Compare GunBird - 2 prices across 50+ stores and find the best deal. Developed by Zerodiv. Published by KMBOX. Released on 1/5/2026. Available on PC. Genres: Action.

A 1998 arcade shmup that has survived long enough to land on PC, and earns its place there: tight vertical shooting, six wildly different characters, and a scoring system deep enough to chase for hours if you let it grab you.

I have a soft spot for vertical shooters that don't waste your time, and GunBird 2 wastes approximately none of it. A single loop runs around fifteen minutes. You pick from five default characters, Marion the witch, vampire Alucard, military robot Valpiro, jetpack kid Tavia, or the portly grenadier Hei-Cob, plus a sixth unlockable samurai named Aine, and each one plays genuinely differently. Valpiro hits like a truck but moves like a barge. Aine is melee-oriented and fast. Tavia sits somewhere in the middle with a bomb that carpet-fires jetpack soldiers across the screen. If you think character selection in shmups is cosmetic, this game will correct you fast. The combat loop runs on three inputs: primary shot, charge attack, and a close-combat melee. The charge builds through a level gauge you fill by shooting enemies, and you can spend it on a ranged charged blast or go full aggro with the melee. Melee deals the most damage but puts you inside the bullet cloud, which is where you will die. It is a high-risk choice that actually matters, not a gimmick. The power-up system stacks P items up to four levels, and losing a life strips them, so staying alive has teeth. Bombs are character-specific and range from sensible to absurd. Valpiro's is lasers that look like a 1990s nightclub. That is not a complaint. The scoring layer is where this game gets replay legs. Medal chaining requires you to collect dropped coins exactly when they flash brightest to build a combo and push point multipliers. Grazing bullets at close range racks up proximity bonuses, and triggering a bomb mid-graze pops a Nice Bomb multiplier that scales with how many projectiles you were eating. None of this is mandatory if you just want to survive, but it is the entire game if you care about leaderboard runs. The second loop, unlocked automatically after clearing all seven stages, cranks bullet density and adds revenge bullets on enemy death. If loop one felt manageable, loop two is a different conversation. What the Steam PC version does not have, and what has frustrated the genre faithful since Zerodiv's earlier ports, is online leaderboards integrated into the game itself. Score Attack mode submits results, but the shmup community runs on competition, and the infrastructure here feels thin compared to what a game this score-driven deserves. The stage count is seven, the runtime is short, and there is no online co-op. Local co-op is present, and two-player runs generate character-pair-specific endings, which is a genuine incentive to drag someone onto the couch. The humor in the cutscenes is aggressively weird, sometimes funny, sometimes the kind of thing that hasn't aged cleanly. Your tolerance for 1990s Psikyo comedy will vary. For a newcomer, nine difficulty tiers and configurable lives from one to nine mean the barrier to entry is low. For a veteran who wants to 1CC loop two, the ceiling is genuinely high. This is not a game with a ranked ladder or netcode to stress-test. It is a preserved arcade cabinet on your PC, polished enough to run without fuss, deep enough to hold a score-chaser for well past the apparent runtime, and honest about what it is. Fred, Scout Team

GunBird - 2
Action

GunBird - 2

Jan 5, 2026ZerodivKMBOX
GamerScout Says

A 1998 arcade shmup that has survived long enough to land on PC, and earns its place there: tight vertical shooting, six wildly different characters, and a scoring system deep enough to chase for hours if you let it grab you.

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Screenshots & Media

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About GunBird - 2

I have a soft spot for vertical shooters that don't waste your time, and GunBird 2 wastes approximately none of it. A single loop runs around fifteen minutes. You pick from five default characters, Marion the witch, vampire Alucard, military robot Valpiro, jetpack kid Tavia, or the portly grenadier Hei-Cob, plus a sixth unlockable samurai named Aine, and each one plays genuinely differently. Valpiro hits like a truck but moves like a barge. Aine is melee-oriented and fast. Tavia sits somewhere in the middle with a bomb that carpet-fires jetpack soldiers across the screen. If you think character selection in shmups is cosmetic, this game will correct you fast. The combat loop runs on three inputs: primary shot, charge attack, and a close-combat melee. The charge builds through a level gauge you fill by shooting enemies, and you can spend it on a ranged charged blast or go full aggro with the melee. Melee deals the most damage but puts you inside the bullet cloud, which is where you will die. It is a high-risk choice that actually matters, not a gimmick. The power-up system stacks P items up to four levels, and losing a life strips them, so staying alive has teeth. Bombs are character-specific and range from sensible to absurd. Valpiro's is lasers that look like a 1990s nightclub. That is not a complaint. The scoring layer is where this game gets replay legs. Medal chaining requires you to collect dropped coins exactly when they flash brightest to build a combo and push point multipliers. Grazing bullets at close range racks up proximity bonuses, and triggering a bomb mid-graze pops a Nice Bomb multiplier that scales with how many projectiles you were eating. None of this is mandatory if you just want to survive, but it is the entire game if you care about leaderboard runs. The second loop, unlocked automatically after clearing all seven stages, cranks bullet density and adds revenge bullets on enemy death. If loop one felt manageable, loop two is a different conversation. What the Steam PC version does not have, and what has frustrated the genre faithful since Zerodiv's earlier ports, is online leaderboards integrated into the game itself. Score Attack mode submits results, but the shmup community runs on competition, and the infrastructure here feels thin compared to what a game this score-driven deserves. The stage count is seven, the runtime is short, and there is no online co-op. Local co-op is present, and two-player runs generate character-pair-specific endings, which is a genuine incentive to drag someone onto the couch. The humor in the cutscenes is aggressively weird, sometimes funny, sometimes the kind of thing that hasn't aged cleanly. Your tolerance for 1990s Psikyo comedy will vary. For a newcomer, nine difficulty tiers and configurable lives from one to nine mean the barrier to entry is low. For a veteran who wants to 1CC loop two, the ceiling is genuinely high. This is not a game with a ranked ladder or netcode to stress-test. It is a preserved arcade cabinet on your PC, polished enough to run without fuss, deep enough to hold a score-chaser for well past the apparent runtime, and honest about what it is. Fred, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementscontroller-supporttier:indieVertical ShmupMedal ChainingCharacter-Specific PlaystyleMelee MechanicScore AttackTwo-Loop StructureHigh-Risk High-RewardArcade PortCouch Co-opNine Difficulty Tiers

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
Storage
70 MB available space
Graphics
Intel HD Graphics 4000
Processor
Core i5 1.7GHz

Reviews & Ratings

No ratings available

Game Info

Developer
Zerodiv
Publisher
KMBOX
Release Date
Jan 5, 2026

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