Compara los precios de Samurai GUNN 2 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Beau Blyth. Publicado por SCRAMBLER. Lanzado el 20/7/2021. Disponible en PC. Géneros: Action, Early Access.

Three bullets, one sword, and a rock-paper-scissors core so tight it'll make you forget the match lasted four seconds. Best couch fighter you're probably sleeping on.

I've played enough party fighters to know when one is genuinely engineered and when it's just riding a pixel-art aesthetic. Samurai GUNN 2 is the former. Each fighter spawns with a sword and exactly three bullets per life, and the whole thing runs on a read-it-in-ten-seconds triangle: sword beats bullet, dash beats sword, bullet beats dash. That sounds too simple until a GHOST player starts firing rounds you can't see while going invisible mid-dash, or a POPS player absorbs your shot mid-air and throws it back into your face from close range. The system compresses beautifully under pressure. The roster is small but meaningfully differentiated. HAYAO is your starting character, the fastest thing in the game and a solid foundation to learn movement on. OTOMO controls territory with fire traps and can slash through her own flames for a burst of speed. GOLEM builds and crushes stone structures on the fly, which changes stage geometry mid-match in ways that feel outright dirty. POPS plays slow and heavy, punishes aggression hard, and his splash-damage bullets pass through walls. GHOST is an air-combat specialist with invisible shots and invisibility on dash. There's also RANNO, a crossover character from Rivals of Aether who plays nothing like the samurai cast, with unlimited poison darts, a tongue grab for repositioning, and bubble traps. He's a bolt-on that divides the community a bit, but his kit at least forces you to adjust your reads. Indie crossover characters from Spelunky and Minit round out the lineup and bring their own stages with working hazards. Now, the netcode. The game's marketing has called it rollback, but dig into the Steam discussions and the reality is more nuanced. The current implementation is delay-based with stability tricks built by YellowAfterlife, a credible network programmer whose work appears in Rivals of Aether. Cross-region play can work smoothly on good connections, but if either side has a shaky line the game slows rather than rubber-banding. For a one-hit-kill game running at this speed, that's a real issue. Local play and LAN-style sessions with friends in the same region are where this game genuinely sings. Ranked matchmaking exists and works, but don't expect the lobby population of a major franchise. The Early Access label still applies and the dev team is two people. Updates have been consistent, including community-voted character buffs, new stages with dynamic elements like opening spike pits, a GUNNDROP mode where KO'd fighters drop ammo orbs, and a mod loader built by community members that the devs are actively folding into the game as an official Community Stages feature. That's a healthy sign for longevity. The solo Adventure mode offers co-op Forbidden Forest runs against AI enemies with some decent boss variety, but nobody is buying this for single-player. There is also a Free Edition that gives you full access to all modes and ranked play with a rotating two-character selection, which lowers the barrier to dragging a friend in considerably. The honest warning: this is not the original Samurai GUNN's drop-in chaos machine anymore. The character-specific move sets and the tight mechanical depth have tilted it toward the competitive end. New players in four-player matches get run over fast. Stick to 1v1 while you learn, grind the movement tech, and it opens up into something genuinely rewarding. If your crew wants zero-friction couch carnage on night one, manage expectations. If you want a micro-fighter with real ceiling and a dev team that listens, this is worth your time right now. Fred, Scout Team

Samurai GUNN 2
ActionEarly Access

Samurai GUNN 2

20 jul 2021Beau BlythSCRAMBLER
GamerScout opina

Three bullets, one sword, and a rock-paper-scissors core so tight it'll make you forget the match lasted four seconds. Best couch fighter you're probably sleeping on.

PC
Steam Deck VerifiedProtonDB Gold
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€0.00
en N/A
Mínimo histórico: €4.50

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I've played enough party fighters to know when one is genuinely engineered and when it's just riding a pixel-art aesthetic. Samurai GUNN 2 is the former. Each fighter spawns with a sword and exactly three bullets per life, and the whole thing runs on a read-it-in-ten-seconds triangle: sword beats bullet, dash beats sword, bullet beats dash. That sounds too simple until a GHOST player starts firing rounds you can't see while going invisible mid-dash, or a POPS player absorbs your shot mid-air and throws it back into your face from close range. The system compresses beautifully under pressure. The roster is small but meaningfully differentiated. HAYAO is your starting character, the fastest thing in the game and a solid foundation to learn movement on. OTOMO controls territory with fire traps and can slash through her own flames for a burst of speed. GOLEM builds and crushes stone structures on the fly, which changes stage geometry mid-match in ways that feel outright dirty. POPS plays slow and heavy, punishes aggression hard, and his splash-damage bullets pass through walls. GHOST is an air-combat specialist with invisible shots and invisibility on dash. There's also RANNO, a crossover character from Rivals of Aether who plays nothing like the samurai cast, with unlimited poison darts, a tongue grab for repositioning, and bubble traps. He's a bolt-on that divides the community a bit, but his kit at least forces you to adjust your reads. Indie crossover characters from Spelunky and Minit round out the lineup and bring their own stages with working hazards. Now, the netcode. The game's marketing has called it rollback, but dig into the Steam discussions and the reality is more nuanced. The current implementation is delay-based with stability tricks built by YellowAfterlife, a credible network programmer whose work appears in Rivals of Aether. Cross-region play can work smoothly on good connections, but if either side has a shaky line the game slows rather than rubber-banding. For a one-hit-kill game running at this speed, that's a real issue. Local play and LAN-style sessions with friends in the same region are where this game genuinely sings. Ranked matchmaking exists and works, but don't expect the lobby population of a major franchise. The Early Access label still applies and the dev team is two people. Updates have been consistent, including community-voted character buffs, new stages with dynamic elements like opening spike pits, a GUNNDROP mode where KO'd fighters drop ammo orbs, and a mod loader built by community members that the devs are actively folding into the game as an official Community Stages feature. That's a healthy sign for longevity. The solo Adventure mode offers co-op Forbidden Forest runs against AI enemies with some decent boss variety, but nobody is buying this for single-player. There is also a Free Edition that gives you full access to all modes and ranked play with a rotating two-character selection, which lowers the barrier to dragging a friend in considerably. The honest warning: this is not the original Samurai GUNN's drop-in chaos machine anymore. The character-specific move sets and the tight mechanical depth have tilted it toward the competitive end. New players in four-player matches get run over fast. Stick to 1v1 while you learn, grind the movement tech, and it opens up into something genuinely rewarding. If your crew wants zero-friction couch carnage on night one, manage expectations. If you want a micro-fighter with real ceiling and a dev team that listens, this is worth your time right now.

Fred
Fred · Scout Team

Shooters

Etiquetas

multiplayerpvponline-pvplocal-multiplayerlocal-coopcontroller-supporttier:sub-5Rock-Paper-Scissors CoreOne-Hit-KillCrossover CharactersAdventure Mode Co-opCommunity StagesRanked LadderDelay-Based NetcodeMovement TechPixel FighterCouch PvP

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
2 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
Dedicated graphics card with at least 1GB of video memory
Processor
2GHz processor

Recomendados

OS
Windows 10
Memory
4 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
Dedicated graphics card with at least 2GB of video memory
Processor
2.5GHz processor

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Información del juego

Desarrolladora
Beau Blyth
Distribuidora
SCRAMBLER
Fecha de lanzamiento
20 jul 2021

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¿En qué plataformas está disponible Samurai GUNN 2?

Samurai GUNN 2 está disponible en PC.

¿Cuándo se lanzó Samurai GUNN 2?

Samurai GUNN 2 se lanzó el 20 de julio de 2021.

¿Quién desarrolló Samurai GUNN 2?

Samurai GUNN 2 fue desarrollado por Beau Blyth y publicado por SCRAMBLER.