It has been a busy couple of months if you like co-op roguelites, and one game that has been part of this wave of new releases is Guntouchables.
Developer Game Swing worked with DRG creators Ghost Ship Publishing and together devised a cunning plan to drop Guntouchables on Steam for free, for a limited period of time. It worked a treat, not least because the game is fun in co-op.
Talking to Game Swing
Guntouchables appeared on a number of radars for the first time in August, but like the long-term planner that I am, I had been tracking it for some time (from the comfort of my reinforced bunker, naturally).
As part of my prep for the first round of hands-on impressions, I was even invited to sit down and play a few rounds with the developers. We’ve got previous, basically.
And so, shortly after launch, when I was invited to put a few questions to the team, I was happy to accept the offer and I quickly fired off my Q&A. However, this was before some balance changes that were implemented in the interim which aren’t addressed here, which I probably would have asked about.

Anyway, I digress, because below is my interview with Game Swing’s CEO, Martin Sommer. Keep reading for a detailed overview of Guntouchables in his own words (for those who haven’t played it yet) and for all the latest on the first update, which introduced new customisation options earlier this week, on September 29.
GR: It has been a while since we last caught up, but before we dive into the new stuff, let’s get the basics out of the way for the uninitiated. What is Guntouchables?
MS: Guntouchables is a co-op doomsday shooter for up to four players, that blends our favourite elements of top-tier action-roguelikes with the intense teamwork of iconic games like Left 4 Dead.
Despite the familiar-looking surface, this combination creates a fresh and unique co-op experience where impeccable teamwork, quick decision-making, and adapting on the fly are the keys to surviving against a horde of merciless mutants unpredictably evolving throughout each run, forcing players to constantly rethink their approach.

What’s new since our last post-apocalyptic extraction run, then?
Two of the latest features we are particularly excited about are: the addition of Seeded Weekly Expeditions and Challenges.
The first is a late-game feature allowing experienced players or teams to compete against each other on an equal playing field. Every week, a new expedition is randomly generated from parts of all the game’s content. These expeditions are seeded, meaning that missions, enemies, perks etc. will be the same every time you play. At the end of your run, the group of players will be scored based on performance and placed on a leaderboard to compare either globally or with friends. There is a Weekly Expedition for both solo and one for co-op runs, but only the co-op version has a leaderboard.
Each of the four main Expeditions are accompanied by a set of Challenges. Challenges alter the rules of the game in varying degrees to create interesting, tough or silly new ways to play. In Flare Fight for instance, everyone is starting with a Flare Pistol with ricocheting projectiles. Challenges are meant to bring variety and serve as a palate cleanser.
We also just launched our first major update after our launch in August, which adds a bunker for players to customise and explore. This hub brings everyone together, where they can interact with items for fun little moments, customise their doomsday shelter, and test weaponry in a firing range. We are excited to see our community dive into this new feature and create the post-apocalyptic home of their dreams.

Let’s talk about the co-op side of things. How are you using roguelike game design principles to bring run variety?
In Guntouchables, the majority of the character’s progression happens during the actual run. There is some persistent progression that will help you take on bigger challenges, but it is not the driving force. This has two major benefits. The first is that it allows the player to experiment and try many different paths with each character to see what works well and what’s fun. It ensures that all the players are generally on the same power curve. We have probably all tried that co-op experience with a friend, 20 levels higher than you, headshotting everything from 2 miles away. Desperately, you end up sprinting as fast as possible in the hopes of getting a shot in on something hostile before it is obliterated. In Guntouchables, you are always useful to the team.
Speaking more generally beyond the confines of just your game, why do you think these mechanics are starting to seep into mainstream design?
The roguelike genre has blown up massively over the past few years, with titles such as Hades being catalysts for that increase in interest. There’s something inherently captivating about the “one more run” mentality that the genre invokes, constantly pushing players to best their previous time or score.
More than ever, people’s time is stretched thin with work and the seemingly endless entertainment available with streaming services and Game Pass models, so offering a game that anyone can pick up and play, which also offers a rewarding gameplay loop, may be a reason why the genre is becoming more popular.

I’m loving the current rise of indie roguelite development, but as a developer, it must be a challenge with so many new studios popping up and trying similar things. How are you making sure that Guntouchables has the chops to stand out?
It’s a challenge for sure. On the surface, Guntouchables could look something like Nuclear Throne, Enter the Gungeon or Brotato. However, it actually plays a lot like Left 4 Dead or Deep Rock Galactic with the focus on co-op. I think this combination is quite novel and very interesting… but maybe it is also confusing some players.
Replayability is at the heart of roguish design, and you’ve built in several systems to facilitate this. Can you please tell us a bit more about the AI game director and the other tools that you are using to keep each run feeling fresh?
Guntouchables is built on the foundation of the roguelike genre, with randomised levels and upgrades to unlock as players push through. What makes Guntouchables unique is our mutation system. Between missions, we invite players to vote between three randomised mutations that will change how the enemy behaves, ranging from them stealing stamina from players or certain foes exploding near players. This offers a feeling of risk and reward, as each mutation also comes with a handy perk to help out the team, such as beginning with full health on the next round. This feature allows players to have a bit of control over the game’s AI director, whilst also promoting communication, as everyone votes for which mutation they want to use.
What are you post-launch plans, and are you thinking about new platforms?
We currently have no plans for Guntouchables to reach other platforms, as we are still exploring and expanding on the core gameplay going forward.
As mentioned earlier, we just launched the next big update for the game, with the goal to further enhance the co-op gameplay with the introduction of a Bunker, where players can prepare for their next expedition, play around, and even customise their space, before being thrown into the heat of action.
Moving forward, we are also looking to add new weapons and enemies, alongside some new mechanics, which we hope to share in the future.
Finally, is there anything else we need to know?
Just that we are thankful to the millions of players who downloaded the game at launch, and we can’t wait to continue building Guntouchables into a title players will want to keep returning to for years to come.
Guntouchables is out now on Steam PC (Win).
















