Gunboat God
- Platform
- PC
- Release Date
- File Size
- 2.13 GB
- Views
- 6,398
- Comments
- 2
- Languages
- English, French, German, Spanish - Spain, Simplified Chinese
- Added by
- Added by Admin
Screenshots
Description
Gunboat God is a frantic 2D side-scrolling shooter from Janson RAD that puts you in control of a heavily armed aquatic vessel. Your mission is to complete 180 adrenaline-pumping levels and return to the sky citadel. The game features an arsenal of 8 upgradeable weapons, including guns, lasers, bombs, and a devastating vaporizer. There are 70 enemy types and challenging multi-stage boss battles that will test your reflexes and boat handling skills. In addition to basic shooting, you can dash and transform your boat to overcome dangers above and below the water. With 20+ mission types, 10+ unlockable abilities and add-ons, and a Yeti crocodile as your companion, Gunboat God is a chaotic action game designed for just one more try.
NOTE. Uploaded version: 14 April 2026 [v1.0.0.1 Build 22775592]. This is Full Release and latest version of game. The game is already Packaged in Installer and ready to run the game after install, read the instruction below.
System Requirements
Minimum
- OS:
- Windows 10
- Processor:
- Intel Core i5-2400 (2*1066) or equivalent
- RAM:
- 4 MB RAM
- Graphics:
- NVIDIA GeForce GT 130 (512 MB) or equivalent
- Storage:
- 500 MB available space
Installation Guide
Step-by-step setup process for P2P Release
-
No installation is needed — this release is fully pre-installed and ready to play, so you can skip setup wizards and long updates entirely.
-
Extract the archive (RAR/ZIP) to a short, Latin-only path like
C:\Games\GameNameusing WinRAR or 7-Zip — and never launch the game from inside the archive, as that is the top cause of launch failures. -
Launch the game via Run Me!.bat (or the main
.exefile) in the game folder. If nothing happens, right-click it and choose Run as administrator.
Game Info
- Developer
- Janson RAD
- Publisher
- Fireshine Games
- Platform
- PC
- Release Date
- File Size
- 2.13 GB
- Status
- Pre-installed (Portable)
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Comments (2)
* Fixed some laptop trackpad mouse issues.* Added a \"mouse contain\" option, which might be useful when the game is played with accessibility software, for example: Mhook. Let us know if there are any issues with this!* Build version is shown on the \"about\" screen.
Collisions - Dev Blog 4Setting up collisions for enemies and bullets Ah yes, collisions. Every game developer’s favourite topic (that was a joke).I will never forget the pure agony of the Plesioth hip check in Monster Hunter Freedom Unite. That was my first encounter with an evil hit box in games, and it was seared into my memory for all time.Thankfully for Gunboat God, I have a few different tools at my disposal to ensure accurate and CPU-efficient collisions.EnemiesSetting up enemy hit boxes is done on a case by case basis. The larger the enemy, the more accurate the collision method must be.Small enemies like a beetle or bat only require a rectangle. This is manually adjusted for each of the enemy’s animations. Job done. Different shapes and sizesRound enemies can be conveniently given an elliptical collision shape, which can also be adjusted to suit the size of the enemy’s animations. Another job done. Precise collision masksLet’s say I have a gigantic tentacle enemy (which I absolutely do, thank you for asking) a rectangle or ellipse collision shape would be far too inaccurate for fair gameplay. This would also be true for other very large enemies and bosses, the largest of all. Precise collision masks are used for these animations, which don’t require any adjustment because the collision detection is simply based on the pixels in the animation frames, hence the “precision”. In the above image, you can see that \"precise per frame\" is the chosen collision method. It looks like the rectangle is being used as the collision method, but it\'s not. In this case, the rectangle is being used as the area in which precise collisions will be detected. Two collision methods are being used to get the best result. (More on this below).Extra refinementsThere is a problem that can arise from precise collision masks, however. What if pixel-collision is “too precise” for some enemy animations? Take this boss animation for example.