. By the time you do that, guess what? Mission failure. Your base was overrun by the invisible guys from before. Teach us how to play the damn game properly or don't make the mechanics so punishing. Aside from that, there's the efficacy of 40mm. 40mm HE rounds landing within feet of infantry should destroy them, but you have to practically direct hit enemies to do anything. The weapon feels like it's shooting training ammo. I want to love this game but damn dude help us out a little.
NOT ABANDONED! This game has been sitting in my library for a bit now with updates and sitreps being sparse. After a recently large gap in information or updates I assumed the game had been abandoned and I was simply frustrated that such a cool idea was left behind and my money lost to the drain. In recent news however the lone developer has released information on his plans, what he's been doing and the state of the game. I highly recommend this game as it isn't abandoned and is in seemingly good hands. The developer has been busy rebuilding the game from scratch so that we can properly enjoy a completed game and not a demo. Rest easy this game has more to come.
game is actively being worked on by the dev, just look at the discord
great game. visuals are close to real life. love the narration of the tutorials. controls are easy to use and understand. the ability to "tweak" the small things is a huge plus, adds to the realism. only issue i currently have is the "sensor" randomly moving in extreme ways, from looking at a target or NAV point, then jumps to random spots and slowly returns. i don't know if that is intended to simulate a "dead gimble" or over exaggerated shift in aircraft angle or not. this happens when using keyboard and mouse or xbox1 controller configurations. but still a great game. looking forward to future improvements. highly recommend for any military veteran with "spooky" experience or whom have see the real footage.
Played this back in 2024, don't remember the initial issues I had with it, but read that the March update made it so we wouldn't have to control the plane and could just focus on shooting. Well, it seems when the dev removed plane controls he also removed all aiming in this game. Guns do not fire straight, and I'm not talking about projectile travel time. You can have your aim parallel with your plane and it will shoot almost 30 degrees above your center point. Terrible second impression for a game inspired by the old COD4 mission, at least get your fundimentals right and have fun as your first priority, THEN work on incorporating your "sim" elements into it.
i cant seem to figure out how to play this at all, maybe im just dumb idk. seems way to sensitive, i cant never keep it the aim on point and the guns NEVER seem to align. i wanted to like this i just cant get into it. its crazy how a 155 shell can land 2 feet in front of toyota pickup and the truck drive away. very inconsistent splash radius
1 - put 1060 in recommended specs on your steam page 2 - get 23 fps on a 1650 bugs, lags, too expensive and looks meh at best
Fun game, a bit more involved than other games like it. But in its current state it's hard to recommend, as there are multiple missions that are not working due to NPC drivers just getting stuck in place. Would love if steam could finally add a nutrual option, as I do think this could be worth the moeny with just a couple of patches to AI pathing. But as it stands, I can't recommend buying this game. Update: So the more I play, the more this game sadly falls apart, Betweenthe AI getting stuck, missions not proceeding when seemingly all objectives have been done, and the civis inthe "Zombie Rush" Mode getting scared of the explostions outside the compound/fob so they run OUT of the compound... There is quite a bit that needs fixing before this will be worth the asking price.
THE. GAME. IS. NOT. DEAD. For those of you who wanted to buy this game please ignore the review that says "The game is dead". This game only had 1 dev working on it. So it is understandable that it took him this long to give an update on the current progress, but he is working tirelessly to make this game come to fruition.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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