Compare Jets'n'Guns 2 prices across 50+ stores and find the best deal. Developed by Rake in Grass. Published by Rake in Grass. Released on 7/24/2020. Available on PC. Genres: Action, Indie.

When a horizontal shooter gives you flamethrowers, acid guns, electro-balls, a heat management system, five swappable weapon profiles, and a hard-rock soundtrack from Machinae Supremacy, the only question is whether you can handle the screen catching fire around you.

I went in expecting a straightforward throwback shooter and came out three sessions later still tinkering with weapon loadouts at 1 a.m. Jets'n'Guns 2 is Czech studio Rake in Grass's long-awaited follow-up to their 2004 cult classic, and it carries that lineage proudly: a horizontal scrolling shooter rooted in the Amiga-era Euro shmup tradition, dressed up in glossy HD visuals and propelled by a brand new hard-rock soundtrack courtesy of Machinae Supremacy, whose guitar work gives the whole thing the kinetic energy of a live metal show. The core loop is simple on paper. Fly left to right, survive waves of enemies, mow down everything that moves, then land between levels and spend your earnings at the weapon shop. In practice, the shop is where the game quietly reveals its actual depth. Your ship slots carry front weapons, a rear weapon, a missile system, bombs, and a set of G.E.M. modifiers, and the combinations multiply fast. Flamethrowers, electro-balls, acid guns, homing missiles, and weird equipment items with bizarre synergy effects - you can save up to five distinct weapon profiles and swap them mid-run to adapt to whatever the next level throws at you. The heat management layer keeps you honest: high-damage cannons bleed heat quickly, and if the gauge runs red your ship locks up mid-firefight. Cooling upgrades become as important as raw firepower, which gives the loadout planning a satisfying push-and-pull that keeps the between-mission shop visits genuinely engaging rather than a chore. The campaign itself leans into comedy and spectacle. Environments range from pirate strongholds in asteroid fields to sprawling futuristic cities to, reportedly, an entire stage built around a beer theme. There is humour baked into the weapon shop posters, the enemy designs, and the general tone - this is not a game that takes its universe-ending premise too seriously, and that self-awareness is part of its charm. Local co-op is supported, the campaign is replayable through New Game Plus with escalating difficulty loops, and the lack of lives means you can grind levels for currency to upgrade toward the loadout you actually want. That said, the rough edges are real. Visual readability takes a hit as you level up - more powerful weapons fill the screen with overlapping effects until incoming bullets blur into the general chaos, which is a genuine problem during boss encounters. Boss design has drawn some fair criticism too: weak points placed in awkward positions, a rear weapon mechanic that matters far more in boss rooms than in normal levels (so neglecting it early can cost you badly later), and difficulty that can spike unevenly if your shop choices don't happen to match what a particular fight demands. Mission replay for grinding feels necessary at times, and whether that reads as satisfying progression or mild backtracking fatigue will depend entirely on how much you enjoy the combat loop itself. If you do, you will happily run those levels again. If you don't, no amount of soundtrack quality fixes that. For anyone who grew up on R-Type, Gradius, or the original Jets'n'Guns, and has been quietly waiting for a horizontal shooter with real loadout freedom and a soundtrack that belongs in a venue rather than a menu - this is the one. The Steam community sits at a strong positive rating, players have logged hundreds of hours on the endless loop mode, and the handcraft in the visual and audio presentation is obvious throughout. It is not a genre reinvention, and the balance will occasionally frustrate you. But Rake in Grass built something that runs on genuine craft and personality, and those things are harder to find than the genre staples it comfortably checks. Kai, Scout Team

Jets'n'Guns 2
ActionIndie

Jets'n'Guns 2

Jul 24, 2020Rake in Grass
GamerScout Says

When a horizontal shooter gives you flamethrowers, acid guns, electro-balls, a heat management system, five swappable weapon profiles, and a hard-rock soundtrack from Machinae Supremacy, the only question is whether you can handle the screen catching fire around you.

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Screenshots & Media

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About Jets'n'Guns 2

I went in expecting a straightforward throwback shooter and came out three sessions later still tinkering with weapon loadouts at 1 a.m. Jets'n'Guns 2 is Czech studio Rake in Grass's long-awaited follow-up to their 2004 cult classic, and it carries that lineage proudly: a horizontal scrolling shooter rooted in the Amiga-era Euro shmup tradition, dressed up in glossy HD visuals and propelled by a brand new hard-rock soundtrack courtesy of Machinae Supremacy, whose guitar work gives the whole thing the kinetic energy of a live metal show. The core loop is simple on paper. Fly left to right, survive waves of enemies, mow down everything that moves, then land between levels and spend your earnings at the weapon shop. In practice, the shop is where the game quietly reveals its actual depth. Your ship slots carry front weapons, a rear weapon, a missile system, bombs, and a set of G.E.M. modifiers, and the combinations multiply fast. Flamethrowers, electro-balls, acid guns, homing missiles, and weird equipment items with bizarre synergy effects - you can save up to five distinct weapon profiles and swap them mid-run to adapt to whatever the next level throws at you. The heat management layer keeps you honest: high-damage cannons bleed heat quickly, and if the gauge runs red your ship locks up mid-firefight. Cooling upgrades become as important as raw firepower, which gives the loadout planning a satisfying push-and-pull that keeps the between-mission shop visits genuinely engaging rather than a chore. The campaign itself leans into comedy and spectacle. Environments range from pirate strongholds in asteroid fields to sprawling futuristic cities to, reportedly, an entire stage built around a beer theme. There is humour baked into the weapon shop posters, the enemy designs, and the general tone - this is not a game that takes its universe-ending premise too seriously, and that self-awareness is part of its charm. Local co-op is supported, the campaign is replayable through New Game Plus with escalating difficulty loops, and the lack of lives means you can grind levels for currency to upgrade toward the loadout you actually want. That said, the rough edges are real. Visual readability takes a hit as you level up - more powerful weapons fill the screen with overlapping effects until incoming bullets blur into the general chaos, which is a genuine problem during boss encounters. Boss design has drawn some fair criticism too: weak points placed in awkward positions, a rear weapon mechanic that matters far more in boss rooms than in normal levels (so neglecting it early can cost you badly later), and difficulty that can spike unevenly if your shop choices don't happen to match what a particular fight demands. Mission replay for grinding feels necessary at times, and whether that reads as satisfying progression or mild backtracking fatigue will depend entirely on how much you enjoy the combat loop itself. If you do, you will happily run those levels again. If you don't, no amount of soundtrack quality fixes that. For anyone who grew up on R-Type, Gradius, or the original Jets'n'Guns, and has been quietly waiting for a horizontal shooter with real loadout freedom and a soundtrack that belongs in a venue rather than a menu - this is the one. The Steam community sits at a strong positive rating, players have logged hundreds of hours on the endless loop mode, and the handcraft in the visual and audio presentation is obvious throughout. It is not a genre reinvention, and the balance will occasionally frustrate you. But Rake in Grass built something that runs on genuine craft and personality, and those things are harder to find than the genre staples it comfortably checks. Kai, Scout Team

Tags

singleplayermultiplayercoopachievementscontroller-supportcloud-savestier:sub-5Euro ShmupHeat ManagementWeapon Loadout BuilderNew Game PlusLocal Co-opHorizontal ScrollingDestructible EnvironmentsBoss FightsOld-School Inspired

Steam Deck & Linux

Steam Deck UnsupportedProtonDB Gold

Valve rates this game Steam Deck Unsupported. Runs great on Linux after minor tweaks. Based on 25 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7/8/10
Memory
2 GB RAM
Storage
250 MB available space
Graphics
OpenGL 3.2 compatible
Processor
Dual Core 2.0 GHz
Additional Notes
Recommended resolution 1080p, 16:9

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Game Info

Developer
Rake in Grass
Publisher
Rake in Grass
Release Date
Jul 24, 2020

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What platforms is Jets'n'Guns 2 available on?

Jets'n'Guns 2 is available on PC.

When was Jets'n'Guns 2 released?

Jets'n'Guns 2 was released on 24 July 2020.

Who developed Jets'n'Guns 2?

Jets'n'Guns 2 was developed by Rake in Grass.