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Genre: Indie

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2nd Gunning DLC Patch v.1.51

It's amazing what people can find, and what I can miss in testing. I'd like to say "Stop breaking my game!", and "Get off my lawn!" but in truth, as a solo dev with only a couple part time helpers to test, there's just no way to catch everything, even if I quadrupled testing times.

So I am grateful for this awesome community, and those active discord members that find every weird edge case (and some things where apparently I was just an idiot), and have the patience as I do my best to stomp turts (I mean squash bugs).

Anyway, with this update being a bit bigger than the other hotfixes, and INCLUDING the numberous (*numerous, but "numberous" should be a word) hotfixes, I figured I'd combine everything here, and move to version 1.51.

Oh, and anything that applies to stuff in the base game is obviously fixed for those players too.

Here's what's new in the world of bugs (v.1.51):




  • Fixed a bug with Drone Cloner that could trigger an inactive drone weapon while playing as Ace
  • When Drone Cloner copies Bullet Buddies and Thunder Drone, the cuplicate icon will now be green like other Cloned icons.
  • Fixed an issue that could break Dronerang/Clonerang if an Overclock powerup ended at just the right time
  • Omega Cannon's basic attack should no longer stop permanently at any point
  • Fixed an issue where Omega Cannon would get extra powerup duration from the Power Cell augment, but would not fire for the extra duration
  • Fixed an issue where Beta Backup would store an EMP state instead of a powerup (EMP shares part of the powerup system which is why its timer looks like a powerup timer)
  • Fixed a long standing bug (I didnt know was in the game) where Static Surge would remove Kinetoshield AND not prevent the EMP at the end. It will still remove Kinetoshield if active, but Kinetoshield will now protect you from Surge's EMP effect so it's not totally wasted.
  • Also fixed an issue that could trigger an extra Static Surge when Kinetoshield was also equipped
  • Added some code to prevent where interactions between Junk collectibles and the aftermod Dirty Bomb
  • Certain aftermods had overlapping codex indexes that would cause some to unlock when they shouldnt, and some to not unlock at all.


1.50a-1.50f Recap



  • Fixed an indexing issue with Symbionics. The correct symbionic upgrades should unlock for Time Suck and Sunbuster now
  • Put in a protection for creating too many Big Shot projectiles. This is a first step because I can't replicate the issue myself, but I've seen screenshots. I identified an area that could be problematic, but keep the feedback coming and if any more changes are required I'll add them to the next patch



  • Fixed an issue with certain symbionics unlocking the wrong codex entries
  • Fixed an issue with Moon Moth creating lasers upon dying and the lasers remaining on screen
  • Fixed an issue where the Moon Moth could trigger projectile attacks for a few seconds after dying
  • Added additional shields to the Moon Moth 2 and 3 fights (more adjustments may be necessary)



  • Achievements should be active now! Seems I left a debug command on that locked them. Will check back in the morning. The proper morning.



  • Fixed an issue that gave Echo Lock an extra level that did nothing
  • Fixed an issue that caused Circuit Maker to break if you equipped or upgraded Radar Array right after creating new targeters (but before they found targets and activated)
  • Achievement "Infinite Improbability" should now correctly unlock with 30+ trial level (and the other conditions met)
  • Abzorber's powerup icon is no longer blank when active (in the bottom right corner). This will apply to people on version 1.25 as well.



  • Fixed some issues with elemental rounds, and fireside that could cause issues with scope. The game could get confused and think every enemy at once was being hit by a single projectile.
  • Fixed an issue with choosing the Aimbot augment on Ace that would instead grant no augment
  • Removed the text that indicated Beta Backup had a recharge timer



  • Fixed an issue that would prevent trophies from appearing on the pilots that you've beaten a zone with. This fix will retroactively make some trophies appear, but not others. You may need to beat a zone with certain pilots again (Sorry!).
  • Fixed an issue with bosses unlocking the wrong codex entry (this will not change entries already unlocked, but prevent the issue in the future)
  • Fixed an issue that made Symbionic descriptions appear for the wrong entries in the codex
  • Updates to the options menu: Particle FX changed to Visual FX and "on/off" for that category changed to "low/high." A handful of newer effects were also tied into this option.
  • Various small typos fixed

2nd Gunning DLC Hotfix 1.50f

Another day, another hotfix.


  • Fixed an issue that would prevent trophies from appearing on the pilots that you've beaten a zone with. This fix will retroactively make some trophies appear, but not others. You may need to beat a zone with certain pilots again (Sorry!).
  • Fixed an issue with bosses unlocking the wrong codex entry (this will not change entries already unlocked, but prevent the issue in the future)
  • Fixed an issue that made Symbionic descriptions appear for the wrong entries in the codex
  • Updates to the options menu: Particle FX changed to Visual FX and "on/off" for that category changed to "low/high." A handful of newer effects were also tied into this option.
  • Various small typos fixed

2nd Gunning DLC Hotfix 1.50e

I probably could have waited and combined some of these hotfixes, but hopefully we're nearing the end of the launch fixes.


  • Fixed some issues with elemental rounds, and fireside that could cause issues with scope. The game could get confused and think every enemy at once was being hit by a single projectile.
  • Fixed an issue with choosing the Aimbot augment on Ace that would instead grant no augment
  • Removed the text that indicated Beta Backup had a recharge timer

2nd Gunning DLC Hotfix 1.50d

So I got some sleep for real, and I put together this patch to address some lingering issues. Things otherwise seem to be going smoothly though, and the feedback has been great so far. Thanks!


  1. Fixed an issue that gave Echo Lock an extra level that did nothing
  2. Fixed an issue that caused Circuit Maker to break if you equipped or upgraded Radar Array right after creating new targeters (but before they found targets and activated)
  3. Achievement "Infinite Improbability" should now correctly unlock with 30+ trial level (and the other conditions met)
  4. Abzorber's powerup icon is no longer blank when active (in the bottom right corner). This will apply to people on version 1.25 as well.

2nd Gunning Hotfix 1.50c - Achievements

Woke up for some water...found a bug.


  • Achievements should be active now! Seems I left a debug command on that locked them. Will check back in the morning. The proper morning.

The 2nd Gunning DLC and Free Update Are Live Now

Warning! New content approaching!

Gunlocked the 2nd Gunning adds 3 new bosses, 7 new pilots, dozens of new upgrades, lots of new symbionics, more achievements, and additional new trials to amp up the challenge (2nd Generation is my favorite trial yet!).



Coinciding with this is a FREE update for everyone that adds a new boss to endless mode called the Knight Crawler, as well as 2 new weapons, utilities, aftermods, and a new symbionic called "Light Buzz". This update brings the game to version 1.25. Owners of the DLC will be greeted by a version 1.50 at startup.

Pick up the DLC for 15% all week over HERE

I'll be posting the full 1.25 patch notes in a separate update soon! Until then, enjoy! And thank you for all of your support!

The Space Invasion Bundle

If you like Gunlocked, or have been waiting to pick it up, then check out the Space Invaders Bundle and grab an extra discount on three sci fi shmups together!

https://store.steampowered.com/bundle/30879/Space_Invasion/

With the Gunlocked 2nd Gunning DLC releasing on March 7th! It's a great time to be a fan of blowing up alien invaders!

Gunlocked - The 2nd Gunning DLC Coming Soon

The DLC page is now live for Gunlocked - The 2nd Gunning.

Wishlist it HERE

This update represents every idea I've had if I made a sequel. I decided "Why wait?" Expect some truly original new weapons, bosses, pilots, and other upgrades. And don't forget, a free update will add a new boss and several new upgrades when this releases. So there's more content for everyone!

There are so many wild new upgrades available, that along with the new pilots, there are tons of new strategies to try. Expect to have more fun with drones, beacons, and the new "Bomb" type weapons.

You can see some of the upgrades here (not pictured: all the new symbionics):



While no firm release is given just yet, you can expect this to launch pretty dang soon. Most of the content is finished, but there's still a bit of balance and bug fixing to go. If you have any questions, ask below!

Upcoming Content: New Free and Paid DLC

Hey everyone! It's been a while since my last post about the status of Gunlocked. After a year of work, with very little time to rest, I took a little time to decompress-during the holidays- after launch day.

But only a little time. I've actually been hard at work on 2 big new content patches that will upgrade Gunlocked in every way! Both updates will land on the same day (TBA), and one will be a big chunk of free content for everyone, while the other will be a massive expansion. Read on to learn more:

The Stormy Knight Update: Free Content. Focused on expanding the electric synergies and bringing in a unique new boss for the Endless zone.

  • A new boss for endless mode: The Knight Crawler
  • New music tracks
  • New upgrades: 2 Weapons, 2 Utilities, 2 Aftermods, and 1 new Symbionic
  • Balance updates for upgrades already in the game.


The 2nd Gunning: A full, paid expansion. The 2nd Gunning DLC will function almost like a sequel within the game, nearly doubling the content of the base game. Price TBD.

  • 3 new Bosses. Adding an alternate boss for each of the original 3 zones (and they can show up in Endless as well)
  • 7 new pilots and unique pilot augments
  • Dozens of new upgrades: Weapons, utilities, augments, symbionics, aftermods
  • An expansion to upgrade types adds a new "Bomb" type, and adds more Beacon synergies.
  • 5 New Trials: For those of you that have mastered the game, you can kick the difficulty up even higher
  • Plenty of new achievements


Here's a little teaser of one of the new pilots, and the updated pilot interface:



Stay tuned, and let me know what you think in the comments. Can't wait to share more!

Hotfix v. 1.02b


  • Fixed an issue still plaguing the Retrofit aftermod that could allow it to select/equip nothing
  • Fixed an issue with the codex displaying the wrong text for certain utilities