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Samurai GUNN 2 News

Target Practice is Back and Better than Ever! (Plus a few other nice things...)

[h3]NEW FEATURES[/h3]
Target Practice
[p][/p][previewyoutube][/previewyoutube][p]Smash targets to dust while racing against the clock in our new training mode.[/p][p]You and up to 3 friends can play Target Practice locally, but be careful where you chuck those things... [/p][p][/p][p][/p][p]The target positions change daily, and the game will track your best times per day, per character. Share your times on the Discord and see how you stack up against the other community members.[/p][p][/p]
Character Move Lists
[p][/p][p]Reactive character move lists are now displayed during the Free Practice training mode. Each individual move description changes color when performed.
[/p][p][/p][p]Move lists will also appear on the pause screen when playing Target Practice, or in local versus mode.
[/p][hr][/hr][h3]
FIXES[/h3][p]- Fixed issue where bunted bullets were able to continually carve through bamboo[/p][p][/p][h3]ENHANCEMENTS[/h3][p][/p][p]- Kunai dislodged from bamboo will now fall instead of remaining in the air[/p][p][/p][hr][/hr][p]
CHARACTER SWAP[/p]
Golem Now Playable in Free Edition!
[p][/p][p][/p][p]Free players rejoice! It's your turn to break other players' bullets and build a megalith they'll gaze upon and despair![/p][p][/p][p][/p][p][/p][p][/p]

What We're Working On + SAMURAI Saturdays! + Community Showcase

[p][/p][p][/p][p]We're back from our much-needed 1 week break, and Beau is putting the finishing touches on Target Mode. It's new-and-improved (and a lot of fun!)—now you can bunt and throw targets into each other. We're putting a bow on it, and aiming to ship with the next update.[/p][p][/p][h2]SAMURAI SATURDAYS[/h2][h3]Meet up and Match up with other players in the Discord server every Saturday Evening![/h3][p][/p][p]Players in our Discord just started a weekly Saturday meetup. It's casual for now, but as interest grows they are hoping to turn it into a weekly tournament. This one is completely community-run and organized, so I'll let them explain it:[/p][p][/p][p]"No bracket. No pressure. Just lobby sets and (optional) voice chat. The same as an in person meet up we can always run a bracket spontaneously if we wanted to. I'm imagining it as an online version of a local FGC meetup. Somewhere for players who enjoy competition and sharpening their skills to connect with other like-minded players."[/p][p][/p][p]If you are interested, make sure to visit the Discord on Saturday and join in on the funn![/p][p][/p][h2]COMMUNITY SHOWCASE: ART + MODS + VIDEOS![/h2][p][/p][previewyoutube][/previewyoutube][p]Monorail puts on a Golem clinic.[/p][p][/p][p][/p][p]Samurai GUNN in Wplace? Organized by Snayp 🫡[/p][p][/p][p][/p][p]A cool level idea from Pejota...[/p][p][/p][p][/p][p]Which Waporwave was able to get up and running with her new modding tool![/p][p][/p][p][/p][p]It really seems to be coming along...[/p][p][/p][p][/p][p]And another cool level idea by Rotten, as well as this illustration of Princess on her day off:[/p][p][/p][p][/p][p][/p][p][/p][p]A wiggly Hayao by RoxLynis.[/p][p][/p][p][/p][p]Worst SG2 Player weighing in on which characters they want to see next...[/p][p][/p][p][/p][p]JerrythePope with the watercolors 👀[/p][p][/p][p][/p][p]Can_yawn having fun with the Hiroshige clan.[/p][p][/p][p][/p][p]annabun (#1 princess fan) also having fun with the Hiroshige clan![/p][p][/p][p][/p][p]moneylaunderer4 made this goofy funn Hayao, haha

[/p][p]I'm going to end it with Snayp's ded Otomo, but there is a ton of cool fan art that I didn't get to share yet! Make sure to check the rest of them out in the #🎨fan-art channel on Discord![/p]

PATCH 2026.02.27.0937

[p][/p][p][/p][p][/p][p]This is another fixes and adjustments patch. Look forward to Target Practice and enhanced lobby capabilities next month![/p][p][/p][p][/p][h3]FIXES[/h3][p]- Fixed desync caused by B-side levels[/p][p]- Fixed level lighting loading incorrectly[/p][p]- Fixed crash caused by triggering multiple explosions with Slug kunai[/p][p]- Fixed coward meter building while game is paused[/p][p]- Fixed camera becoming de-centered on rollbacks if camera movement is disabled[/p][p]- Fixed Ghost float not working in Showdowns[/p][p]- Fixed Showdown music not respecting music volume setting[/p][p]- Fixed training mode level select softlock[/p][p]- Fixed bunting a bullet next to a wall causing the bullet to be destroyed[/p][p]- Fixed kills not registering correctly after a self-death[/p][p]- Fixed launching full-speed diagonal bullets after a bunt[/p][p]- Fixed various dash/bullet deflect interaction inconsistencies[/p][p]- Fixed various bullet deflect positioning inconsistencies[/p][p]- Fixed upside-down throws getting characters stuck in walls[/p][p]- Fixed character cutouts not appearing during screen slash effects[/p][p]- Fixed a setup that allowed a 1-clip explosion[/p][p]- Fixed sneaky ways of picking non-free characters in the Free Edition[/p][p]- Fixed some text issues[/p][p][/p][p][/p][h3]ENHANCEMENTS [/h3][p]- Small chance of announcer line on counter hit[/p][p][/p][p][/p][h3]ADJUSTMENTS[/h3][p][/p][p][/p][p]Slug[/p][p]- Can fast fall from wall stick[/p][p]There didn't seem to be a good reason why Slug could fast fall from the ceiling but not from the wall, so he can do that now.[/p][p][/p][p][/p][p]Universal systems[/p][p]- Adjusted throw angles[/p][p]- Character movement is reduced briefly after throw[/p][p]- Characters have a minimum bounce speed while tumbling[/p][p]We want throws to require a bounce setup or spending resources to secure the kill, so completely vertical throws are no longer possible, and it's also not possible to immediately kill with a sword follow-up unless you spend ammo to dash.[/p][p][/p][p]We’re taking next week off for a much needed post-launch break.[/p][p]Target practice + online spectating are coming mid-March and a new character + stage are coming early April.[/p][p]Thanks for your continued support.[/p]

PATCH 2026.02.20.0925

[p][/p][p][/p][p]This patch is primarily focused on bug fixes, performance improvements, tuning game mechanics, and accessibility features. We will continue to focus on game stability and obvious balance issues, but high priority features for future updates are: Target Practice, spectators in lobbies, lobby level select, and a new character. Thank you for your patience as we continue to improve the game.

FIXES

Fixed various crashes

COLLISION
- Fixed getting stuck in walls on throw
- Fixed angled bullets teleporting through walls
- Fixed explosions causing kunai to tunnel into walls
- Improved algorithm that pushes entities out of walls

These changes should address a lot of the weird collision edge cases, if you find any after the patch please continue to let us know!

VISUALS
- Fixed Hayao’s sprite turning upside down during wall run near sticky blocks
- Fixed sprite shake looking incorrect when Interpolation is on
- Fixed wrongly colored background pixel on moat
- Improved some font glyphs
- Fixed text character conversion occurring on certain OS language locales
- Fixed unrecognized unicode characters breaking the text layout

If you are in a non-US area and the game’s text looked totally busted, this was why. Sorry about that! This should also fix player profile names looking weird. In the future we’ll have a multi-font rendering solution for crazy Unicode characters.

AUDIO
- Fixed certain audio mixes getting deep fried if the audio device was not set to 44.1KHz sample rate
- Fixed various audio mixing issues
- Fixed ambience tracks not playing
- Fixed missing music on Depths B-side
- Fixed cloth tear sounds duplicating too much
- Added missing sound elements to showdowns

ENHANCEMENTS

PERFORMANCE
- Music now loads without blocking the main thread
- UI Music is now preloaded during the load screen
- Packed all level data into a single file for better loading performance

We noticed that users playing on machines with poor filesystem performance would stall for a long time during level loading. The game accessed music files when starting a level, so this could cause disconnects if loading the music took longer than the network timeout window. The music now loads in the background, so this should cause level transitions to perform much better and be more reliable in netplay. We also reduced the file count for level data, so the game should load faster on systems with bad disk performance.

ACCESSIBILITY
- Added Accessibility options menu
- Added Blood Effect toggle to accessibility options

This one's for the parents.

- Added Camera Movement toggle to accessibility options

We got some complaints that the camera movement on certain levels caused motion sickness, so here's an option to turn it off.

NEW ANNOUNCER LINES

We’ll leave these for you to discover…

ADJUSTMENTS

CHARACTERS

Slug
- Can only fast fall during ceiling run

Slug's ability to instantly trigger a fast fall at any time gave him one of the strongest movement options in the game with no drawbacks, which was heavily abused in high level play. We want players to focus on using the character's signature abilities, ceiling running and kunai tilts, rather than relying on a powerful neutral movement option. Tying the fast fall to the ceiling run strengthens the character's identity and allows opponents to predict when Slug is likely to fast fall.

Hayao
- Reduced dash distance by 15%

Hayao's base move and dash speed make him very powerful by default, but he doesn't have a bag of tricks like the other characters so we're trying to find the right balance for him. His large dash distance gave him the ability to control huge amounts of space in the neutral game, so the reduced dash distance reins him in just a bit without taking too much of his identity away.

UNIVERSAL MECHANICS
- Sword clash priority is now based on current speed
- Losing clash tumble time increased to 45 frames
- Tied clash tumble time decreased to 23 frames

Previously, sword clash priority was determined by the timing of the button press; the player who pressed the sword button most recently won the clash. Now, a character who is moving significantly faster than the other character wins the clash, otherwise it is treated as a tie and both players are tumbled for a shorter time. We feel that playing passively is a bit too strong right now, so we are hoping that this change along with the increased tumble time will favor aggressiveness and cause clashes to give an aggressive player an advantage over a passive one.

- Throw tumble time increased to 60 frames

Throw attempts are highly risky so the reward needs to be worth it. Increasing the tumble duration gives the thrower a better chance to follow up with an attack while still giving the opponent a chance to spend a bullet and dash away or escape if the thrower misreads the bounce.

- Dash startup increased from 2 frames to 4 frames
- Added slight acceleration time to bullet velocity
- Base hitstop on bullet deflects increased from 2 frames to 4 frames

Instant movement changes are very strong in rollback netplay, so this change should allow players to read dashes just slightly better in netplay while still preserving the power of the move. This change does not affect the timing of super bullet charging. Similarly the bullet acceleration and deflect hitstop should provide a bit more reaction time.

- Bunt initial active frames reduced from 20 frames to 8 frames
- Bunt active frames after a bullet deflect is still 20
- Bunt can no longer trigger a throw after deflecting a bullet

Our intention was for the bunt to act as a “guard point” to counter multiple bullets being fired in quick succession. The initial hitbox ended up being way too active which allowed crazy air throw shenanigans. It is now reworked to be out for 8 frames, which should still give plenty of time to deflect fast-moving bullets, and the deflect hitbox is extended after deflecting a bullet. There was also an unintended interaction where a character could be thrown after a bullet deflect, which is now fixed.
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Price Increase Coming in a Week

[p]With the release of Samurai GUNN 2: Free Edition, we'll be increasing the price of the paid edition from $14.99 to $19.99.* This will go into effect February 21ˢᵗ (one week from today) to give everyone a chance to buy the game if they've been waiting on the fence.[/p][p][/p][p][/p][p][/p][h3]The Free Edition includes all of the content, modes, and unlocks of the paid edition.[/h3][p]It also has crossplay with the paid edition in all online modes. The only limitation is the character select: it includes 2 playable characters, with one rotating each month.[/p][p][/p][p]Samurai GUNN 2 is on sale for 25% off during the PVP Fest that runs until Monday morning. It's at the lowest price it will be for the foreseeable future, so it's a good time to buy if you were planning on it![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]If you still haven't tried Samurai GUNN 2, you can play for free by installing the edition below:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]* This is the price in the United States. The prices worldwide will reflect a corresponding increase. (Thanks to advice from one of our players in Poland, we will make sure to manually input a fair corresponding price for players in Poland and not rely on the Steam auto-suggested price.)[/p]