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Gameplay
October 15, 2026 at 03:05 PM
Created page: Gameplay (2026-10-15)
Guns & Dragons is a roguelite first-person shooter. A run takes one to four players through caverns, dungeons and villages full of monsters. Along the way they collect runes and artifacts, choose perks as they level up and upgrade their weapon. When the run ends, they return to their base, spend what they brought back and try again. This page covers the run itself. The between-run loop is on the Base Building page.
Combat and movement are played in first person. In the playtest builds, a developer reply on the game's Steam forum explained that base building uses a third-person camera while combat stays first-person. The same reply said combat is designed around first person. Another developer said in 2026 that a third-person mode was not ruled out but would be difficult with the team's resources and roadmap.
The Steam page lists full controller support, including DualShock and DualSense controllers. It also lists adjustable difficulty, play without timed input, camera comfort options, adjustable text size, subtitle options and custom volume controls.
Runs are split into chapters. In an interview at gamescom 2026, director Park Jun-woo said a full run is planned to span up to Chapter 3, and players will be able to craft final-tier weapons as they near that chapter. Each chapter is meant to have its own set of dungeons, with several drawn at random from that chapter's pool. Both 2026 playtests offered only Chapter 1, and the first playtest ended once players defeated its boss. The director estimated that this was about a third of a full run. The next playtest, planned for November 2026, is set to add Chapter 2.
The studio's site lists environments that change at random every run, along with unexpected events. The director also said multiplayer-only events were in preparation.
System | What it does | More detail |
|---|---|---|
Weapon upgrades | The starting gun or bow is upgraded far beyond its original design over the course of a run | |
Runes | Dropped by enemies and used to build up the character and weapon | |
Artifacts | Random drops with effects that shape a build; can be traded between players in co-op | |
Perks and skills | Chosen from a set of options when leveling up, with rerolls | |
Altar rewards | Trade health or runes for currency, weapons or artifacts | |
Blacksmith | Enhances a weapon's rarity for gold |
The director said gold is a run-only currency spent within a single run, while materials such as wood and stone are carried back to camp for base building. He described the game as having extraction-like elements alongside its roguelite structure: bringing valuable materials home matters because they fund the base. A pre-release store screenshot also shows a resource called Shard, which an altar offers in exchange for health.
Regular rooms throw hordes of enemies at the squad. Elite Encounters are tougher mid-level fights against powerful enemies, and the in-game alert in a store screenshot reads: An Elite enemy has appeared! Take it down! Using a Warpstone can lead players into a Mimic, an enemy disguised as normal loot. Each chapter ends with a boss. See Enemies and Bosses.
According to the director, early internal builds had regenerating shields and frequent health potion drops. Players could simply soak up damage, so healing was tightened. In the first playtest that proved too punishing, so potion drops were raised and partial health recovery was added when moving between areas, starting around the fourth day of the test. In co-op, breaking a potion creates a healing zone that several players can stand in together.
Feedback from the first playtest led to several changes ahead of the second, according to press coverage of the second playtest and the director's gamescom 2026 interview:
The in-run progression system was reworked to be more intuitive, so growth and build changes are easier to feel within a single run.
Combat spaces were opened up so mid to long range fights happen more naturally, and the density of objects in levels was reduced.
Monster spawn distances and the locking of doors behind players during fights were being reconsidered.
Level-up perk choices were being rewritten so their effect on a build is clear at a glance.
Blacksmith enhancement became cheaper and allows multiple attempts.