FIXES
Fixed Pops getting stuck when throwing opponent

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FIXES
Fixed Pops getting stuck when throwing opponent
FIXES
Fixed Pops killing self when throwing a bullet early
Fixed being able to respawn after round ends in a showdown kill
Fixed a bug where two players would throw each other and become stun-locked
FIXES
Fixed a bug where deflecting a bullet that Pops is currently throwing would crash the game
Fixed sword colliders staying active longer than intended
Fixed Helmsley not being able to Rocket Boost out of Pop’s explosive throw
Fixed a bug where Ranno would get stuck indefinitely if he tongue-grabbed a wall and then an opponent
Fixed a bug where opponents would get lodged inside of sticky ceilings if tongue-grabbed by Ranno while he was on the ceiling
Fixed a bug where one player would spawn outside the map in 4 player games on Cell Block
Fixed a bug where starting on the B sides of some levels would not go to A side on Final Round
Helmsley is our most complicated character by far. Grind along stage surfaces to earn ammo, then use ammo to charge up your next move, whether that's firing a shotgunn with crazy spread, or going full berserk with a giant iron sword.
Look at that move list! Do you have the guts to take on Helmsley's mental load? Mastering Helmsley will require even the best Samurai Gunn players to retrain their muscle memory.
We're bringing back Moon Frog, Playground, Nostril, and Bedrock.
And presenting 8 incredible new stages from our community:
ASCENT by OFFICEPUNK
OLD BRIDGE by SARN
FLOW by OFFICEPUNK
BAMBOO CREEK by OFFICEPUNK
RAVINE by OTGAS (check out that B Side version!)
ULCER by OFFICE PUNK
JUNGLE SHRINE by KALIAYEV
SEPULCHRE by HAPITY
Including Helmsley! He's pretty extreme though. If you're just starting out, go with the fast dog.
We reworked Ranno to be as nimble as the rest of the samurai, and he now uses ammo like the rest of them too.
We're putting the final touches on our most insane samurai yet...
The GUNNpowder Knight has gotten some BIG upgrades! Did he install these himself?
Helmsley is by far the most complex character we're planning to make (that's why this update took us longer than we had planned for). Thank you for your patience—we think you're gonna sweat and bleed have a lot of fun learning to master his kit!
One final SFX pass and the victory screen for Helmsley and then we should be ready to release.
Also, you've all been cookin' with your modded stage creations, so we'll be adding in a handful of new community stages for everyone to play in the upcoming update. (You can swap between official and community stages on the level select screen, in case you didn't know.) We're having a ton of fun with these—they're really creative and polished!
FIXES
- Fixed new matchmaking map rotation not actually being updated
- Fixed sword cooldown resetting on bullet deflects
- Fixed sneaky popup text not getting cleared
- Fixed crash when switching to the community stages in a lobby
- Fixed characters not being visible during the player elimination effect
- Fixed players being able to quick respawn in 3+ player showdowns
- Fixed announcer volume not being set on game load
- Fixed being able to destroy yourself by jumping off a respawn platform on Swampy Estuary
Incredible community members LUANA WAPORWAVE and SIRMILKMAN have created a mod loader and stage editor for Samurai Gunn 2, along with a pack of 8 stages called "Samurai C-Sides". The team was very impressed with the quality of these stages, and more generally with how quickly the community has been picking up the tool and making fun-looking new stages, so we have decided to add a new feature we call Community Stages. Community Stages will be updated monthly with picks by the Samurai Gunn 2 team. Anyone in the community can submit their custom stage for consideration through our Discord server. If you're interested, download the mod tools, make a stage, and submit it to us, and your stage might officially be added to the game! The mod tools can be found here: https://waporwave.itch.io/sg2-asset-modding-tool The first Community Stages will be all 8 stages from the "Samurai C-Sides" pack. Congrats and thank you two so much for your hard work! You can view and select Community Stages by pressing the Sword button on the Stage Select screen. Support your community and make a community stage today!
Forever, Hot Spring, Stadium, Ruined Cell, Cliffside, Forest Temple, Trail and Treetop have been added to Community Stages. Thicket and Spines have been removed from the Ranked rotation. Forever, Hot Spring, Stadium, and Ruined Cell have been added to the Ranked rotation. All Community Stages have been added to the Casual All Levels rotation.
- Fixed Ranno being able to clash with himself after doing his neutral air kick and then doing a down kick after landing on the ground - Fixed Ranno’s bubble not wrapping on wrapping stages - Ranno’s bubble is now destroyed at the level boundaries of non-wrapping stages - Fixed samurai not being able to dash through Ranno’s bubble - Fixed Ranno not being able to turn around when shooting after High Jumping - Fixed Ranno's tongue staying out after quick respawn in Free Training - Fixed popup text never getting cleared - Fixed a crash that could occur when a spectator disconnects - Fixed a desync caused by exiting Target Practice
- Ranno can now Tongue Tech! Recover from tumbling by pressing the dash button right before colliding with a wall. Sorry Pops, it’ll be a bit tougher to roast frog legs now. - Ranno can slide for a bit after grabbing the ground with his tongue - Swampy Estuary now has interactive grass, falling leaves on the B-Side, and you can now jump off the respawn platforms. - Added animation for when Ranno jump-cancels from a Tongue Pull - Added a sound for when Ranno is ducking
Many adjustments have been made to make Ranno's movement feel more fluid - Reduced the wind-up frames for Ranno’s Tongue Pull - Ranno’s High Jump can now be triggered without waiting for his duck animation to finish. He can High Jump immediately upon landing as well - Ranno can move in the air while charging his Poison Darts - Ranno’s bubble will now be popped if it is squished against a solid surface - Ranno's bubble will now prevent respawns from occurring nearby - Added stun frames to sword clashes - Added stun frames when characters bounce hard off of walls - Characters who win a sword clash have slight pushback to avoid immediately getting tumble transferred - Design adjustments to the Stage Select screen to accommodate the addition of Community Spotlight levels
This patch stabilizes lobbies and sets up a structure to prevent version mismatches in online play. We are aware that desyncs are still a problem and will be focusing on that next along with tweaks for Ranno.
Thank you all for your patience and for detailed bug reports and feedback! FIXES - Fixed various issues where lobby state would get out of sync - Fixed issue where players would be awarded XP that should have gone to another player - Fixed level up screen showing for spectators ENHANCEMENTS - The game now checks with the matchmaking server to see if it is out of date to prevent desyncs - NOTE: This will only prevent desyncs on the subsequent patch, since before this patch the game does not perform a version check
https://waporwave.itch.io/sg2-asset-modding-tool
Waporwave and sirmilkman, the creators of Mini GUNN, are releasing an awesome-looking new pack of stages and an asset modding tool on April 10th. These stages look so good—are they really unofficial??!?
What a cool A-Side to B-Side transition on this one:
Can you spot the levels that made their first appearance in Mini GUNN?
We posted patch notes earlier today with the version number 2026.04.02.1018. That was the wrong patch. oops! 2026.04.02.1078 has the following fixes:
FIXES
- Fixed several crashes
- Fixed casual matchmaking picking an unreleased stage (hope you enjoyed the accidental preview though)
- Fixed ambience track not playing on Swampy Estuary
- Fixed certain levels not going to their B-side on final round
We are continuing to stabilize the game after the Ranno update and will continue releasing hotfix builds as we narrow down issues. Thank you for your patience!
FIXES
- fixed slug not sticking to walls
- fixed visual bug where Ranno's head would disappear when he looked up
- fixed game sometimes crashing on match start
- fixed Ranno sometimes shooting darts indefinitely
- fixed Ranno's tongue sometimes staying out indefinitely
- fixed Ranno not being able to shoot after touching water
- fixed Ranno's down attack not deflecting bullets downward
RANNO plays completely differently than the samurai characters, retaining his unique traits from Rivals of Aether. Fast on the ground + slow in the air, Ranno can fling around the stage with his toxic tongue grab, enjoy unlimited use of his poisonous darts, and capture unsuspecting opponents in his bubble trap.
Ranno is playable in the Free Edition this month, so tell all your friends and rivals!
It's a little slimy right now, but maybe Ranno will clean up the place by Round 3...
You can now spectate, queue up, and select levels in online lobbies.
Smash targets to dust while racing against the clock in our new training mode.
You and up to 3 friends can play Target Practice locally, but be careful where you chuck those things...
The target positions change daily, and the game will track your best times per day, per character. Share your times on the Discord and see how you stack up against the other community members.
Reactive character move lists are now displayed during the Free Practice training mode. Each individual move description changes color when performed.
Move lists will also appear on the pause screen when playing Target Practice, or in local versus mode.
- Fixed issue where bunted bullets were able to continually carve through bamboo
- Kunai dislodged from bamboo will now fall instead of remaining in the air
CHARACTER SWAP
Free players rejoice! It's your turn to break other players' bullets and build a megalith they'll gaze upon and despair!
We're back from our much-needed 1 week break, and Beau is putting the finishing touches on Target Mode. It's new-and-improved (and a lot of fun!)—now you can bunt and throw targets into each other. We're putting a bow on it, and aiming to ship with the next update.
Players in our Discord just started a weekly Saturday meetup. It's casual for now, but as interest grows they are hoping to turn it into a weekly tournament. This one is completely community-run and organized, so I'll let them explain it:
"No bracket. No pressure. Just lobby sets and (optional) voice chat. The same as an in person meet up we can always run a bracket spontaneously if we wanted to. I'm imagining it as an online version of a local FGC meetup. Somewhere for players who enjoy competition and sharpening their skills to connect with other like-minded players."
If you are interested, make sure to visit the Discord on Saturday and join in on the funn!
Monorail puts on a Golem clinic.
Samurai GUNN in Wplace? Organized by Snayp 🫡
A cool level idea from Pejota...
Which Waporwave was able to get up and running with her new modding tool!
It really seems to be coming along...
And another cool level idea by Rotten, as well as this illustration of Princess on her day off:
A wiggly Hayao by RoxLynis.
Worst SG2 Player weighing in on which characters they want to see next...
JerrythePope with the watercolors 👀
Can_yawn having fun with the Hiroshige clan.
annabun (#1 princess fan) also having fun with the Hiroshige clan!
moneylaunderer4 made this goofy funn Hayao, haha
I'm going to end it with Snayp's ded Otomo, but there is a ton of cool fan art that I didn't get to share yet! Make sure to check the rest of them out in the #🎨fan-art channel on Discord!
This is another fixes and adjustments patch. Look forward to Target Practice and enhanced lobby capabilities next month!
- Fixed desync caused by B-side levels
- Fixed level lighting loading incorrectly
- Fixed crash caused by triggering multiple explosions with Slug kunai
- Fixed coward meter building while game is paused
- Fixed camera becoming de-centered on rollbacks if camera movement is disabled
- Fixed Ghost float not working in Showdowns
- Fixed Showdown music not respecting music volume setting
- Fixed training mode level select softlock
- Fixed bunting a bullet next to a wall causing the bullet to be destroyed
- Fixed kills not registering correctly after a self-death
- Fixed launching full-speed diagonal bullets after a bunt
- Fixed various dash/bullet deflect interaction inconsistencies
- Fixed various bullet deflect positioning inconsistencies
- Fixed upside-down throws getting characters stuck in walls
- Fixed character cutouts not appearing during screen slash effects
- Fixed a setup that allowed a 1-clip explosion
- Fixed sneaky ways of picking non-free characters in the Free Edition
- Fixed some text issues
- Small chance of announcer line on counter hit
Slug
- Can fast fall from wall stick
There didn't seem to be a good reason why Slug could fast fall from the ceiling but not from the wall, so he can do that now.
Universal systems
- Adjusted throw angles
- Character movement is reduced briefly after throw
- Characters have a minimum bounce speed while tumbling
We want throws to require a bounce setup or spending resources to secure the kill, so completely vertical throws are no longer possible, and it's also not possible to immediately kill with a sword follow-up unless you spend ammo to dash.
We’re taking next week off for a much needed post-launch break.
Target practice + online spectating are coming mid-March and a new character + stage are coming early April.
Thanks for your continued support.
This patch is primarily focused on bug fixes, performance improvements, tuning game mechanics, and accessibility features. We will continue to focus on game stability and obvious balance issues, but high priority features for future updates are: Target Practice, spectators in lobbies, lobby level select, and a new character. Thank you for your patience as we continue to improve the game. FIXES Fixed various crashes COLLISION - Fixed getting stuck in walls on throw - Fixed angled bullets teleporting through walls - Fixed explosions causing kunai to tunnel into walls - Improved algorithm that pushes entities out of walls These changes should address a lot of the weird collision edge cases, if you find any after the patch please continue to let us know! VISUALS - Fixed Hayao’s sprite turning upside down during wall run near sticky blocks - Fixed sprite shake looking incorrect when Interpolation is on - Fixed wrongly colored background pixel on moat - Improved some font glyphs - Fixed text character conversion occurring on certain OS language locales - Fixed unrecognized unicode characters breaking the text layout If you are in a non-US area and the game’s text looked totally busted, this was why. Sorry about that! This should also fix player profile names looking weird. In the future we’ll have a multi-font rendering solution for crazy Unicode characters. AUDIO - Fixed certain audio mixes getting deep fried if the audio device was not set to 44.1KHz sample rate - Fixed various audio mixing issues - Fixed ambience tracks not playing - Fixed missing music on Depths B-side - Fixed cloth tear sounds duplicating too much - Added missing sound elements to showdowns ENHANCEMENTS PERFORMANCE - Music now loads without blocking the main thread - UI Music is now preloaded during the load screen - Packed all level data into a single file for better loading performance We noticed that users playing on machines with poor filesystem performance would stall for a long time during level loading. The game accessed music files when starting a level, so this could cause disconnects if loading the music took longer than the network timeout window. The music now loads in the background, so this should cause level transitions to perform much better and be more reliable in netplay. We also reduced the file count for level data, so the game should load faster on systems with bad disk performance. ACCESSIBILITY - Added Accessibility options menu - Added Blood Effect toggle to accessibility options This one's for the parents. - Added Camera Movement toggle to accessibility options We got some complaints that the camera movement on certain levels caused motion sickness, so here's an option to turn it off. NEW ANNOUNCER LINES We’ll leave these for you to discover… ADJUSTMENTS CHARACTERS Slug - Can only fast fall during ceiling run Slug's ability to instantly trigger a fast fall at any time gave him one of the strongest movement options in the game with no drawbacks, which was heavily abused in high level play. We want players to focus on using the character's signature abilities, ceiling running and kunai tilts, rather than relying on a powerful neutral movement option. Tying the fast fall to the ceiling run strengthens the character's identity and allows opponents to predict when Slug is likely to fast fall. Hayao - Reduced dash distance by 15% Hayao's base move and dash speed make him very powerful by default, but he doesn't have a bag of tricks like the other characters so we're trying to find the right balance for him. His large dash distance gave him the ability to control huge amounts of space in the neutral game, so the reduced dash distance reins him in just a bit without taking too much of his identity away. UNIVERSAL MECHANICS - Sword clash priority is now based on current speed - Losing clash tumble time increased to 45 frames - Tied clash tumble time decreased to 23 frames Previously, sword clash priority was determined by the timing of the button press; the player who pressed the sword button most recently won the clash. Now, a character who is moving significantly faster than the other character wins the clash, otherwise it is treated as a tie and both players are tumbled for a shorter time. We feel that playing passively is a bit too strong right now, so we are hoping that this change along with the increased tumble time will favor aggressiveness and cause clashes to give an aggressive player an advantage over a passive one. - Throw tumble time increased to 60 frames Throw attempts are highly risky so the reward needs to be worth it. Increasing the tumble duration gives the thrower a better chance to follow up with an attack while still giving the opponent a chance to spend a bullet and dash away or escape if the thrower misreads the bounce. - Dash startup increased from 2 frames to 4 frames - Added slight acceleration time to bullet velocity - Base hitstop on bullet deflects increased from 2 frames to 4 frames Instant movement changes are very strong in rollback netplay, so this change should allow players to read dashes just slightly better in netplay while still preserving the power of the move. This change does not affect the timing of super bullet charging. Similarly the bullet acceleration and deflect hitstop should provide a bit more reaction time. - Bunt initial active frames reduced from 20 frames to 8 frames - Bunt active frames after a bullet deflect is still 20 - Bunt can no longer trigger a throw after deflecting a bullet Our intention was for the bunt to act as a “guard point” to counter multiple bullets being fired in quick succession. The initial hitbox ended up being way too active which allowed crazy air throw shenanigans. It is now reworked to be out for 8 frames, which should still give plenty of time to deflect fast-moving bullets, and the deflect hitbox is extended after deflecting a bullet. There was also an unintended interaction where a character could be thrown after a bullet deflect, which is now fixed.
With the release of Samurai GUNN 2: Free Edition, we'll be increasing the price of the paid edition from $14.99 to $19.99.* This will go into effect February 21ˢᵗ (one week from today) to give everyone a chance to buy the game if they've been waiting on the fence.
It also has crossplay with the paid edition in all online modes. The only limitation is the character select: it includes 2 playable characters, with one rotating each month.
Samurai GUNN 2 is on sale for 25% off during the PVP Fest that runs until Monday morning. It's at the lowest price it will be for the foreseeable future, so it's a good time to buy if you were planning on it!
If you still haven't tried Samurai GUNN 2, you can play for free by installing the edition below:
* This is the price in the United States. The prices worldwide will reflect a corresponding increase. (Thanks to advice from one of our players in Poland, we will make sure to manually input a fair corresponding price for players in Poland and not rely on the Steam auto-suggested price.)
The only limitation is character selection. The Free Edition includes 2 playable characters: Hayao and a monthly rotating character. This month you can play as Otomo.
Face off against the full roster when playing online or against friends who own the full game. Play all modes and stages, rank up, unlock badges, and all your progress will carry over when you purchase the paid edition of Samurai GUNN 2.If you're patient enough, you can play all the content Samurai GUNN 2 has to offer in this Free Edition.
Send the link to your friends, and you can get a 4-player lobby going tonight!
If you are new to Samurai GUNN 2, please be patient with us as we add new player onboarding and character tutorials. Until then, we wanted to share some helpful resources. The first is this beginner's guide video made by one of our longtime community members. (Awesome video, Sheena!)
The second is this Steam Guide we put together with an explanation of all the basic mechanics and a movelist for every character.
Lastly, our Discord is full of helpful players who can answer pretty much any question you have. I can't recommend joining enough. The dev team is in there every day responding to bug reports, helping to troubleshooot, and generally having fun celebrating the new release with everyone. Join us at discord.gg/samuraigunn.
We are offering a 25% discount on Samurai GUNN 2 during this week's PVP Fest! The original Samurai GUNN will also be available with an 86% discount.
You can combine these discounts and get an extra 15% off by purchasing BOTH GUNNS bundle. Here's a little secret: This is actually cheaper than buying Samurai GUNN 2 by itself.
Our adorable demake, Mini GUNN, will also be in PVP Fest. And as always, you can play it for free!
If you already purchased the game, it should be downloading as you read this.
This is the version we revealed last week. We've rewritten the entire game from scratch in our own custom engine to ensure it runs FAST, with reliable rollback netcode, and a ton of new graphical and technical enhancements. There's new gameplay mechanics, new character abilities, casual and ranked matchmaking, and tons more. We built it to be a stable foundation for us to update and support for years.
The Free Edition is currently in the approval queue with Valve. We'll be launching it as soon as it gets the green light. (And we'll update this post when it's live.)
What's the catch with the free edition? The only limitation is character selection. The Free Edition includes 2 playable characters: HAYAO and a monthly rotating character. This month you can play as OTOMO.
You'll be able to face off against the full roster when playing online or against friends who own the full game. You can play all the modes, rank up, unlock badges, and all your progress carries over if you purchase the paid edition of Samurai GUNN 2.Join us Saturday, February 7th, at 3pm PST for a livestream on our Youtube channel and face-off against the devs! If you win you’ll get a special in-game badge. (And based on how good you all were during the beta, I think we're going to be giving away a lot of badges...)
Samurai GUNN 2 is relaunching after three years of intense development by our small team. This is closer to a full-on sequel than an update!
And you can play the Beta right now by following the directions on our Discord. Join us Saturday, February 7th, at 3pm PST for a livestream on our Youtube channel and play against the devs! If you win you’ll get a special in-game badge.
It will include the full game, but you are limited to playing as Hayao and a monthly rotating character—starting with Otomo. Progress from the Free Edition carries over to the full version, and there is crossplay between the two. Here’s some of what you can look forward to in the New Engine Relaunch:
Golem
Bullets create stone blocks!
His Super Poke creates statues… don’t get crushed!
His bullets create even more blocks when they swallow other bullets.
Otomo
Super speed unlocked by slashing through your flames.
Slug
Run on ceilings
His super bullet is now a huge ninja star!
Hayao
Dog go fast
Pops
Dash into enemies to toss them with an explosive consequence (can be escaped with a properly timed dash, though Pops can mix up the release)
Can grab bullets and toss them back as his own explosive bullets
Ghost
Bullets are now always invisible, with a cool new visual effect
Prolong her invisibility by getting another kill (terrifying)
Shooting, dashing and getting kills reset her Echo Float ability
Bunt
Speed mixup by deflecting bullets (even your own) in 8 directions.
Throw
Toss your opponent in close quarters and send them tumbling.
Run on water! (without losing your ammo…)
Slow-mo whiff punishes
Triggered when every player is 1 round away from winning (or by pressing Bunt on the stage select screen)
The game was completely rewritten from scratch. Every line of code is new. On our end, the game is much easier to update. Updates will be regular now, with new characters being our focus.
The game runs fast and loads fast.
Unlocked framerate for high refresh monitors
Greatly reduced memory usage for the laptop warriors
Steam Deck native version
Many visual improvements: lighting, water, fire, and animation updates
Rollback netcode for smooth online play
Ranked online matchmaking so you can fight people close to your skill level (utilizing Glicko-2)
Rotating 1-4 player Casual matchmaking
Unlock profile badges that you can show off online
All new online lobby system
It was a tough call but we decided adventure mode assets and levels would be a better fit for new levels and modes in online versus
All new UI
Lives now resemble health bars
Menus, Character Select, and Stage select completely overhauled
All new win screen illustrations and animations
We now have an announcer (It’s Doseone!)
Samurai Gunn 2 was originally supposed to be a much smaller game. Shortly before launch, we made a bunch of changes: adding online play, unique character abilities, all-new art and animation, plans for guest characters, etc. The game was a blast! …but it didn’t take long for us to realize the game engine we originally chose was a poor fit for realizing the vision of the game and supporting it long term. The netcode wasn’t rollback-based, making it unstable and slower than a competitive fighting game should be. Developing updates took far too long. It also made supporting the game long-term unfeasible. (You fix one thing, and that breaks something else.) After the behind-the-scenes difficulty of the first few updates, we were at a crossroads. We could either keep rolling out new content and hope for the best, or rebuild the game from scratch in our own custom engine. We chose to rebuild. We knew this was going to be a monumental task, and that public updates would cease for a long time (a terrifying prospect when in Early Access), but we believed it was the right decision to deliver the best game we possibly could–a game that we could support long-term. Now, 3 years later, we are thrilled to be able to share with you everything we have been working so hard on.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Samurai GUNN 2, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Samurai GUNN 2 statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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