
Enter the Gungeon stands out as one of the best Action/Shooter titles in recent memory.
91
Verdict
95%
Steam
82
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Overwhelmingly Positive on Steam (95% positive from 88K reviews)
Healthy player count of 556 concurrent
Critically acclaimed (82/100 critic average)
Engaging multiplayer/co-op experience
Steep difficulty curve may not appeal to casual players
Enter the Gungeon is a 2016 bullet hell roguelike video game developed by American studio Dodge Roll and published by Devolver Digital. Set in the firearms-themed Gungeon, gameplay follows several player characters called Gungeoneers as they traverse procedurally generated rooms to find a gun that can "kill the past". The Gungeoneers fight against bullet-shaped enemies, which are fought using both conventional and exotic weapons. Enter the Gungeon features a permadeath system, causing the Gungeoneers to lose all obtained items and start again from the first level upon death. Between playthroughs, players can travel to an area called the Breach, where they can converse with non-player characters and unlock new items randomly encountered while playing.

Runs well on modern hardware.
Last updated 4d ago
Thats the game that made me discover roguelite, this is still to this day the best one i played. Thats the second time i play it, cant recommend it enought, solo or coop is great.
ENNNNNNNNNNNNNNNNNNNNter the Gungeon is a pretty dang fun.... theme song! And a pretty dang fun game too, with lots of clear and obvious strengths! BUT, oh man... there are a LOT of flaws to this game too. Thankfully, I think the game is frontloaded with its strongest elements, so perhaps your first 15 hours of this game might be a near flawless good time! But it's possible to extend this game to like *150* hours like I did, because this game does have a lot to find and achievements to hunt, and that's where I think you'll start noticing the same flaws I did... Let's start with the positives! I think this game has two MAJOR unique strengths. The first, and my favorite part of this game, is how strongly and consistently it's themed. EVERYTHING IN THIS GAME IS GUN-THEMED! The floors of this dungeon, no, GUNGEON aren't called floors, they're called Chambers! The undead, no, GUNDEAD enemies are sentient bullets and shotgun shells, and the items you pick up tend to be very bullet-themed too. Hah, your "bombs" in this game are called "blanks". You'll find "Ammolets", your bestiary/encyclopedia is called the "Ammonomicon", you might fight a snake enemy called the "Ammoconda", etc etc... it's so fun, so whimsical, and feels like such a simple concept but it leads to so much creative wordplay and designs, that it's really cool to see play out. It's pretty genius! The second obvious major strength of this game, is the absolutely HUMONGOUS variety of items and weapons to choose from. Even after 100%ing the achievements after 150 hours of playtime, there are still items in the Ammonomicon I have yet to unlock, and weapons I still haven't tried out. In many ways, this creates a ton of replayability: you'll have a long-term objective of discovering new items to fill out your Ammonomicon, but you ALSO get runs that can feel quite different because of the many different weapons and items you can use, some of which even have special combos to discover! This variety also creates a ton of space for this fricking GUNGEON game to express its humor: lots of silly weapons like a BULLET THAT SHOOTS GUNS THAT SHOOT BULLETS or a.... barrel that shoots fish...., lots of videogame references, and there are tons of Ammonomicon item descriptions with humor and even some souls-like world-building at times. There are many more things to appreciate too: it's less unique to this game but just any roguelike twin stick shooter is bound to be a fun time if you like this kind of fast-paced actiony gameplay. There are challenging bosses to overcome and it's always satisfying to no-hit clear them which rewards you with an extra heart container, and there are optional challenge mode runs too like one which randomizes your weapon or one with additional challenges for each room, just to spice things up. There are characters to unlock, quests that unlock shortcuts, currency to collect which allows you to buy stronger weapon options for future runs, and there's one (ridiculously grindy) quest giver too, so this game has a sort of progression system that motivates re-Entering the Gungeon, over and over. There are secret areas and bosses to find, there's lore to unpack... this game's really got a lot to offer! .....and now..... on to the BIG flaws..... I'd say there are three main flaws of this game: 1. it often lacks way too many explanations or hints to properly inform you about stuff, 2. it can be really repetitive/tedious/grindy, and 3. it is sooo buggy and unpolished at times. I think if I were to recommend the best way to enjoy this game, it would be to either not play as a completionist trying to 100% the achievements or the Ammonomicon, OR if you do want to play as a completionist, expect a lot of grind and don't do it blind. I tried playing Enter the Gungeon the way I like to play most other games: as a blind completionist, and it was a reaaaaally grindy and rough experience. I had no idea how to unlock any of the characters or get some of the achievements, so I was kind of just guessing as to the unlock requirements and doing lots of runs still not really getting anywhere. And as it turns out, this is a game where unlocking certain secret characters, finding certain secret areas and bosses, and even understanding what some of the items do, will probably be very difficult without a guide or online information. I think if you're not opposed to it, just looking up how to get or do some of these things will save you a lot of frustration and guesswork, because the game itself will probably not give you enough of the hints and guidance you're looking for. And the more you play, the more you will realize how repetitive this game can get, and the game reeeaaally does not help either because the main way it encourages your re-runs is through grindy, uninteresting tasks. For example, mf-ing Frifle over here might ask you to kill TWENTY Shambling Rounds.... hahh... yknow the totem guys you might find 0-2 of in an hour long run? (And there are fricking FIFTEEN Frifle quests for the achievement.) Also, the idea of beating bosses to earn credits to buy items is okay, but since every boss fight (except ironically most final bosses) drops credits, it makes actual floor progression not matter much. This game really needs a better way to incentivize actually finishing runs... You start to recognize the same rooms over and over, and the boss fights go from being exciting challenges to tedious obstacles because of how recognizable yet tanky they are, especially if you're fighting with the default starter gun which will probably be either necessary or optimal in many cases. That huge weapon and item variety also starts to matter less, because most things will start to feel sub-optimal compared to your strongest builds. This is also where I have to talk about my beloved R R... the tricky rat man who ends up defining how you will play a LOT of runs. He is quite a difficult boss fight with multiple phases, but the fact that you have to pay 115 shells for a Gnawed Key every time and can only encounter him on Chamber 3, reaaaally limits the resources you can even use. I tend to end up going to the Oubliette most runs to gather more resources; it's a secret area accessible from Chamber 1, but it drags out runs even further. And R R's third phase is SO trial-and-error, and the rewards are random, so you'll probably have to undergo R R runs again and again just to see everything there is to see vs him. And the bugs..... this game feels so unpolished sometimes. I noticed the lack of polish immediately hah because there are Ammonomicon entries with scroll bars even though all the text fits inside the text box. When you tab out during the credits screen, sometimes double BGM plays. I've had many credits spawn out of bosses into lava or get stuck inside pillars. The orbiting glass guon stones (common items) spaz out glitchily everytime you use a teleport or go into the elevator shaft (both common actions) - was this just not playtested? And funnily enough they will actually orbit *behind* you if you gather speed-increasing items. One time I actually got glitch-locked in a major way that cost me a long, good run: I teleported out of the elevator shaft to the shopkeeper after talking to the elevator shortcut quest guy, but then he asked a delayed followup question about taking my master round right as I was either opening either the map or the pause menu iirc, and I got stuck on the map screen with no way to teleport out or cancel the map. To me, Enter the Gungeon is a game with great strengths, but waaaay greater potential that feels unmaterialized in this game, because of its many flaws. I think this game truly needs either a sequel with better design choices and polish, or maybe iteration via inspired devs of future twin stick shooter games who can learn from the strengths this game has, while solving its issues in their own ways.
Shotguns that shoot shotguns that shoot bullets to other bullets and would make them round and also hard game and it makes me hard like angry hard and not actually hard like what youre thinking hard
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