Compare Jump Gunners prices across 50+ stores and find the best deal. Developed by NerdRage Studios. Published by NerdRage Studios. Released on 11/14/2017. Available on PC, Mac, Linux. Genres: Action, Indie.

Grab three friends, plug in controllers, and prepare to lose control: every shot you fire launches you the opposite direction, turning the whole arena into recoil-powered chaos.

My first instinct with Jump Gunners was to treat it like a normal 2D arena shooter. That lasted about forty-five seconds before a rocket volley sent me sailing off the top of the map and into a pit. The core gimmick here is that weapon recoil physically propels you in the opposite direction of your aim. Fire down, you go up. Fire left, you drift right. Master it and you can use any of the 20-plus guns as a makeshift jetpack, hovering over the battlefield and raining down fire while ground-level players scramble. Fail to master it and you will kill yourself more often than anyone else does. The weapon roster covers real ground: assault rifles and sniper rifles for hitscan work, rocket launchers and flamethrowers for area denial, Gauss rifles for the players who want to feel like they know what they are doing. Each one handles differently in the air, which is where the actual skill ceiling lives. One-hit kills across all the core modes mean time-to-kill is effectively zero, so reading the recoil arc of your current weapon and using it intentionally is the difference between a coordinated aerial predator and a pixel that keeps falling into water. The learning curve is real, and the early sessions will feel punishing if your group is not on roughly equal footing. Mode variety is solid for the sub-10-dollar tier this sits in. Battle Mode runs Classic Deathmatch, Team Deathmatch, Last Man Standing, Capture the Flag, and a Custom Battle option where you set the rules. Horde mode drops you and up to three locals into co-op wave survival against AI enemies, with weapon crates dropping mid-fight to keep things fresh. Turkey Hunt is a Duck Hunt riff, unabashedly so. Solo players also get 24 Challenge levels that function more like time-attack puzzles: finish targets fast, under ammo limits, without blowing yourself up. AI bots are available to fill lobbies across the competitive modes, and reviewers noted they hold up reasonably well. The destructible environments across 80-plus arenas look promising on paper, though it is worth knowing that the destruction is partial: surface blocks break apart but indestructible metal underneath keeps levels structurally intact, so tunneling strategies are more of a coin flip than a reliable tactic. The honest limit of Jump Gunners is longevity. There is no online multiplayer, which in 2024 and beyond is a hard stop for anyone without a regular local group. The pixel aesthetic is functional but thin on personality, the solo content runs dry quickly for players without friends nearby, and the camera pulls far enough out on large maps that tracking your tiny character gets genuinely difficult. Critics who came away cold pointed to a sense that the recoil mechanic, clever as it is, does not get exploited across every mode equally. In standard deathmatch, matches end so fast that the propulsion system barely has room to breathe. With all of that said, if you have two to four people sitting in the same room and controllers to go around, the moment-to-moment chaos here is legitimate fun. The controls are tight once they click, the weapon selection creates real situational decisions, and the one-hit kill structure keeps rounds punchy. It is not a game that grows with you over months of solo play. It is a game you load up when people are over and someone asks what to play. Fred, Scout Team

Jump Gunners
ActionIndie

Jump Gunners

Nov 14, 2017NerdRage Studios
GamerScout Says

Grab three friends, plug in controllers, and prepare to lose control: every shot you fire launches you the opposite direction, turning the whole arena into recoil-powered chaos.

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About Jump Gunners

My first instinct with Jump Gunners was to treat it like a normal 2D arena shooter. That lasted about forty-five seconds before a rocket volley sent me sailing off the top of the map and into a pit. The core gimmick here is that weapon recoil physically propels you in the opposite direction of your aim. Fire down, you go up. Fire left, you drift right. Master it and you can use any of the 20-plus guns as a makeshift jetpack, hovering over the battlefield and raining down fire while ground-level players scramble. Fail to master it and you will kill yourself more often than anyone else does. The weapon roster covers real ground: assault rifles and sniper rifles for hitscan work, rocket launchers and flamethrowers for area denial, Gauss rifles for the players who want to feel like they know what they are doing. Each one handles differently in the air, which is where the actual skill ceiling lives. One-hit kills across all the core modes mean time-to-kill is effectively zero, so reading the recoil arc of your current weapon and using it intentionally is the difference between a coordinated aerial predator and a pixel that keeps falling into water. The learning curve is real, and the early sessions will feel punishing if your group is not on roughly equal footing. Mode variety is solid for the sub-10-dollar tier this sits in. Battle Mode runs Classic Deathmatch, Team Deathmatch, Last Man Standing, Capture the Flag, and a Custom Battle option where you set the rules. Horde mode drops you and up to three locals into co-op wave survival against AI enemies, with weapon crates dropping mid-fight to keep things fresh. Turkey Hunt is a Duck Hunt riff, unabashedly so. Solo players also get 24 Challenge levels that function more like time-attack puzzles: finish targets fast, under ammo limits, without blowing yourself up. AI bots are available to fill lobbies across the competitive modes, and reviewers noted they hold up reasonably well. The destructible environments across 80-plus arenas look promising on paper, though it is worth knowing that the destruction is partial: surface blocks break apart but indestructible metal underneath keeps levels structurally intact, so tunneling strategies are more of a coin flip than a reliable tactic. The honest limit of Jump Gunners is longevity. There is no online multiplayer, which in 2024 and beyond is a hard stop for anyone without a regular local group. The pixel aesthetic is functional but thin on personality, the solo content runs dry quickly for players without friends nearby, and the camera pulls far enough out on large maps that tracking your tiny character gets genuinely difficult. Critics who came away cold pointed to a sense that the recoil mechanic, clever as it is, does not get exploited across every mode equally. In standard deathmatch, matches end so fast that the propulsion system barely has room to breathe. With all of that said, if you have two to four people sitting in the same room and controllers to go around, the moment-to-moment chaos here is legitimate fun. The controls are tight once they click, the weapon selection creates real situational decisions, and the one-hit kill structure keeps rounds punchy. It is not a game that grows with you over months of solo play. It is a game you load up when people are over and someone asks what to play. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayercooplocal-coopachievementscontroller-supportcloud-savestier:sub-5Recoil-PropulsionOne-Hit KillCouch-OnlyWave SurvivalParty ArenaTwin-Stick MovementDestructible MapsBot Support

System Requirements

Minimum

OS
Windows Vista or Later
Memory
4 GB RAM
DirectX
Version 9.0
Storage
200 MB available space
Graphics
Nvidia or ATI dedicated GPU (DX9 SM3) 1GB
Processor
Intel Core™ Duo or faster / AMD Equivilant
Sound Card
Yes
Additional Notes
Supported Controllers: Steam Controller, Xbox 360 Wired & Wireless ,Xbox One Wired & Wireless (inc elite) ,Sony DualShock 2, Sony DualShock 3, Sony DualShock 4, Logitech F310, Logitech F710, 8Bitdo NES30 Pro, Nvidia Shield Controller, MadCatz C.T.L.R, Steelseries Nimbus

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
200 MB available space
Graphics
Nvidia GTX 7xx or greater / ATI equivilant (DX11 SM3) 2GB
Processor
x86 Intel i5 or greater / AMD Equivilant
Sound Card
Yes
Additional Notes
Supported Controllers: Steam Controller, Xbox 360 Wired & Wireless ,Xbox One Wired & Wireless (inc elite) ,Sony DualShock 2, Sony DualShock 3, Sony DualShock 4, Logitech F310, Logitech F710, 8Bitdo NES30 Pro, Nvidia Shield Controller, MadCatz C.T.L.R, Steelseries Nimbus

Reviews & Ratings

No ratings available

Game Info

Developer
NerdRage Studios
Publisher
NerdRage Studios
Release Date
Nov 14, 2017

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