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New Game: Super Shootin Star

[p][dynamiclink][/dynamiclink]4 years ago I released a little mobile game that combined Doodle Jump with rocket jumping. People called it "Reverse Downwell", Apple called it a "New Game We Love." But alas, I don't have enough hours in the day to maintain mobile and PC games. So with my modern focus on PC first, I decided to resurrect an old favorite, remaster the art, rebalance the gameplay, rebuild the controls, and finally add that roguelike-inspired mode to properly earn the "Reverse Downwell" comparison (sort of).[/p][p][/p][p]Coming November 19th! Wishlist it today. Every dollar earned, goes right back into Gunlocked 2 development.[/p][previewyoutube][/previewyoutube][h3]Features[/h3]
  • [p]2 game modes: A classic high-score mode that's all skill no frills, and a longer roguelike inspired mode with upgrades[/p]
  • [p]Steam Leaderboards for local, friend list, and global competition in both game modes[/p]
  • [p]28 Steam Achievements to unlock[/p]
  • [p]Short runs are perfect when you have a few minutes to spare[/p]
  • [p]Mouse-only, 1-button controls[/p]
  • [p]Under $2 USD![/p]
[p][/p][p]Note: This is not an Early Access game like many of my releases. Gunlocked 2 remains my priority.[/p][p][/p][h3]See how things have changed:[/h3][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]

Gunlocked Dev Diary #008

[p]Gunlocked 2 is currently 20% off all week long to celebrate its Gunlocked 1 infused update.[dynamiclink][/dynamiclink][/p][p]In making Gunlocked 2, nothing has delighted me more than finding interesting ways to remix old ideas. It feels like a eureka moment each time I figure out a new way to incorporate something from Gunlocked 1 in a fresh form factor. Even this week's key art update is a big love letter to the original art from Gunlocked 1![/p][p][/p][p]Gunlocked 2's systems are very different from the original in many key ways, so bringing any idea over in a 1:1 fashion is unlikely even if I wanted to. There's way more utility and augment slots, pilots are more unique and have super charged bonuses to start the game stronger, and the battlefield is bigger and battler. Everything needs to be balanced to fit into this brave new world.[/p][p]But more fun than rebalancing, is re-inventing. I love looking at Gunlocked 1 and going, "Okay, but what if it was this instead of that?" A great example is the Static Surge. A powerful weapon from the original that had fans split. It made you invulnerable and let you crash though enemies with reckless abandon, but you couldn't control when. In Gunlocked 2, it's a utility now, and it powers up your new dodge ability when it's charged up. It won't activate until you activate dodge the next time. And that dodge? Oh, that's also a remix of the Phase Shift powerup from Gunlocked 1. You now always have it, on a short cooldown, and it makes for more dynamic and interesting combat.[/p][p][/p][p]Speaking of powerups. The latest update for Gunlocked 2, not only brings a new mode, new leaderboards, 80 new weapon enhancements, and a returning pilot, but It also brings back powerups! Remixed versions, and new powers alike, let you go crazy in Turbo Mode. And if you collect all the letters that spell TURBO, you get every powerup at once for 10 seconds.[/p][p]And that leads to one final thing that Gunlocked 1 had that Gunlocked 2 has now too: Brevity. Gunlocked 2 made runs a lot longer, with more choices, and interactions to be had, and brought saving and loading with it. But even with save points, it might still feel like too much game when you only have a few minutes to play. Turbo mode is the answer. Just 10 minutes start to finish, and you get the full experience of power and leveling with it.[/p][p]If you wanna see that in action, I put together a little youtube short of the new mode and powerup medley: [dynamiclink][/dynamiclink][/p][p]If you want to do more than see that action, click the store link above.[/p][p]Hope to see you over at Gunlocked 2. Until next time![/p][p][/p]

Gunlocked 1 OST Now Available

[p]After years of email requests for the OST, we worked it out and put it up! [/p][p][/p][p]It includes all 14 mp3 tracks spread across 4 zone themes, and all for less than $2(this week)! [/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]You can also get an extra little discount if you grab the Gunlocked Complete bundle, alongside the newly released Gunlocked 2 (which is still on sale for 22 more hours!)[/p][p][/p][p]Thanks again for all the support over the years! Gunlocked 2 wouldn't have been possible without all of you![/p]

Gunlocked 2 Has Launched!

[p]Gunlocked 2 launches in Early Access on Steam in August 2025. Wishlist on Steam today! [dynamiclink][/dynamiclink]After years of feedback on the original Gunlocked, a successful Kickstarter, and many sleepless nights, it's time to head back into the void and take on the Swarm![/p][p][/p][p]Deeper boss fights, plenty of customization options, and more unique pilots than ever before are just a few of the improvements.[/p][p]The launch build features:[/p]
  • [p]11 Pilots[/p]
  • [p]20 unlockable augments[/p]
  • [p]16 weapons[/p]
  • [p]80 utilities[/p]
  • [p]4 unique enemy factions and bosses[/p]
  • [p]16 anomalies to customize the difficulty[/p]
  • [p]23 achievements[/p]
  • [p]Save and resume from where you left off![/p]
  • [p]Gorgeous pixel art with thousands more frames of animation than the original![/p]
  • [p]Fully analog 360 degree movement, and new "phase shift" dodge and "air brake" abilities[/p]
[p][/p][p]There's a lot more to come, and I'd love for you to join me once again on a whirlwind Early Access adventure! Don't worry, I haven't forgotten about the symbionics ;)[/p][p][/p]

Gunlocked Dev Diary #007

[p]Gunlocked 2 launches in Early Access on Steam in August 2025. Wishlist on Steam today! [dynamiclink][/dynamiclink]Last update I talked about the challenge of balancing between fresh and familiar. In it, I showed an updated version of the warp menu. The warp system is probably the first change I envisioned when an idea for a sequel finally started to coalesce. Removing the old level select, and instead creating a more visceral light speed jump from section to section was immediately appealing for two reasons:[/p][p]First, it was just a cool visual. Something to say, "Hey, it's Gunlocked, but not like before. How cool is this?" The second, and (maaaybe...) more importantly, was replayability via player choice. Having different options, destinations, and battles to choose from felt like just the hook the game needed to stand out from the original. But as I mentioned before, simply adding more of something (in this case, choice and variety) isn't a guaranteed solution.[/p][p]Initially, the warp menus were cluttered with too many icons, indicating all kinds of different variables, including (but not limited to) a complete breakdown of each individual item reward you'd get. In practice, I found this actually killed the momentum of the game. Information overload, choice paralysis, and other two-word catastrophes stopped the game in its tracks. And something I, and many others, loved about Gunlocked was the breezy pacing.[/p][p]I had to figure out how to implement this new system in a way that provided meaningful choice, but quickly. In the current version, the solution is to convey important information in broad strokes, using only 4 icons: Threat, Primary Faction, Zone Type, and Reward.[/p][p]Threats are your standard combat zones, elite zones, and boss battles. Elite zones immediately tell you that the fight will be harder, and the rewards will be better. Elite zones can have a number of environmental hazards, and other challenges to make it a risk vs reward proposition. In some cases both zone choices might be elites, but more often there will be an easier, but less rewarding alternative.[/p][p]Faction tells you about the kind of enemies and challenges you'll face. Each faction of enemy has their own style, with some overlap, that might be stronger or weaker to your current build. This is never so important that you can't win with certain builds, but it might increase the risk enough if your health is low. You can still face enemies from other factions in any given zone, but the primary faction will appear the most. It also determines which bosses you can face, and that in turn changes what upgrades you'll be offered at the end of the battle. Each boss now has a unique loot table to draw from, so learning the bosses and their possible rewards will provide more mastery over the game.[/p][p]Zone Type ties heavily into the new item drop system. In every zone, there will be opportunities to collect items like reroll tokens, hull repairs, and data disks. Some zone types will offer you a chance to collect more items, or more gems, and some will allow you to spend your data disks in unique exchanges that can offer even more items that can't be found anywhere else.[/p][p]Reward tells you the kind of beacon that will appear. Data Beacons in the original Gunlocked, were a way to get a free, random upgrade without needing to level up. They showed up a few times per game. In Gunlocked 2, they appear in every zone, as an important way to earn upgrades regularly, and they aren't random. You'll be able to choose from beacons that make copies of upgrades you already have, or beacons that drop a specific weapon or elemental type, and at various different rarities.[/p][p]With this system in place, experienced players will be able to quickly assess the danger each choice presents from the Threat and Faction icons, and the benefits from the Zone and Reward icons. Ultimately, you're still going to be getting classic Gunlocked gameplay at warp speed, but with enough choice and variety to prevent you from going on auto-pilot.[/p][p]You'll get to find out for yourselves, soon enough, as Gunlocked 2 has a planned Early Access launch date of August 21st.[/p][p][/p]