Compare GUNHEAD prices across 50+ stores and find the best deal. Developed by Alientrap. Published by Alientrap. Released on 11/8/2023. Available on PC. Genres: Action, Indie.

Four guns firing at once, a jetpack, and derelict alien ships full of things that want you dead. GUNHEAD nails the moment-to-moment chaos but runs out of surprises faster than it should.

My first few runs in GUNHEAD felt like discovering something quietly special. You pilot a pirate mech, literally a gun for a head, boarding procedurally generated alien hulks and dismantling their security architecture piece by piece before destroying the central System Core. The framing is part heist film, part roguelite run-and-gun, and the opening hours have a texture to them that is genuinely exciting. You study the ship map, spot alarm nodes and shield generators, and plan a route that keeps you off the radar as long as possible. When a red-laser sentinel finally locks onto you and everything erupts into chaos, the jetpack dodge and four-weapon simultaneous fire system make the ensuing firefight feel like controlled mayhem. The weapon setup is where the mechanical identity lives. Rather than cycling through a loadout sequentially, each of your four gun slots fires independently on its own button, meaning you can unload all four at a boss's weak point at once. Managing ammo counts and individual cooldowns across that quartet adds real tactical texture to fights. The unlockable mech suits deepen this further. The Archangel hovers freely, rewarding an aerial approach, while heavier frames like the Rook lean into tanky multi-jump traversal. Pair the right suit with a careful weapon build assembled from the fifty-plus options in the armory and there are genuinely satisfying combinations to find. The soundtrack, a semi-rock sci-fi score designed to match the pace of raids, does the work of a second adrenaline gland and the sound design on weapon impacts is crisp in a way that matters more than people admit in shooters like this. Here is where honesty costs something, though. The environmental variety that procedural generation promises never quite arrives. Ship interiors recycle the same metallic browns and grey corridors with blue or purple accent lighting until the derelict aesthetic stops feeling atmospheric and starts feeling like cost-cutting. The security systems, alarm nodes, shield cores, nuke systems, shuffler cores, are interesting in concept and the interaction between them creates genuine strategic puzzles early on. But the permutations run dry by the midpoint of the campaign's seven ships, and a run that felt like a heist starts feeling like maintenance. The tacked-on story, filler dialogue between crewmates that gestures at motivation without ever building character, makes the pacing problem worse. Cutting it entirely would have been the braver choice. CRYPTARK veterans should calibrate their expectations specifically. This is the 2D predecessor's systems translated into first-person, competently rather than ambitiously. The shift to 3D space makes situational awareness harder and the jetpack feels under-used in corridors that were not designed to let it breathe. New players without the comparison baggage may get considerably more out of it. Its player reception settled in the Very Positive range on Steam, which tracks: the core loop is fun, polished, and worth a handful of hours before the walls close in. If the FPS roguelite shelf you are shopping from has Gunfire Reborn and Mothergunship already on it, GUNHEAD slots in as a leaner, stranger, more tactically minded companion rather than a replacement for either. Kai, Scout Team

GUNHEAD
ActionIndie

GUNHEAD

Nov 8, 2023Alientrap
GamerScout Says

Four guns firing at once, a jetpack, and derelict alien ships full of things that want you dead. GUNHEAD nails the moment-to-moment chaos but runs out of surprises faster than it should.

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About GUNHEAD

My first few runs in GUNHEAD felt like discovering something quietly special. You pilot a pirate mech, literally a gun for a head, boarding procedurally generated alien hulks and dismantling their security architecture piece by piece before destroying the central System Core. The framing is part heist film, part roguelite run-and-gun, and the opening hours have a texture to them that is genuinely exciting. You study the ship map, spot alarm nodes and shield generators, and plan a route that keeps you off the radar as long as possible. When a red-laser sentinel finally locks onto you and everything erupts into chaos, the jetpack dodge and four-weapon simultaneous fire system make the ensuing firefight feel like controlled mayhem. The weapon setup is where the mechanical identity lives. Rather than cycling through a loadout sequentially, each of your four gun slots fires independently on its own button, meaning you can unload all four at a boss's weak point at once. Managing ammo counts and individual cooldowns across that quartet adds real tactical texture to fights. The unlockable mech suits deepen this further. The Archangel hovers freely, rewarding an aerial approach, while heavier frames like the Rook lean into tanky multi-jump traversal. Pair the right suit with a careful weapon build assembled from the fifty-plus options in the armory and there are genuinely satisfying combinations to find. The soundtrack, a semi-rock sci-fi score designed to match the pace of raids, does the work of a second adrenaline gland and the sound design on weapon impacts is crisp in a way that matters more than people admit in shooters like this. Here is where honesty costs something, though. The environmental variety that procedural generation promises never quite arrives. Ship interiors recycle the same metallic browns and grey corridors with blue or purple accent lighting until the derelict aesthetic stops feeling atmospheric and starts feeling like cost-cutting. The security systems, alarm nodes, shield cores, nuke systems, shuffler cores, are interesting in concept and the interaction between them creates genuine strategic puzzles early on. But the permutations run dry by the midpoint of the campaign's seven ships, and a run that felt like a heist starts feeling like maintenance. The tacked-on story, filler dialogue between crewmates that gestures at motivation without ever building character, makes the pacing problem worse. Cutting it entirely would have been the braver choice. CRYPTARK veterans should calibrate their expectations specifically. This is the 2D predecessor's systems translated into first-person, competently rather than ambitiously. The shift to 3D space makes situational awareness harder and the jetpack feels under-used in corridors that were not designed to let it breathe. New players without the comparison baggage may get considerably more out of it. Its player reception settled in the Very Positive range on Steam, which tracks: the core loop is fun, polished, and worth a handful of hours before the walls close in. If the FPS roguelite shelf you are shopping from has Gunfire Reborn and Mothergunship already on it, GUNHEAD slots in as a leaner, stranger, more tactically minded companion rather than a replacement for either. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:indieFPS RogueliteMech Loadout BuilderJetpack TraversalShip-Boarding StrategyFour-Weapon Simultaneous FireAlarm Stealth MechanicsProcedural Space HulksDifficulty Scaling

System Requirements

Minimum

OS
Windows 7/8.1/10 (64-bit versions)
Memory
8 GB RAM
Storage
2 GB available space
Graphics
NVIDIA GTX 670 2GB/AMD Radeon HD 7870 2GB or better
Processor
Intel Core i5-2400/AMD FX-8320 or better

Reviews & Ratings

No ratings available

Game Info

Developer
Alientrap
Publisher
Alientrap
Release Date
Nov 8, 2023

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