Gunfire Reborn

Gunfire Reborn — ReviewA Chinese-made FPS roguelite that multiplies random guns, occult scrolls and a talent tree into runaway builds — best with friends, luck-bound solo

External ratings93%Steam Reviews88.5K reviews77OpenCritic/100
Reviewed by: Chen Mo · Published: ·review.views: 2,910 Comments
DevGunfire Reborn Studio|Released2021-11-18|ActionAdventureEarly AccessIndieRPG|
7.5
Overall Score

A Chinese-made FPS roguelite that multiplies random guns, occult scrolls and a talent tree into runaway builds — best with friends, luck-bound solo

Graphics
7
Audio
6.5
Gameplay
9
Story
5.5
Content
8.5

Verdict

Stack every column together and Gunfire Reborn is a game of fierce, legible contrasts. It is not a well-rounded all-rounder; it is a knife honed to one edge — perfected where it cares, cheerfully indifferent where it does not. Grasp that trade and you already know whether it belongs in your library.

Its place on the map

A full combat scene

Looked at from 2026, its coordinates are clear: this is a landmark in the fusion of the Chinese-made FPS and the roguelite. It proved a point — that a Chinese indie with no triple-A budget could, by nailing the two core things of gunplay and build depth, sell past two and a half million copies worldwide and bank a lasting reputation that outlived the skepticism it launched under. The 18-outlet Strong rating on OpenCritic, the roughly-77 average and near-78-percent recommendation, alongside the long-running 93 percent positive on Steam, are the objective footnotes to that claim. Its value is not that any single axis is the best in the world; it is that the combination punch of solid shooting, deep building, and long-haul updates lands clean and hard. Before it arrived, "Chinese indie" and "high-completion shooter roguelite" rarely sat on the same box, and plenty of studios that followed read a possibility in it: you do not need big and broad, you need one core loop sharpened to a point and the patience to keep grinding that edge for years.

Who should buy, who should walk — and whether it lasts

The long-running hero roster

The buyer's portrait is sharp. You want solid gunplay, you will accept the randomness that comes with a roguelite, and ideally you have a couple of friends to run with. Nod at all three and Gunfire Reborn is a near-blind pick — it pays back your hours in shooting feel and build combinations, run after run. The walk-away portrait is just as sharp. Came for the narrative and the world-building? There is none. Cannot stomach the late-game luck swings of solo, where the missing piece stalls you cold? You will sour on it. Hold the visuals to a top-shelf standard? The cel-shading and the modest ceiling will not satisfy you. None of this is a flaw hidden in the fine print; it is simply the trade the game made, and it never once pretends to be a different kind of game. That clear boundary is, in its own way, a kindness to the player — it does not bait you in with a glossy trailer and leave you disappointed.

Then the last question: will something newer bury it? Set against a same-era roguelite-shooter benchmark like Risk of Rain 2, and against a more modern junior like Roboquest, Gunfire Reborn does not lead on every front — Risk of Rain 2's snowball is purer, Roboquest's tempo and visuals are slicker. But it holds two cards that are hard to copy: a first-person gunfeel welded to a breadth of scroll archetypes that runs unusually thick, making the per-run hit more immediate; and close to five years of polish across every platform, a depth of accumulated content and community goodwill that no newcomer closes overnight. From an underrated trifle to a serialized evergreen hit, that road is itself the moat. So the answer is yes, brighter rivals will come — and Gunfire Reborn, on the strength of its feel, its breadth, and its long accrual, will keep sitting comfortably in the library of anyone who loves a Chinese-made roguelite shooter for a long while yet.

Pros

  • Random weapons stack with the three-pick occult scroll roulette and the Soul talent tree, so no two runs snowball the same way
  • Gunplay has real weight: cannons, ninja tools and lasers each pair with elemental affixes for corrosion, burn and lightning builds
  • Cel-shaded animal heroes are instantly readable, with Qing Yan, Ao Bai, Lei Luo and Qian Sui each opening a distinct build lane
  • Four-player co-op shares loot and revives downed teammates, letting a three-protect-one tactic outshine the solo grind
  • Beating the game peels open the Reincarnation difficulty ladder, and steady DLC stretches a sub-fifteen-dollar romp toward a hundred hours

Cons

  • The world-building and storytelling are paper-thin, a flimsy shell over the run loop with almost nothing memorable to recall
  • Solo late-game leans hard on luck; miss the key weapon or scroll and you stall at the door of Reincarnation
  • The cel-shaded look is charming but not cutting-edge, and newer peers like Roboquest have closed the gap on several fronts
  • Console versions lag PC on updates because of publisher friction, and matchmaking latency can spike

Opening

Nobody put money on this one. It crept onto Steam Early Access with a low-poly cat hefting a sidearm, no story worth the word, and a price tag that read like a typo. Five years later it has shifted past two and a half million copies and earned the quiet nod gamers give a secret that turned out to be real.

Gunfire Reborn is a first-person shooter, a roguelite, and a light RPG stacked into one nightly loop — pick an animal hero, scrape together a build from whatever weapons and scrolls the run drops in your lap, and punch through procedurally generated levels until the snowball either crushes a boss or collapses under its own luck. You can do it alone. You are far better off doing it with three friends and a voice channel.

It is not a complete game in the everything-everywhere sense. The story is a coat hanger; the solo late game leans on the dice; the visuals will not threaten anything with a ray-tracing toggle. What it does instead is nail the one thing a shooter roguelite has to nail — the weight of the weapon in your hands and the depth of the build behind it — and it nails it harder than almost anything in its price bracket. Let us take it apart.

Story | 5.5/10

Story: 5.5/10

Let us settle the weakest column first, because everything else in this review reads like spin if we do not. Gunfire Reborn barely tells a story, and it scores a 5.5 here not because the writing fumbles but because there is almost no writing to fumble. The game never pretends otherwise, and that honesty is worth crediting before the complaints begin.

A coat hanger, not a narrative

Crescent Moon zone scenery

The premise fits in a breath: your hero crosses four zones, from the green slopes of Crescent Moon Peak to the frozen finale of the Longling Tundra, clearing rooms and felling bosses along the way, with nothing in between to slow the march or complicate the why. There is no antagonist whose motive you must hold in your head, no cutscene generous enough to slow you down, no fragment-collecting that quietly assembles a larger myth. The setting is a wuxia-flavored skin draped over the act of shooting, and it knows it. It gives you a place to be and a reason to point your weapon forward, and it asks for nothing more of your attention than that.

That is hardly a sin in the roguelite world — most of the genre's stories exist to justify the loop. Gunfire Reborn simply pushes the principle to its bare minimum. The terrain does the mood-work the script declines to: the jade greens of the opening give way to the white silence of the tundra, and that shift in palette tells you how far you have come more clearly than any plot beat would. Scene replaces story; combat rhythm replaces narrative tension. If you can shrug and say "I am here to shoot, the rest is optional," the thinness of the shell costs you nothing. If you came for narrative density, there is a hole here, and no patch will fill it.

The characters themselves are a missed opportunity rather than a failure. The roster is genuinely clever on paper — a bow-toting bird, Qing Yan; a dual-wielding dog, Ao Bai; an electricity-slinging wolf, Lei Luo; the shield-rushing newcomer Qian Sui who can block her way through an entire room. Each hero carries a kit that defines your opening build lane, and that is exactly where the characterization stops. They have names, moves, and charming silhouettes, but no dialogue, no arc, no single beat that makes you remember who they are. Set them beside the cast of Hades, who chat between every run and shift with the story, and Gunfire Reborn's heroes read as a fleet of well-tuned vehicles. Useful. Not alive.

Combat carries the drama instead

Animal hero selection screen

Since the plot will not supply a climax, the fights do. The clearest case is the Longling Tundra's final boss, added in the 1.0 release: it runs on a fury mechanic that ramps the boss's damage the longer the fight drags, daring you to land the kill before it turns the tables on you. The tension that escalation manufactures stands in for the emotional swell a story would normally provide. You are not invested in why you are fighting; you are invested in whether you survive the next ten seconds.

Put it next to Hades, the genre's other defining title of its era, and the divergence is stark. Hades builds itself on narrative, threading every death into a father-and-son saga you keep dying to continue, packaging its replay hook as "I want to know what happens next." Gunfire Reborn hands the entire weight to the loop and states its hook plainly: "I want to feel that good again, and I want to try a new build." Neither choice is wrong; they are simply different appetites, and they point at different parts of the brain.

Once that clicks, you stop measuring Gunfire Reborn against a yardstick it never reached for. Scoring the story at 5.5 is not a verdict on bad writing; it is a verdict on absent writing, on a studio that simply chose not to compete on this lane. It was never a storyteller. It is a machine built to keep you firing, and the reason you keep paying it your evenings has nothing to do with the column you just read — it has everything to do with the three that follow.

Audio | 6.5/10

Audio: 6.5/10

The first job of sound in a shooter is not to be beautiful. It is to be useful. Gunfire Reborn understands this in its bones: the score is forgettable, but the feedback audio is part of the feel, and the feel is the whole point.

Every weapon has a voice, and you fight by ear

A heated firefight

Fire a sidearm and a cannon back to back with your eyes shut and you will still know which is which. That is the thing Gunfire Reborn gets right where it matters most. Each weapon class carries its own report — the crack of the sidearm, the chatter of the SMG, the roar of the cannon, the sustained sizzle of the laser — and every one of them locks to the rhythm of the weapon's fire rate. The distinction is not decoration. You read your own damage tempo through it; you know how much fight is left in the magazine without glancing down.

The elemental affixes get their own audio signatures too. Corrosion, burn, and lightning each announce themselves, so when you have stacked a full lightning build and the screen erupts in arcs, that crackling chorus tells your ears the snowball has formed before your eyes finish processing it. In a roguelite shooter, whether a weapon sounds like it has teeth is exactly what decides if you queue up one more run. Gunfire Reborn spent its audio budget on the trigger pull rather than the string section, and that is a knife-edge allocation of resources — the right call for what this game wants to be.

That same instinct carries into co-op, where sound quietly does the work no UI prompt could. With four players in a room, a downed teammate, a shared pickup, a refreshed item — each lands as a clean audio cue, so you can track the state of the squad without ever peeling your eyes off the wall of fire in front of you. None of it shows up in a trailer and nobody writes a forum post praising it, yet it is precisely these buried cues that keep a four-way scramble from dissolving into chaos. You hear who fell, whether to break off and revive, whether the loot just dropped — faster than any line of on-screen text could tell you.

The score knows its place

Where the effects earn marks, the music only clears the bar. The soundtrack rides a wuxia register that suits the cel-shaded look and the eastern settings well enough, but it leaves no hook behind. You will struggle to hum a theme after the credits; the music fills space and paces the action rather than becoming the game's calling card. There is nothing offensive in it and nothing memorable either — it is wallpaper composed competently, the kind of bed you stop noticing within the first hour and never think about again.

Borderlands, the obvious looter-shooter cousin, at least left a few melodies its veterans can name on cue, a riff or two that snaps a returning player straight back into the world. Gunfire Reborn offers a neutral blank in that slot instead, and the absence is felt most on the title screen, where a sharper theme could have set a tone before the first shot. A 6.5 is the honest number — the feedback audio earns its keep, the score drags, and the two average out to something squarely middling. For a game that lives on the feel of the trigger, that trade is defensible. It is just not the kind of thing that turns heads, and it would be dishonest to pretend the music does anything more than its bare duty.

Visuals | 7.0/10

Graphics: 7/10

Gunfire Reborn's visuals are a clean case of style standing in for technology. There is no ray tracing here, no suffocating texture detail — but there is a face you can pick out of a crowd in a single glance, and in this price bracket that is worth more than a fistful of post-processing.

A style that doubles as a moat

Cel-shaded level art

The game runs on a cel-shaded, low-poly look, and the studio has never hidden where it cribbed from — the thick-lined looter-shooter sheen of Borderlands, the hardcore roguelite swagger of Enter the Gungeon, both leave fingerprints. But Gunfire Reborn does not stop at imitation. It grafts that cartoon shading onto a wuxia frame: the heroes are anthropomorphic eastern beasts, the zones run from ink-wash mountains to frozen sanctuaries, and even the weapon names carry a distinctly Chinese cadence. The mash-up hands it a character that most western roguelite shooters cannot fake.

Recognizability is the real moat. When the technical budget is finite, a sharp art direction outperforms a pile of graphical horsepower every time. From the verdant open of Crescent Moon Peak to the cold hush of the Longling Tundra, the palette contrast is not just pretty — it pulls double duty as a progress meter, telling you at a glance how deep into the run you are. You never wince at a rough edge and fall out of the fiction; you get held in place by a look that is unified and easy to like. The anthropomorphic beasts help here as much as the environments do, reading instantly across a crowded screen so that even in a chaotic four-way firefight you always know which silhouette is yours.

There is a quiet bonus buried in that choice, too. Cel-shading travels well: a realistic game shrunk onto a phone or a weak laptop shows its seams immediately, whereas color blocks and outlines stay clean at any scale, so the same art holds up on a budget notebook and a flagship console alike. That portability is not an accident of the style so much as a dividend of it — the studio picked a look that cost less to produce, carried more identity, and ported more gracefully, all at once. For an all-platform release leaning on co-op, where the weakest device in the lobby sets the bar, that is a triple win disguised as an aesthetic preference.

Where the honesty lives — and where the ceiling is

Cross-platform version comparison

Under the hood it is a Unity build, and the optimization is rock-solid with a low barrier to entry — which matters more than it sounds for a co-op game, because there is always one friend on integrated graphics, and a low floor means they are not left behind. The platform spread compounds the point: PC, Xbox, PlayStation, iOS, Android, with a Switch port still in the oven, makes Gunfire Reborn a rare all-platform Chinese indie, and that reach is the distribution backbone under its sales run.

The honesty arrives at the ceiling. Visuals are a secondary axis for this game, and the technical roof is not high. Newer peers — Roboquest most pointedly — have caught and in places passed it on visual polish and movement fluidity, and set side by side with those better-funded juniors, Gunfire Reborn shows its age. The platforms diverge as well: because the console builds lean on a publisher's cooperation, their update support trails the PC version, sometimes by several patches, and for players who live on console that lag is a real gap in the experience. A 7.0 is the measured verdict — the unified style, the stable optimization, and the broad reach all earn credit, while the limited technical ceiling, the younger competition, and the console lag all pull it back down. It looks good and runs smooth; just do not bring it to a fight about fidelity. The right way to read that number is as praise for a smart allocation rather than a complaint about a weak one: this is a game that knew exactly how much to spend on its eyes and put the rest where it mattered. The visuals are a confident supporting actor, never the star, and the game is healthier for never confusing the two.

Combat | 9.0/10

Gameplay: 9/10

Everywhere else this game subtracts. Here it shoves all its chips to the center of the table. Gunfire Reborn clawed its way from no-hoper to sales hit on the strength of one loop — gunplay with real heft, bolted to a build system deep enough to swallow a hundred hours — and this is the only column in the review I will hand a 9.

Three layers, multiplied

The three-pick scroll selection

The build system stacks in three multiplied layers, and once you see the multiplication you see why the game gets its hooks in.

The first layer is the weapon in your hands, dealt at random — sidearms, bolt-throwers, SMGs, long-range marksman pieces in the conventional column, then cannons, ninja tools, blades, and lasers in the exotic one, each with its own ballistics, fire rate, and effects. The second layer is the occult scroll: clear a stage and a chest offers you one pick from three, and that single choice steers the whole run's combat style. The third is the cross-run layer, the Soul talent tree and the heroes you unlock, the permanent progress that carries from one attempt to the next. Crucially these layers multiply rather than add. The same laser, paired with different scrolls and different talents, plays as two entirely separate builds. That multiplication is what makes every run's snowball path its own, and it is what makes "one more run" almost impossible to refuse.

Breadth backs up the depth. The elemental affixes — corrosion, burn, lightning, freeze — fold into the scroll stacking to grow wildly different archetypes: chase a lightning build for screen-wide chains, or pile on corrosion for relentless damage over time, each with its own ramp and its own payoff window. The heroes widen the lane further. Pick Ao Bai and you are likely building around the burst tempo of dual sidearms; pick Qian Sui and you are reaching for shield-up, face-tanking melee scrolls. Later DLC heroes like Zi Xiao keep stretching the pool. Swap heroes thirty hours in and the experience is fresh again, because you have not changed a skin — you have changed an entire opening logic. Hero-as-archetype means the content breadth grows by multiplication, every new character more than doubling the playable combinations.

Co-op is the peak, and luck is the floor

A four-player squad pushing forward

If you want Gunfire Reborn at its highest, gather four people. The game supports up to four-player squads, and two mechanics — shared loot and reviving the downed — drop the barrier to teaming up through the floor. A friend's cold streak will not sink the run, and one mistake will not wipe the team. Better still is the tactical depth it breeds: players have engineered a three-protect-one approach, three of them feeding resources into a single carry until that one player shoulders the whole squad's firepower. That kind of build-centric coordination beats the luck-bound solo experience by a country mile, because you are not all playing separately — you are tending one shared archetype together. Gamersky called co-op "the only choice for playing with friends," and the line is not hyperbole.

The same loop has an honest floor, and it is luck. The solo late game leans hard on the dice; miss the key weapon or fail to assemble the core scrolls and the archetype never blooms, leaving you stalled at the threshold of the higher difficulties. Against a peer like Risk of Rain 2, whose snowball is purer, Gunfire Reborn's single-run quality rides more on the hand you are dealt across its three random layers. That is precisely why its co-op reputation towers over its solo one: one extra body is one extra hedge against the dice.

The ladder that turns the ending into a start

Clearing the game once is nowhere near the finish line. Beat the main run and Gunfire Reborn opens Reincarnation difficulty, which ratchets enemy strength up tier by tier and layers fresh rules on top — the long-haul goal for the committed, and the engine that lets this loop sustain a hundred hours. At low Reincarnation you can wing a loose build and coast, treating it as a victory lap; at high Reincarnation the game forces you to assemble every scroll, talent, and affix around one precise core, squeezing your margin for error down to almost nothing and turning sloppy snowballing into a fast way to die.

That tiered design is the quiet trick: it converts "finishing" from a destination into a string of new starting lines, each rung asking a sharper question of your build knowledge than the last. It is the reason a sub-fifteen-dollar shooter keeps players logging in long after the credits, and the reason the same handful of weapons can stay interesting across hundreds of hours — the encounter math keeps shifting underneath you, so the builds that trivialized tier three get exposed at tier seven, and you have to learn the system again at a higher resolution.

Content | 8.5/10

Content: 8.5/10

How much game can fifteen dollars buy? Gunfire Reborn's answer would make plenty of titles charging double blush. Content is its second-strongest column behind the loop itself, and the strength comes not from the length of a single run but from the durability of the structure and the depth of years of updates.

Four zones and the secret rooms

Zone level map

The content skeleton is four zones, cleared in sequence. You cross four stylistically distinct regions, each built from procedurally generated level rooms that ask you to clear enemies, hit a clear condition, and finally take down a zone boss. That generation keeps the route and the encounters from repeating run to run.

Scattered through the zones are the vaults, and they are the clever part. They split into four trial types — non-fighting, fighting, elite, and special — offering everything from safe income to high-risk, high-reward gambles. A non-fighting vault hands you resources for free; the fighting and elite ones trade risk for a better haul; the special ones drop in rule-bending variants that briefly rewrite how the run plays. Whether to gamble a man-down at an elite vault for one good piece of gear is a small decision you face every single run, and it is exactly the kind of constant low-stakes wager that keeps a generated dungeon from feeling like an empty hallway.

That structure of random rooms plus optional vaults is what gives the replay value its foundation — you never know what is behind the next door, and the uncertainty is tuned rather than cheap. Safe versus greedy, push versus linger, every run pushes you through a chain of tiny weighings, and the architecture itself becomes the first guarantee of how long this thing stays fresh.

Run length and the DLC that became a strength

DLC heroes and weapons

On the main run alone, HLTB pegs the median near 25 hours, but chase completion and climb the Reincarnation ladder and that figure stacks toward 90. For a game priced this gently, that density is faintly ridiculous — most of that runtime is not filler but the system genuinely opening up, new heroes unlocking, new archetypes becoming viable, the difficulty ceiling pushing you to keep refining.

The DLC pushes the depth higher still. Two packs, Visitors of Spirit Realm and Artisan and Magician, add new heroes and new weapons that widen the archetype pool. What earns real respect is the restraint: the DLC is cheap, and while DLC weapons only drop for owners, they can be freely shared with teammates in co-op — one player buys the pack and the whole squad fires the new weapons, which quietly defuses the pay-to-win worry the community once voiced. In a market drowning in season passes and paid trinkets, that restraint is precious. The studio did not turn its DLC into a wall that splits the player base; it let buyers carry non-buyers through the new content, honoring paying players without breaking the free co-op foundation.

Long-haul updates and the sales line

Long-term update announcement

Freeze the game at any single moment and it can still look thin. Stretch the timeline and the depth finally shows. From Early Access to 1.0 and well past it, the studio has shipped new heroes, weapons, levels, and balance patches on a roughly-quarterly cadence. In July 2022 it published a 2022-2023 content roadmap and announced global sales had cleared two and a half million copies.

That patience with long-haul operation is rare among Chinese indies, and it is the true color of the underdog story — this is not a game that froze on release day but one that kept being raised, year after year, well past the point most studios would have moved on. Set beside Deep Rock Galactic, another four-player PvE that lives on its updates, both sustain a community through the long game, but Gunfire Reborn trades on build randomness to manufacture lasting freshness: every new hero and weapon is one more variable poured into that three-layer multiplication. For the player, that means you did not buy a one-and-done — you bought a stake that is still appreciating.

What the structure buys you

Pull the pieces together and the content verdict is simple. The generated rooms, the optional vaults, the climbing difficulty, the steady stream of free and paid additions — they interlock into a thing that refuses to run dry. Few games at this price offer a hundred-hour ceiling without ever feeling like padding; Gunfire Reborn does, because its hours are made of choices rather than corridors. Each run is a fresh permutation of the same deep system rather than a re-tread of the same scripted path, and that is the structural reason the runtime never curdles into a chore.

That is the difference between length and depth, and it is the reason this column lands an 8.5. The half-point it gives up to the gameplay score is mostly the solo-luck caveat bleeding across — content this generous still routes some of its best moments through a dice roll. But as a raw measure of how much there is to do, how varied it stays, and how long the studio has kept feeding it, the content here punches well above the games it shares a price shelf with.

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