Compara los precios de Gangsta Woman en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Tero Lunkka. Publicado por Tero Lunkka. Lanzado el 22/7/2019. Disponible en PC. Géneros: Adventure, Indie.

Six levels, a sword, some magic bombs, and a fire-breathing dragon at every checkpoint - honest about what it is, but the cracks run deeper than the premise suggests.

My first hour with Gangsta Woman left me genuinely unsure whether I was experiencing a rough diamond or simply a rough cut. Tero Lunkka built this entirely solo, and that handmade quality is visible in every corner of its six levels - sometimes charming, sometimes quietly alarming. You play as a wounded woman on a single-minded quest: find the life elixir bottle hidden somewhere on each map, avoid or cut through a zombie army, and deal with a fire-breathing dragon boss waiting at the end of every stage. The loop is that simple, and the game does not pretend otherwise. The combat vocabulary is narrow but functional. You have a sword for standard attacks, a special magic strike for tougher moments, a small starting stock of magic bombs, and a health bottle to keep you in the fight. What you do not have is a jump button - the game strips vertical movement entirely, leaving rolling and melee as your only options for getting out of trouble. That design choice feels oddly deliberate, almost as if the developer wanted encounters to stay flat and readable. Whether it reads as intentional design or a missing feature depends entirely on your patience for bare-minimum action mechanics. Here is where honesty matters more than advocacy. Community reports flag a recurring bug where the floor simply disappears mid-run, dropping the player into an invisible void with no warning and no recovery. That is not a difficulty spike - it is a stability problem, and it has been reported across multiple threads without any visible patch response. The game also launched without a meaningful tutorial, so understanding that the life elixir bottle completes a level rather than triggering a boss fight requires either reading the Steam description or stumbling into it. Those friction points are real, and they are not charming rough edges - they are barriers to the roughly twenty minutes of content each level actually contains. There is one small, unexpected bright spot: character customization. Adjusting skin tone, clothing, and body proportions before heading into a level is a genuinely surprising inclusion for something this small in scope. It adds nothing to survival odds, but it signals that Lunkka cared about player expression in at least one corner of the experience. The Metacritic user score sits at a 2.4 from five ratings, all negative, which is a signal worth taking seriously even if user scores skew dramatic. No critic has formally reviewed it. The community discussion threads have titles like "Why does this exist" and "Not loading up" - useful data points. If you are drawn to micro-budget solo-dev work as a category, there is a certain archaeological curiosity in spending thirty minutes with Gangsta Woman. It does not embarrass itself conceptually - zombie waves, a dragon boss loop, and a collectible objective are a coherent skeleton. But the invisible floor glitch alone is enough to recommend caution, and the overall execution does not clear the bar for a satisfying session even by the standards of short, cheap action games. Kai, Scout Team

Gangsta Woman

Gangsta Woman

22 jul 2019Tero Lunkka
GamerScout opina

Six levels, a sword, some magic bombs, and a fire-breathing dragon at every checkpoint - honest about what it is, but the cracks run deeper than the premise suggests.

PC
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Mínimo histórico: €0.94

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My first hour with Gangsta Woman left me genuinely unsure whether I was experiencing a rough diamond or simply a rough cut. Tero Lunkka built this entirely solo, and that handmade quality is visible in every corner of its six levels - sometimes charming, sometimes quietly alarming. You play as a wounded woman on a single-minded quest: find the life elixir bottle hidden somewhere on each map, avoid or cut through a zombie army, and deal with a fire-breathing dragon boss waiting at the end of every stage. The loop is that simple, and the game does not pretend otherwise. The combat vocabulary is narrow but functional. You have a sword for standard attacks, a special magic strike for tougher moments, a small starting stock of magic bombs, and a health bottle to keep you in the fight. What you do not have is a jump button - the game strips vertical movement entirely, leaving rolling and melee as your only options for getting out of trouble. That design choice feels oddly deliberate, almost as if the developer wanted encounters to stay flat and readable. Whether it reads as intentional design or a missing feature depends entirely on your patience for bare-minimum action mechanics. Here is where honesty matters more than advocacy. Community reports flag a recurring bug where the floor simply disappears mid-run, dropping the player into an invisible void with no warning and no recovery. That is not a difficulty spike - it is a stability problem, and it has been reported across multiple threads without any visible patch response. The game also launched without a meaningful tutorial, so understanding that the life elixir bottle completes a level rather than triggering a boss fight requires either reading the Steam description or stumbling into it. Those friction points are real, and they are not charming rough edges - they are barriers to the roughly twenty minutes of content each level actually contains. There is one small, unexpected bright spot: character customization. Adjusting skin tone, clothing, and body proportions before heading into a level is a genuinely surprising inclusion for something this small in scope. It adds nothing to survival odds, but it signals that Lunkka cared about player expression in at least one corner of the experience. The Metacritic user score sits at a 2.4 from five ratings, all negative, which is a signal worth taking seriously even if user scores skew dramatic. No critic has formally reviewed it. The community discussion threads have titles like "Why does this exist" and "Not loading up" - useful data points. If you are drawn to micro-budget solo-dev work as a category, there is a certain archaeological curiosity in spending thirty minutes with Gangsta Woman. It does not embarrass itself conceptually - zombie waves, a dragon boss loop, and a collectible objective are a coherent skeleton. But the invisible floor glitch alone is enough to recommend caution, and the overall execution does not clear the bar for a satisfying session even by the standards of short, cheap action games.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:sub-5Female ProtagonistDragon BossMagic CombatCharacter CustomizationMicro-BudgetFloor Glitch WarningShort PlaytimeSolo DeveloperLevel-Completion Loop

Requisitos del sistema

Mínimos

OS
Windows 8.1
Memory
4 GB RAM
DirectX
Version 9.0
Storage
5 GB available space
Graphics
nvidia 900 series
Processor
i5
Sound Card
Direct x9

Recomendados

OS
Windows 8.1
Memory
8 GB RAM
DirectX
Version 9.0
Storage
5 GB available space
Graphics
nvidia 1000 series
Processor
i7
Sound Card
Direct x9

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Información del juego

Desarrolladora
Tero Lunkka
Distribuidora
Tero Lunkka
Fecha de lanzamiento
22 jul 2019

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¿En qué plataformas está disponible Gangsta Woman?

Gangsta Woman está disponible en PC.

¿Cuándo se lanzó Gangsta Woman?

Gangsta Woman se lanzó el 22 de julio de 2019.

¿Quién desarrolló Gangsta Woman?

Gangsta Woman fue desarrollado por Tero Lunkka.