
Enter the Gungeon
ReviewsPrice History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
Credits
“It turns dodge-roll, table-flip and barrel gambles into the main course, with 200-plus joke guns and three free updates”
Our Verdict
A wall that hasn't fallen in a decade — let the numbers talk

Rewind to 2016 and Enter the Gungeon dropped straight into the first tier of room-based roguelites. Game Informer went as far as claiming it surpassed The Binding of Isaac and Nuclear Throne — flattering, but pointed in a true direction: this game travels unusually far on the question of how much decision space the systems hand a player. A decade on, the record still holds firm. Metacritic sits at an aggregate 84, OpenCritic stamps it "Mighty" with 88 percent of critics recommending and a perch in the top 7 percent of all games, and Steam glows at 95 percent positive across more than seventy-eight thousand reviews.
Rarer still is the way sales and word of mouth aged together. A four-person studio, Dodge Roll, sold over three million copies with its debut by early 2020 — and those millions weren't front-loaded launch spikes, they accreted over three years of free updates and steady word of mouth.
For an indie to grow that long a tail says the core loop is solid; solid enough that both developer and players kept pouring time in. The 8.0 overall is the most direct stamp on that solidity. Games that sell on hype tend to crater once the hype clears; games that sell on word of mouth tend to keep compounding, because every satisfied player is a sales pitch. The Gungeon is squarely the second kind, and that is the quiet reason it still gets recommended a decade after launch with no caveats attached.
Who should buy, who should walk, and which version to grab

Who should buy it? Players who feed on hardcore feel, who'll happily be schooled by death over and over, and who pull an endless stream of motivation out of unlock-and-collect. If you relish the arc from flailing to flowing, and the uncertainty of a deck reshuffled every run, the dozens-to-hundreds of hours will earn their keep. It's a hard candy you chew slowly, not a dessert that melts on contact — but once you accept that, the repeated attempts and small incremental wins become weirdly compulsive.
Who should walk? Anyone allergic to permadeath and a steep curve, anyone who wants a plot to pull them along a line, anyone after a single casual clear and out. To you it'll read as "difficult on purpose," and its thin B-movie story won't hand you a reason to push on, so frustration will likely outweigh fun. As for versions, every platform port is sturdy, but the Switch edition's genre-leading Metacritic 87 isn't an accident — its "fifteen-to-twenty-minute run, pull it out anytime for one more" cadence is a near-perfect match for a handheld. If you own both, pick Switch with your eyes closed.
Worth the dozens or hundreds of hours? If you love an action roguelite that's internally coherent, tightly paced, and freshly shuffled every run, your time here won't be wasted. A 3D-rendered proper sequel, Enter the Gungeon 2, arrives in 2026, but even with a successor on the way, this origin piece — the one that built an identity all its own out of micro-decisions and joke guns — will stay the immovable wall this genre keeps measuring itself against. Sequels can refine a formula; they rarely erase the original that defined it, and this is one original that defined an awful lot.
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