
One Gun Guy is a straight forward no nonsense action platformer, one giant level littered with player upgrades, hazards to tackle, enemies to destroy, a boss to kill, and multiple difficulty settings.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Sep 4 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 62reviews | 71% | — | $5.2K |
| $4.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 109 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
One Gun Guy was free a few months ago, and I added it to my library after seeing its beautiful art style. However, the game is very short; I earned all achievements in one sitting in under 4 hours. The story is nonexistent, and the gameplay leaves a lot to be desired. In normal mode, you are given extremely overpowered abilities like double jump, charge shot, triple shot, constant invincibility, etc. Thus, the game is a breeze to go through, especially considering the fact that it has only one long level and only one boss who isn’t really a threat at all. Once you beat the game, hard mode gets unlocked, and it rips all the upgrades you had in normal mode and makes you die in one hit. There’s an achievement tied to it that requires you to beat the game without dying on hard, but it didn’t take me that long to obtain it. So yeah, if you’re looking for a quick platformer, One Gun Guy is pretty decent in that regard, but I personally wouldn’t pay money for it. If you missed your chance to grab it, it’s not a big deal.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 109 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
this is so ass
başaarım için alınır zamanının güzel atari oyunlarından amma birazz zor
Overall it's a game with great bones, but it feels unfinished. It reminds a little bit of Mega Man. I got the game for 79¢ and the gameplay is vibrant, fun, and fluid, however, it's underwhelming and odd in some respects. I should also note that I'm not the best at 2D platformers for the record. First, there's no bosses, at least none that I saw in the half hour I played. Sometimes it feels like it's ramping up to something, but then it's just more of the same enemies and platforming. It would be a much better game if there were some particularly tough enemies sprinkled throughout, as most enemies are just fodder. Despite this, the progression of difficulty is good, excluding how powerups affect it. Next, there's no save mechanic, once you leave the game you have to restart. There's checkpoints, and they're spaced out pretty fairly, but they only act as a point to return to when your character dies, not a save point. This would be fine if I could tell how far I am into it, but my first session was roughly half an hour, and I have no idea if I was even close to finishing the game. I understand this is how games used to function, and the creator may be trying to emulate that, but save states were a revolutionary mechanic in games for a reason in my opinion. Also, I'm relatively sure there was no warning of this, which, as a player, it's something that would have been good to know. Finally, the powerups. You can come across them in precarious spots, at the end of a difficult section, or in hidden rooms. That is all fun and good; their placement feels natural, but sometimes you get quite a few at once, which can feel cheap, but that's not a horrible issue. The real issue lies in how some of the powerups function. There's a powerup which makes your blaster/arm canon/whatever fire 3 shots instead of 1, which lowers the difficulty to an insane degree. All powerups, even some you start with, can be lost through damage. This includes platforming mechanics, namely double jump and floating, but they can easily be regained. Then, once you have all the powerups, any new powerup grants you a brief period of invincibility. This all culminates in the player getting too powerful too quick, being able to bypass most obstacles with no issue, especially if they chain invincibility periods. They then pass everything with ease until you find something that is actually a little difficult, then it's like hitting a brick wall, your damage is cut to 1/3, your jumping mechanics are stripped away, and you die in 1 hit. Suddenly it goes from super easy, to super hard, absolutely ruining the difficulty progression. I think the creator is skilled because the art, controls, and mechanics are all smooth, however it makes me wonder how much feedback they actually got on this game before releasing it to market, because I'd absolutely consider this a rip off at the full price of $4.99.
It's ok, is someone experimenting with game dev which is nice. But it feels like a newgrounds or itch.io game, where what you're seeing is neat but nothing crazy. Normal mode is very forgiving and Hard mode is just the same game without power ups and no double jump. Hard Mode is kinda boring, since you don't have power ups to get past certain sections quickly so you're just waiting and in general you have to play Hard mode really slowly if you wan't the last achievement. The game has passion it's just I don't think it's worth 5$ when you can beat the game on your 1st run in less than 30min. I would say to only get the game only if becomes free again.
jogo muito bom, realmente vale a pena pelo "peso" do game e principalmente por mim que recebi esse game em uma promoção gratuita pela setam
bacaninha
It's perfect for playing on a leisurely afternoon when you just want to listen to music or some audio but still want to do something to keep your hands busy. (me personally do not like the game's music, turn it off and play while listening to your music) One bad thing is that this game is very self-taught, I wish there is more information like what this buff doing or what the money doing? (when you have 100 you have 1 level of power).
Achei maneiro, em meia hora da pra finalizar e o modo hard tbm compensa.
Достаточно простенькая игра, единственная сложность(для меня непривычное управление). Играбильно
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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