Samurai Gunn 2 Steam Page Live with Release Info + New Trailer!
To everyone who enjoyed the original Samurai Gunn, our Steam page is now live for Samurai Gunn 2! We've been working hard on this for years to make it the best it could possibly be, and we can't wait for you to get a chance to play. Head over to the Samurai Gunn 2 page to see all the details. Thank you for your support!
Hey all, this update addresses some huge problems with Showdowns, and adds some handy new features that many have requested. Thanks for being patient while I stamped out the bugs and made some new tweaks.
Here's what's been changed:
Showdowns work properly now! There were some problems I overlooked with the new way scoring was being calculated. Now match showdowns and Master of The House victories should be weighed against each other as originally intended.
New Camera Lock option for those who found the camera movement to be unsettling.
For Windows, you can now map the directional axes in Uncommon controller mode.
Slashing the Goo in Cemetery levels no longer stalls you like normal walls.
Moving Platforms move during level select again.
Player No. displays above pause menu.
Here's some other bug fixes:
Bug Fix for players getting a point for killing themselves after a sword clash
Fixed infinite falling corpses.
Fixed Crash if player picks up a head and lays down.
Alternate blood display mode if shaders are not supported by your system.
Bug Fixes and Adjustments 1/30/2015
Thanks to the feedback I got from tweets, emails, and from here on steam, I was able to whip up a patch that should address a couple dire bugs people encountered.
I also took the chance to polish some other corners of the game.
Fixed crash bug with shooting bullets into the portal in Cemetery level "Crossing". Also, bullets now come out from the other side instead of just disappearing.
Fixed crazy slowdown in Fortress level "Sink".
'Uncommon' gamepad setting fix.
Better feedback for hitting rocks.
4 frame input buffer for sword strikes.
Control configuration names are saved and no longer default to 'arrows + poiu' etc.
Fixed pixel tearing above spawn points in some snow levels.
Fixed Player 4's kills/lives not showing up.
Fixed bodies vanishing when touching moving platforms.
If you encounter any weirdness yourself, feel free to email me at teknopants@gmail.com, tweet me @teknopants, or just shout really really loud so I can hear you no matter where you are.
Just kidding don't wake the neighbors.
Samurai Gunn for Mac + New Content
Over the past year, my teammates and I at Heart Machine have been working nonstop on Hyper Light Drifter—but I've been using my off time to continue improving Samurai Gunn.
All those extra late nights and weekends of hard work have now come together into a huge (and free!) Samurai Gunn update!
Here’s what’s new:
Now on Mac!
I know a lot of people have been waiting a long time for this. Please help me spread the word that the Mac version is now available!
More Levels
I've added 11 new levels, as well as a new level select interface. Listening to player comments and emails gave me a lot of new ideas that I've implemented. I hope you enjoy them!
New Modes
Master of the House Grab your friends and play through a random level from each of the four environments. The overall winner claims the title “Master of the House”, and ties are decided by an all new moonlit showdown!
Showdown Shogun No bullets, no extra lives—just showdowns.
More Effects
I upgraded the visual feedback for sword clashes, bullets hitting walls, wall stuns, spawn smoke, and more. Interactions feel better and look cleaner. I also added the option to replace the blood spray with cherry blossom petals.
Widescreen Support
The whole game has widescreen support, and some of the new levels are especially designed for a widescreen setup.
More Options
You can now toggle team kills on or off and change the amount of lives or kills per match.
Better Control Config
Control Config has been overhauled to make everything easier. Xinput is easily recognized so Xbox 360 controllers and the drivers which support PS4 and Xbox One now have easy, one-button autoconfig. Players who enjoy Madcatz and other varieties of controllers can still use the ‘uncommon’ gamepad setting to configure controls however they like.
Secrets
shhhh…
Known Issues:
While Auto-Config is dependable on windows, it seems to be a little touchy on Mac right now. You may have to input joystick buttons for a player before Auto-Config can find that joystick's ID.
Different operating systems and even different pieces of hardware treat joysticks differently, and navigating those nuances is a painstaking process. If you are experiencing trouble, please let me know and explain the order of events you tried.
On Mac, there seems to be a single frame of fuchsia that flashes when returning to the title screen.
Update #1: Lots of fixes, handy additions
Hey everybody, in this update I've made some additions, fixed a lot of glitches, and made some tiny tweaks.
Additions
Character select timer will count down faster if shoot, jump, and sword buttons are all held down
New showdown rule for lives mode: Players will go to a showdown if they have more or the same amount of kills as the last person standing
In the Mountain Showdown you no longer die if you hit the edge of the screen, but the mountain has slippery sides and spikes line the bottom of the level
If you've botched up your controls, you can hold F12 on the title screen to reset them
Fixes
Teams
Showdowns involving wrong players
Game no longer restarts after 2 matches
Start + Select restart bug
Re-spawning after lives lost bug
Stereo sound bug during character select fixed
Can no longer make menu choices before menu is visible
Windowed version of the game is no longer super tiny
Details
Game now uses pixel perfect integer scaling (Thanks Allan O.!)
Better player spacing with more than 2 players in Fortress showdown
Easier to jump up left side in Fortress level “Axes”
Easier to see leftmost spawn in Fortress level “Hall”
Stray tile covered in Cemetery level “Depths”
FAQ
Hey guys, thought I'd try to answer some of your concerns. As the only developer on the project I'm doing what I can to address bugs and compatibility issues, as well as take suggestions into consideration.
Will The Game Be Updated?
Of course! As it is, the game has it's own share of bugs and glitches, and I am currently working to iron them out. I would also like to continue to add content to the game.
What Controllers Are Compatible?
The game works with all devices. If you go to Controllers: Custom, you can configure controls for each player individually.
Can I Play Alone?
If you don't have any friends at-the-ready, the game does have a mode called Survival where 1-4 people can face off against AI.
Why No Online?
Because of the pixel-perfect fast-paced instant-death nature of the game, any minor discrepancy between players' experiences holds major consequences.
Venting your anger at every 9-year-old kid with fast internet that skunks you, despite witnessing yourself striking first every time, wouldn't be as satisfying as taunting the friends you invited over for some pizza and video games.
I'd hate for a crappy online experience to misrepresent the joy of a get-together.