About Enter the Gungeon
Enter the Gungeon is a bullet-hell dungeon crawler about a band of misfits descending through a shifting fortress in pursuit of its legendary gun, said to be able to kill the past. Choose a Gungeoneer, fight weapon-themed enemies, gather guns and equipment, and decide how to spend scarce keys, ammunition and currency as each run unfolds.
Beneath a ruined temple lies the Gungeon, a sprawling fortress where the inhabitants and even the architecture reflect its obsession with firearms. The Gungeoneers arrive with different histories and reasons to enter, drawn by a legend that the deepest treasure can undo a life-changing mistake. The Marine, Pilot, Convict and Hunter are among the initial adventurers; each begins with a distinct weapon or item that shapes the opening rooms. Their goal gives the descent a personal frame, but the larger story stays lightly sketched between encounters. The Gungeon itself supplies most of the setting through its gun-shaped creatures, armed bosses, strange merchants and rooms assembled differently from one expedition to the next. The task is to survive the descent and reach the object said to grant a second chance, while learning what the fortress places in the way.
Each expedition plays as a sequence of connected rooms on successive floors. Entering a room brings waves of enemies into a top-down arena, where aiming and firing are only part of staying alive: their projectiles spread across the space, and pits, walls and furniture affect where you can safely move. The dodge roll carries a Gungeoneer through a short interval of invulnerability, so timing and direction matter; finishing the roll in the path of another bullet can still leave the character exposed. Tables can be flipped into temporary cover and knock nearby shots aside. Blanks offer a separate emergency option, clearing enemy projectiles from the room. A floor therefore asks the player to read patterns and use the room itself, rather than simply stand still and trade damage.
Weapons are the most visible rewards, but choosing when to use them is part of the combat system. Guns differ in range, firing pattern, reload rhythm and ammunition supply; a broad attack can help clear a crowded room, while a limited high-impact weapon may be more useful against a dangerous enemy. Each gun has its own finite reserve, so the starting pistol remains useful when better equipment needs to be saved. Enemies also arrive in groups whose positions and shots can overlap, making it important to keep moving, switch weapons and avoid getting trapped near a wall or pit. Defeating a room’s occupants opens the route forward and can produce supplies or currency. Boss rooms test the same movement under denser attack patterns and reward a successful floor clear with more to work with on the descent.

Exploration turns a cleared floor into a resource puzzle. Treasure rooms hold chests that may contain another gun, a passive improvement or an active item, but many chests require keys and the supply of keys is limited. Casings dropped by enemies can be spent at merchants, so deciding whether to buy ammunition, health or a new item depends on what else may appear before leaving the floor. Some containers carry risks, and not every available reward has equal value to the current loadout. Blanks are both a defensive resource and a way to test suspicious walls for hidden spaces. Looking through side rooms, shops and branching passages can reveal extra opportunities, but using a key or currency in one place means having less for a later find. Room-clearing and shopping decisions are linked across the whole floor.
The Breach, a hub outside the dungeon, gives longer-term purpose to failed expeditions. Rescuing people encountered below brings them back to this gathering place, where some establish shops or offer other services. Cadence and her partner OX sell weapons and items in exchange for Hegemony Credits earned from bosses; buying an unlock adds that item to the pool of possible future discoveries. Tinker can be found deeper in the dungeon and offers a series of errands that open shortcuts to lower floors. These additions do not replace the run’s immediate need to survive, but they change what may be available on later attempts. The hub gradually becomes busier as the player meets its inhabitants, turning exploration into a way of expanding the collection and the set of options offered at the start of a future descent.
The roster and co-op add different ways to approach the same downward journey. The starting Gungeoneers have distinct equipment, and other characters become available through progression, so a run can begin with different tools and constraints. Single-player is the default adventure, while local shared-screen co-op lets a second player join from the Breach. Both players then explore rooms together, face the same enemies and bosses, and must coordinate their positions amid the projectile patterns. The game keeps the central objectives intact: travel through the Gungeon, gather weapons and items, find routes and resources, and learn how to respond to its hazards. It remains distinct from Exit the Gungeon, a separate follow-up with its own escape premise; this entry is the original dungeon-crawling descent toward the gun that can kill the past.

- Developer
- Dodge Roll
- Genre
- Single-player and local co-op bullet-hell dungeon crawler with roguelike runs
