Gunboat God Build v2025.8.4

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Download game Gunboat God Build v2025.8.4 latest version
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  • Build v2025.8.4
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Gunboat God — now you are an almighty god with your own gunboat in this fast-paced shooter! So defeat waves of enemies and gracefully pave your way through hordes of monsters, and don’t forget to complete many lightning-fast tasks. Think you can handle it? Everyone quickly board the gunboat! Where you have to shoot and dodge as fast as possible to pass chaotic levels. And it will depend on you whether you get out of this hellish place without ruining your reputation and returning the heavenly citadel. It is certainly worth noting a fairly wide selection of guns, enemy types and epic stunts. The gunboat is at your full disposal and the most important thing is to learn how to use it correctly.

Game Features

  • Dynamic shootouts on 180+ carefully designed levels.
  • 20+ unique missions to complete and 70+ enemy types.
  • Ability to upgrade guns, power-ups and special skills.

NOTE. Uploaded version: 04 Gameplay 2025 [Build v2025.8.4]. This is Early Access 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:
Requires a 64-bit processor and operating system
OS: Windows 10
Processor: Intel Core i5-2400 (2*1066) or equivalent
Memory: 4 MB RAM
Graphics: NVIDIA GeForce GT 130 (512 MB) or equivalent
Storage: 500 MB available space

Recommended:
Requires a 64-bit processor and operating system


How to Install the Game

  1. Download the game files through torrent.
  2. Unzip the game using WinRAR or 7zip. (how to use .rar)
  3. Start game «Gunboat.God.exe», Play!
  4. The language changes in the menu.

Download Gunboat God Build v2025.8.4

SIZE: 1.02 GB | Downloads: |
Steam Rating: Very positive

Game Update history

  • Gunboat God Playtest → v2025.8.4
  • Gunboat God → Playtest [ 23.03.2025 ]

Official Trailer

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Comments 1

OfflineSkidCodexCo| SkidrowCODEX Team| 5 hours above (6 637 comments)
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.
Enemies
Setting 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 sizes
Round 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 masks
Let’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 refinements
There 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.
 
The spikes on this boss can collide with the player, which feels way too unfair in playtesting when trying to duck and weave around the boss as it chases the player. As mentioned, the rectangle shape can be applied over the animation to determine the area in which precise collision can occur. This isn’t perfect at all, but it greatly helps crop out the spikes and wings from the collision mask. Another job done, again.
 
Bullets!
So we have all of the enemy collision shapes setup, but what are they colliding with? Bullets! The same system applies to player bullets, beams and bombs.
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