Last 7 days · history since Nov 1, 2026
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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Steam prices for United States (change the country in the top bar), and Steam keys from authorized stores.
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Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
In all seriousness, this update should have come out a year ago and it IS a bit embarrassing development getting sidetracked for this long, but that's just life. No need to get into the weeds of everything right now, but I did move so that was at least one of …
Game is out now on Steam Early Access! Buy it within a week of March 15th to get it an extra 10% off! While we kept the demo decently up to date with QoL features as we worked towards release, now we move forward with our first release version! v0.7 brings som…
While working on the upcoming release, we've been adding some quality of life improvements that seem worth it to upload to the demo as well. This includes something we didn't have ready in time previously, the controller config menu: I still don't consider con…
Squashing a few bugs and improving a handful of things to get the demo just a little bit more polished before Next Fest. Wishlist and Feedback buttons now take you to the Steam app instead of web pages (who even logs into steam on their browser?), and now the …
I can't deny, it hasn't been as productive of a first month since launch as I'd like. Early Spring + some life stuff keeping me busy for a bit and whoops the time flies by in a way that makes me baffled a month has already passed. But besides life, the two maj…
We've finally ripped the bandaid off by committing to the recent release date, a somewhat arbitrary goal to hit but one that felt important of else I'd find excuses to just keep avoiding releasing the game at all. Get the baseline features in place and feeling…
We're back again this Saturday, between 5PM and 9PM EST, with another session of Q&A while playing the demo. Hopefully this stream goes a little smoother than the last one.
We're doing a Q&A stream between 5PM and 9PM EST this Monday (and likely another on Saturday), come by to watch some gameplay or talk to the developers.
This was a Dev Log from our blog we meant to post here weeks ago, oops! Just an odd little set of thoughts about an idea we had mentioned earlier in development, specifically the question of what even is this thing we have been calling "Party Mode"? Honestly, …
We seem to be all set with our demo ready just in time for the upcoming Steam Next Fest! Give it a try February 5th to get a taste for the game before launch! We will likely keep the demo up after the event as well, for those unsure about jumping in on an Earl…
Visual clarity is incredibly important when designing any high intensity game like this, you want the player to be able to quickly read the room and understand what they are up against and how to deal with it. If you are building your visual design entirely fo…
Looks like we did that thing again where we don't post much progress for some months, oops. Ah well, I'll start queuing up some stuff now that we're trying to target an actual release date soon. Cutting to the chase, we're looking at March of 2024 for the firs…
Strap in folks, this one's a doozy. Today I'd like to talk about a feature I was stubborn about adding despite it perhaps maybe not being the most efficient use of our time; the cool new visual effects we worked on that allows broken obstacle pieces to be prop…
Recently we've been posting a series of comparison clips between many of the older designs from early development and how they look now. Unfortunately we've found neither our blog nor here has a good format for compiling them in one place, so instead we made a…
Another recent improvement to the gameloop has been the addition of a combo system to the way the player scores points. Originally each object simply rewarded a set number of points when destroyed, but now so long as you keep scoring points every second you wi…
Welcome back, for our second dev log we'll be talking about improvements made to the obstacle spawning system, like most features it has improved a lot since the original demo. The spawning system is another core system and like the conveyors talked about in o…
Hey there, welcome to the first dev log for Great Gun Gauntlet! I'm hoping these are nice and informative and help keep people up to date with everything we're working on as development continues. For these first few we will be talking about changes from our o…
Not tested by Valve yet. Results from Valve's own testing.
Valve hasn't published test details for this game.