- Gunhead Update 1.44 - Steam Deck - 25 November 2023
Hey! We've updated to 1.44 - focused on better Steam Deck support. - Will default to 130% UI scale for Steam Deck - Better scaling of the UI for different UI scales - Larger fonts (inventory, license station) Let us know any thoughts or issues in the Steam forums or our Discord! thanks! - Lee
- GUNHEAD 1.4 - Repair Station, Ammo Refilling, French - 18 November 2023
Hey everyone! Update 1.4 is here with some large additions: 'Mech Repair Station' now on player's ship. This will let you repair your mech during missions ($10k per repair, with a limit of 5 repairs per mission) Can now refill ammo at the License Station. Costs half of the license cost, multiplied by the ammo being refilled. Empty weapons/items no longer are removed from inventory. Added French language - thanks to roman_tv20 Fixes: Added 'Crosshair Size' option Fixed issues with not being able to fit in space doors in some generated ships More fixes for Python fight - fixing invisibility issue and disappearing Fixed issue with Wreck music track not looping Fixed issue with language changing while playing Fixed a variety of terms that were not translating Thanks! - Lee
- Gunhead 1.35 - Fixes - 13 November 2023
Hi again, Fixes for 1.35: - Fixed tractor beam when used on Sawblade - Fixed issue if ingame menu was used after finishing level, and controls tried to rebind - Fixed teleporting away Python issue - Added 120 target FPS option So some things we're considering for next update: - A way to repair health while on the ship. Would be a station in the hanger to pay $ for health repair. - A option to refill ammo of a weapon at license station. Would cost $, but not as much as buying weapon. Empty weapons would stay in inventory. thanks, - Lee
- GUNHEAD 1.3 - More fixes - 11 November 2023
Hey all, Another day another update with fixes. We fixed all known bugs on our list - but definitely let us know of any issues in the forums. We're also looking at feedback on our forums to decide on changes for the next content update. 1.3 fixes: - Fixed rare generation issue with section with no doors to a section - forum post - Fixed issue with the star map (ship selection) displaying wrong bonus reward amount - Default FOV now 90. Can now set FOV in 5 increments. - Updated Steam Cloud to not sync the settings, just profile/stats - Fixed systems starting in the lava in Network - pipes section thanks, - Lee
- GUNHEAD 1.22- Fixes - 10 November 2023
Hi all, We wanted to do a quick update to fix a few small things, and make a tweak to the in air movement. We're going to do another update focused on fixes/bugs this weekend - then after that focus on the first content update. Changes: - Increased In Air move speed slightly - Fixed issue with keys being in locked Core room in some generated Wreck levels (forum post) - Core room generation fixes - Added 'In Space Blur' option to Game options - Chinese language updates - should be a better translation thanks! - Lee
- GUNHEAD out now! - 8 November 2023
https://store.steampowered.com/app/704000/GUNHEAD/ Enjoy! Let us know any feedback or issues in the Steam forums or our Discord! - Lee
- Gunhead Playthrough - 9 October 2023
Play through of Gunhead by the devs!
- Titanfall 2 meets Borderlands in this roguelike FPS you can play now - 8 October 2023
It's not every day that a roguelike completely takes me by surprise, but I can safely say as much for Gunhead . A mech-based first-person shooter where you glide around a randomly generated alien spacecraft, there's a little bit of Borderlands in the art style and Titanfall 2 in gameplay, even if does do something wildly different from what I was expecting. Read the rest of the story... RELATED LINKS: Alientrap's underrated mech-suit roguelite Cryptark is getting an FPS sequel: Gunhead
- GUNHEAD Releasing November 8th! Demo out now! - 30 September 2023
Our FPS jetpack roguelite sequel to Cryptark finally comes out November 8th! Demo out now Check out our release date trailer: Let us know any thoughts on the demo in the forums or our Discord! - Lee
- GUNHEAD lives! Gameplay Video - 17 March 2023
GUNHEAD is alive! And coming out this year! Our FPS roguelite sequel to Cryptark is finally almost ready. After a long time of no news... We just released a gameplay overview video showing one of the Gunhead enemy ships, and a few of the large bosses. We also created a Discord: https://discord.gg/4gB9JvsS78 We're looking for playtesters to try the game next month - so if interested join our Discord! Info on how to test the game will be posted there. Thanks for still following Gunhead! - Lee
- Gunhead March dev log: PAX East, 'Factory' level style, new logo - 24 March 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31219639%2Fe7d3f1e6366d9d918111a8f471b092cc2b7eaf27.png We will be at PAX East in the IndieMegabooth showing Gunhead! Along with our other game Wytchwood. All the development team will be there at booth 14071: https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31219639%2F76076a107b2595e349e24be3d9e6daff0db2a36a.jpg We are ALMOST at the point of having all the art complete in the game, and should be done with art production within the next 2 months. After that we still have a lot of work to do in terms of programming the bosses, and polishing existing systems (there are a lot of weapons/enemies...). We won't be doing a early access release, but will be doing beta testing. Once we're ready to start letting players try it and give us feedback, we'll start a Discord and start handing out builds. Then release shou…
- Gunhead November Dev log! Loadouts and Research - 6 November 2018
It has been a while since our last dev log update! We've been working on some additional weapons and items (over 50 now), and putting together the full campaign and getting some of the unlockable systems in place. Part of that is the Research and Loadout Screen: https://thumbs.gfycat.com/HappyDemandingIlsamochadegu-size_restricted.gif When you pickup a new weapon/item in the enemy ships it gets added to your 'Research Console'. You obtain research points from beating large bosses and accomplishing mission objectives, which can they be used to research weapons/items so they can be purchased with the Loadout Computer: https://thumbs.gfycat.com/BareEminentChamois-size_restricted.gif Unlike Cryptark when you find a weapon on a enemy ship it'll stay with you until you die - so the Loadout computer is to buy additional weapons or items between missions. Anything researched and unlocked will a…
- Gunhead July Dev Log - PAX10, Mission Generation and objectives, VR Test - 21 July 2018
Hello again! For the past month we've been focused on getting Gunhead ready to show at PAX West, since it got accepted into the PAX10: http://west.paxsite.com/indie We were really surprised to get into this! We’ve always submitted our games to PAX10 and never got a game in so early in development (the build we sent them was a pretty old demo of the game). So we are happy to get some external validation that the game is actually very fun. Some of the things we are working on include: Refining how procedural generation algorithms work for adding enemies/systems to ships: https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31219639%2F7960e0e09e16e1b9d47a93a13576e2d71a5d9290.gif Ship Salaged UI for after a ship is beaten: https://thumbs.gfycat.com/SlimyBlankAmurminnow-size_restricted.gif End stats shown after failing (similar stats shown after beating the campaign): https://thu…
- Gunhead dev update! Our campaign plans / bosses - 14 June 2018
Hello everyone! Now that we are done showing our Gunhead demo at SXSW / GDC, and are working on the main campaign, we'd thought we'd update everyone on our plans. We started development on Gunhead because we wanted to expand on a lot of the ideas of Cryptark - the mix of high level strategy and moment to moment action - but create a experience that was more streamlined and action based (less resource management / trade off decisions). We originally thought we'd move away from the roguelike genre to a more typical single player campaign - but after experimenting a lot with the mechanics of the game we decided the roguelike structure works best with how ships / scenarios are procedurally generated. Here is a example of the start of the campaign (all dialog is placeholder!) https://youtu.be/xsJlLtR4a3g Unlike Cryptark, when your player dies the run will be over, and a typical run to the be…
- Gunhead pits a pirate against derelict ships full of drones - 20 November 2017
There s no reason having a gun for a head would stop someone from becoming a concert pianist or a specialist on Assyrian antiquities, but let s face it, they re far more likely to be a space pirate, raiding floating tombs and shooting everything in sight. That s certainly the case with Gunhead , an open-world FPS due out next year. (more…)