Samurai GUNN 2 is BACK!!
[p]
[/p][p][/p][p]Samurai GUNN 2 is relaunching after three years of intense development by our small team. This is closer to a full-on sequel than an update![/p][p][/p][h2]Releasing publicly on Steam: Friday, February 6th! [/h2][p][/p][p]And you can play the Beta right now by following the directions on our Discord.
Join us Saturday, February 7th, at 3pm PST for a livestream on our Youtube channel and play against the devs! If you win you’ll get a special in-game badge.[/p][p][/p][h3]Also, we are releasing Samurai GUNN 2: Free Edition![/h3][p]It will include the full game, but you are limited to playing as Hayao and a monthly rotating character—starting with Otomo. Progress from the Free Edition carries over to the full version, and there is crossplay between the two. Here’s some of what you can look forward to in the New Engine Relaunch:[/p][p][/p][p]
[/p][p][/p][h3]Launching with 6 Reworked Characters with new abilities![/h3][p]
Golem[/p]
[/p][p][/p][h3]New Gameplay Mechanics[/h3]
[/p][h2]
3 years ago we made the decision to rebuild everything…[/h2][p][/p][p]Samurai Gunn 2 was originally supposed to be a much smaller game. Shortly before launch, we made a bunch of changes: adding online play, unique character abilities, all-new art and animation, plans for guest characters, etc. The game was a blast! …but it didn’t take long for us to realize the game engine we originally chose was a poor fit for realizing the vision of the game and supporting it long term.
The netcode wasn’t rollback-based, making it unstable and slower than a competitive fighting game should be. Developing updates took far too long. It also made supporting the game long-term unfeasible. (You fix one thing, and that breaks something else.)
After the behind-the-scenes difficulty of the first few updates, we were at a crossroads. We could either keep rolling out new content and hope for the best, or rebuild the game from scratch in our own custom engine.
We chose to rebuild.
We knew this was going to be a monumental task, and that public updates would cease for a long time (a terrifying prospect when in Early Access), but we believed it was the right decision to deliver the best game we possibly could–a game that we could support long-term.
Now, 3 years later, we are thrilled to be able to share with you everything we have been working so hard on.[/p]
Join us Saturday, February 7th, at 3pm PST for a livestream on our Youtube channel and play against the devs! If you win you’ll get a special in-game badge.[/p][p][/p][h3]Also, we are releasing Samurai GUNN 2: Free Edition![/h3][p]It will include the full game, but you are limited to playing as Hayao and a monthly rotating character—starting with Otomo. Progress from the Free Edition carries over to the full version, and there is crossplay between the two. Here’s some of what you can look forward to in the New Engine Relaunch:[/p][p][/p][p]
Golem[/p]
- [p]Bullets create stone blocks![/p]
- [p]His Super Poke creates statues… don’t get crushed![/p]
- [p]His bullets create even more blocks when they swallow other bullets.[/p]
- [p]Super speed unlocked by slashing through your flames.[/p]
- [p]Run on ceilings[/p]
- [p]His super bullet is now a huge ninja star![/p]
- [p]Dog go fast[/p]
- [p]Dash into enemies to toss them with an explosive consequence (can be escaped with a properly timed dash, though Pops can mix up the release)[/p]
- [p]Can grab bullets and toss them back as his own explosive bullets[/p]
- [p]Bullets are now always invisible, with a cool new visual effect[/p]
- [p]Prolong her invisibility by getting another kill (terrifying)[/p]
- [p]Shooting, dashing and getting kills reset her Echo Float ability[/p]
- [p]Bunt[/p]
- [p]Speed mixup by deflecting bullets (even your own) in 8 directions.[/p]
- [p]Throw[/p]
- [p]Toss your opponent in close quarters and send them tumbling.[/p]
- [p]Run on water! (without losing your ammo…)[/p]
- [p]Slow-mo whiff punishes[/p]
- [p]Triggered when every player is 1 round away from winning (or by pressing Bunt on the stage select screen)[/p]
- [p]The game was completely rewritten from scratch. Every line of code is new. On our end, the game is much easier to update. Updates will be regular now, with new characters being our focus.[/p]
- [p]The game runs fast and loads fast.[/p]
- [p]Unlocked framerate for high refresh monitors[/p]
- [p]Greatly reduced memory usage for the laptop warriors[/p]
- [p]Steam Deck native version[/p]
- [p]Many visual improvements: lighting, water, fire, and animation updates[/p]
- [p]Rollback netcode for smooth online play[/p]
- [p]Ranked online matchmaking so you can fight people close to your skill level (utilizing Glicko-2)[/p]
- [p]Rotating 1-4 player Casual matchmaking[/p]
- [p]Unlock profile badges that you can show off online[/p]
- [p]All new online lobby system[/p]
- [p]It was a tough call but we decided adventure mode assets and levels would be a better fit for new levels and modes in online versus[/p]
- [p]All new UI[/p]
- [p]Lives now resemble health bars[/p]
- [p]Menus, Character Select, and Stage select completely overhauled[/p]
- [p]All new win screen illustrations and animations[/p]
- [p]We now have an announcer (It’s Doseone!)
[/p]
3 years ago we made the decision to rebuild everything…[/h2][p][/p][p]Samurai Gunn 2 was originally supposed to be a much smaller game. Shortly before launch, we made a bunch of changes: adding online play, unique character abilities, all-new art and animation, plans for guest characters, etc. The game was a blast! …but it didn’t take long for us to realize the game engine we originally chose was a poor fit for realizing the vision of the game and supporting it long term.
The netcode wasn’t rollback-based, making it unstable and slower than a competitive fighting game should be. Developing updates took far too long. It also made supporting the game long-term unfeasible. (You fix one thing, and that breaks something else.)
After the behind-the-scenes difficulty of the first few updates, we were at a crossroads. We could either keep rolling out new content and hope for the best, or rebuild the game from scratch in our own custom engine.
We chose to rebuild.
We knew this was going to be a monumental task, and that public updates would cease for a long time (a terrifying prospect when in Early Access), but we believed it was the right decision to deliver the best game we possibly could–a game that we could support long-term.
Now, 3 years later, we are thrilled to be able to share with you everything we have been working so hard on.[/p]







For some reason, the community thought Isao's sword hitbox was busted ¯\_(ツ)_/¯




The gang's all here, with 3 new Minit characters! And the Minit kit got a whole rework—watering can boost rocket, bullet-deflecting sword throws, less active frames on slash, dash through Minit's sword throw... it's all been buffed, it's all been nerfed,
Windmill — Created with guest artist Lucas "Midio" Carvalho
Moon Frog — Created with guest artist Shawn Martins