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Dodge Roll details the games that inspired Exit the Gungeon

A sprinkling of other indie darlings

Exit the Gungeon hit Switch a few weeks back, and it follows up the mega-successful Enter the Gungeon. While the two titles are obviously tied to one another, there are some other games out there that influenced the unique gameplay of Exit the Gungeon. Dodge Roll's Dave Crooks explained in an interview with Gamasutra.

“It started closer to a hybrid between Super Crate Box and shoot ‘em ups like The Raiden Project than Enter the Gungeon. It later incorporated more and more features from Gungeon, becoming a more ‘traditional’ bullet hell game, and Downwell was a touchstone for us in terms of level flow and game speed.”

Check out the full interview here

Exit the Gungeon updated to Version 2.0.6

Exit the Gungeon has been updated to Version 2.0.6, and it's a pretty hefty update. Check out the full patch notes below.

Control Changes

[Switch] Added full control binding options
Added an Easy Air Dodge option: Pressing the Jump button while in the air now triggers an air dodge roll (just as pressing Dodge would)
Added a Rapid Descent option: Holding the Down button while jumping or falling will allow you to fall through one-way platforms
Added an Aim To Fire option: this allows controller users to fire just by aiming with the right stick, rather than requiring aiming and a separate Fire button
Added an Auto-Descend option: this allows players to drop down through platforms by using the down key, rather than requiring Jump + Down
Added an Auto-Ascend option: this allows players to jump by using the up button
Added a control binding to manually reload weapons (defaults to R on keyboards, or Y/Triangle on controllers; note that if you already have a save file, you’ll need to bind this yourself or reset your bindings to default)
Added a Combined Jump/Roll option: this allows players to dodge roll by pressing the Jump button while holding directly left or right
Fixed an issue where players could drop down through the floor of some elevators (trains)
Fixed a case where an air dodge roll may move in a different direction than the player would expect

Balance Changes

Reduced the amount of combo points required to reach early levels (0-10), and increased the points required to reach later levels (12-20). This should allow players to recover more quickly from a combo wipe, but requires the same amount of combo points to reach level 20.
Did another balance pass on charged weapons; some were too slow or weak to be viable, especially in later floors. Additionally, tapping the Shoot button no longer fires charged weapons faster than holding the Shoot button down.
Several tweaks to the final boss to slightly lower difficulty: reduced HP, increased some pauses before bullets spawn and a few other minor changes
Made Sepulchergeist’s tetromino attack slightly slower
Wallevator spawns Spent (zombullets) less frequently
Lowered health of Medusalier and Low Priest
Lowered the health of the Spectral Gun Nut and reduced how frequently he appears in the Hollow elevators
Adjusted the fire rate and damage of the Bullet gun and the Shock Rifle
Buffed the Makeshift Cannon but limited its shots
Lowered Amulet of Pit Lord cooldown
Improved Makeshift Cannon and Sling, especially against bosses
Buffed the Charge Shot and Blunderbuss
Decreased enemy/boss health slightly on all levels but the first
Reduced the combo cost of using blanks (they no longer drop your combo level, only clear progress towards the next combo level)
Redistributed gun qualities along Combo levels, which should make gun spawns better at lower levels.
Increased hegemony credit drop rates (and increased them even further for flawlessing a boss)
Wax Wings now give the player the ability to slow down time temporarily by pressing the Jump button
Added a cooldown for Spiked Boots’ effect on bosses and tightened up the hit detection (now requires you to land near the head of the enemy)
Decreased Scattershot damage and Membrane’s fire rate

Gameplay Changes / Improvements

[Switch] New home screen icon to better match ETG’s icon
[Switch] The game will now pause correctly when returning to the Nintendo home screen
Charged weapons now automatically begin charging whenever they’re equipped; discharge them by pressing (or releasing) the fire button. This means you can continue to press and hold fire to use charged weapons, but if you’re just repeatedly pressing fire, they should now just fire when ready
Fixed an issue where some guns could be fired faster than intended when the fire button was pressed rapidly, which caused both game imbalance and cramped trigger fingers
Added interaction outlines to the doorways in the Marine’s second elevator to indicate that the player needs to enter a room to continue
Casey will reflect ownerless projectiles (notably Bullats); reflected bullets/enemies will also fly faster and with more force
Added cursor customization options, including shape, size, color, and transparency
Added an option to enable the cursor while using a controller
The current weapon UI now shows the remaining ammo in the clip
Added very low reload times to certain weapons with extremely large magazine clips to work better with manual reload and displayed remaining ammo
Chests can no longer be damaged in certain states (e.g. while spawning or opening)
Set a maximum fall speed for the player
Added new tutorial lines to cover new control options, clarify that the player can dodge roll while in the air, and that blanks can be activated by pressing both thumbsticks in (L3 + R3).
Improved audio for Unicorn Horn and Crown of Guns
Added stricter spacing rules for the climbing elevator, which should prevent requiring very long jumps
Phase Spiders that spawn in rooms should now always be placed near the ceiling
Homing weapons now work better with the final boss
Новый русский шрифт! (New Russian font!)
Improved controller icon handling for many controllers
Increased the max distance of laser sights to make Snipers more fair in very large rooms
Moved the achievement unlock point in Old Red’s quest to the turn-in step instead of the reward step
Charged weapons no longer fire when going through doors
Added a failsafe to detect and kill enemies that are stuck outside of rooms in the rare case that this happens (which would previously cause a softlock in the room)
Just Desserts Golfing will now let you swing at any zoom level
Enemies now drop currency when transmogrified
Gave Hattori more clear dialogue when temporarily out of stock
The Machine Fist explosion will no longer hurt the player
Added 3d backgrounds

Bug Fixes

Fixed a soft lock issue in Winchester’s games
Bandana Bullet Kin now has the correct Diginomicon entry for most languages (will require new localization for the remaining languages)
Fixed an issue caused by pausing during the load screen transition
Fixed an issue with ultrawide monitors and Winchester’s Original Game
Fixed an issue in Winchester’s Original Game where targets were suspended in midair.
Fixed an issue where starting items for unlockable characters could show as locked in the Diginomicon even when equipped
Fixed an issue with charged gun sounds
Fixed audio levels for some sound effects
Fixed a rare graphical glitch with the diginomocon
Fixed an issue where Meowitzer could disappear when the game was paused during a certain attack
Fixed an issue which could prevent you from entering doors
Fixed an issue which could result in the player not being able to fire with the banana
Fixed a visual issue with some shop departures
Fixed a problem where pausing the game when projectiles are being reflected could cause large slowdowns
Fixed an issue which could cause the medkit to decrease the Robot’s armor
Fixed an issue causing a specific weapon to appear as locked in the Diginomocon when it shouldn’t be
Fixed an issue caused by hitting Trorc’s dummy with the Flying Disc
Fixed a display issue with glyphs in some languages (e.g. Polish)
Fixed the Dog’s description to accurately reflect its behavior
Fixed the Makeshift Cannon’s description to reflect having multiple shots
Fixed the Amulet of the Pit Lord’s description to accurately describe the cooldown of its ability
Fixed a visual issue with long descriptions in the options menu
Fixed a visual bug causing cracks to appear the wrong color
Fixed a visual issue with the Super Space Turtle’s flame trail in flying levels
Fixed a visual issue with a floating platform near Doug in the Underbreach
Fixed an issue which could cause sound to cut out mid-run
Fixed a softlock resulting in a black screen upon exiting a shop
Fixed a room softlock caused by Phase Spiders spawning too close to the ceiling
Fixed an issue where exiting the game at certain times could result in purchased items being lost but spent meta currency not being refunded
Fixed an issue which caused the reward platform not to show up on the Pilot’s fourth floor (no more dropping hegemony credits!)
Fixed several issues with the Shield weapon (prevent spamming with multi-shot items, can’t block projectiles while hand is empty, shield is no longer destroyed when it hits certain projectiles)
Fixed a bug which could cause flying players using a controller to roll much further than intended towards enemies
Fixed a pathfinding issue which could cause the Dog to seek out corners
Fixed some display issues with Russian text
Fixed an issue where some amulets didn’t give bonus blanks on level change
Fixed an issue where explosions in Winchester’s game could damage queued player ammo
Fixed several issues which could cause the player to take damage when entering a room before taking full control (especially the Marine’s second level)
Fixed a bug causing a few weapons to show up with unusual frequency under certain circumstances
Fixed an issue where enemies with long weapons could shoot through some thin walls
Fixed an issue where one purchasable hat wasn’t showing up in the hat shop (this should be the missing #34 for the achievement)
Fixed some aim issues with companions on the fight with the final boss
Fixed an issue where climbing elevators could rarely require a vertical jump higher than the player’s jump height
Fixed an issue where the player could take damage during the transition to the Mutread Head on some elevators
Fixed an issue in Winchester’s Game where the camera would shake when zoomed out completely at some resolutions
Fixed the parallax background speeds for some elevators
Fixed a camera issue which could cause the camera to smoothly move to Cadence and Ox’s room in the Underbreach instead of snapping to the new location
Fixed an issue where changing controllers could break the binding screen
Fixed several issues caused by pausing the game during special scenes
Fixed a visual issue where certain parts of the end game scene were not properly destroyed
Fixed some tutorial issues with the new control options
Fixed an issue where the combo meter was playing VFX and sounds even after level 20
Fixed some issues with charged gun audio
Fixed an issue where Bello’s shop music was playing longer than intended on the fifth floor
Fixed an issue where the Diginomicon could remain dark after showing multiple unlock messages
Fixed an issue where the Riddle of Lead description was in Russian for Korean players

Dodge Roll explains where the idea for Exit the Gungeon came from

Exit stage left

Enter the Gungeon was a massive hit on Switch, and now the follow-up Exit the Gungeon is available as well. In an interview with Nintendo, Dodge Roll's David Crooks explains how the spin-off came to be.

Enter the Gungeon was born from silly ideas and goofy puns (we actually had the title before even having a game concept), and during that game’s development our team had always pondered the idea of how our heroes would leave the Gungeon once they found what they were looking for. We loved the idea that after all of what you went through in the game that the way out would be as simple as an elevator. After meeting Singlecore Games (our co-development partner on Exit the Gungeon) we merged some of the ideas in another game they had and found a way to continue this saga, complete the journey of the Gungeoneer’s escape, and still have a variation on the original’s gameplay that felt fresh enough to stand alone.

IGN Video - Exit the Gungeon Review

"2019's Enter The Gungeon was transcendent. It fused buttery-smooth combat, cutesy pixel art, and hilarious callbacks into a surprisingly deep roguelike-shmup. It had style, substance, and about a thousand different guns. Its spin-off, Exit the Gungeon, is a song with all those same notes, but sounds entirely different. You'll still collect hundreds of ridiculous guns, unlock all sorts of secrets, and dodge tens of thousands of bullets - sometimes, seemingly all at once. But instead of exploring a labyrinthian maze, you'll spend most of your time crammed in a small elevator shaft on each level - with less than ideal control over your weapons. The result isn't entirely cohesive, but it's still fun as hell."

Exit the Gungeon's upcoming Version 2.0.2 update detailed

Big bug fixes coming

Exit the Gungeon will soon see a Version 2.0.2 update released for Switch. Check out full patch notes for this update below.

Gameplay Changes / Improvements

Charged weapons now automatically begin charging whenever they’re equipped; discharge them by pressing (or releasing) the fire button. This means you can continue to press and hold fire to use charged weapons (like in ETG), or if you just repeatedly press the fire button, they will shoot when ready
Fixed an issue where some guns could be fired faster than intended when the fire button was pressed rapidly, which caused both game imbalance and cramped trigger fingers
Added interaction outlines to the doorways in the Marine’s second elevator to indicate that the player needs to enter a room to continue
When in a windowed mode, the mouse cursor now locks to the window unless the pause menu is open
Improved makeshift cannon and sling, especially against bosses
Changed the names of many guns to match their ETG counterparts
Casey will reflect ownerless projectiles (notably bullats); reflected bullets/enemies will also fly faster and with more force

Bug fixes

Fixed a camera soft lock issue in minigames
Bandana Bullet Kin now has the correct Diginomicon entry for most languages (will require new localization for the remaining languages)
Fixed an issue where “Windowed” and “Windowed Fullscreen” modes were swapped in the options
Fixed an issue caused by pausing during the load screen transition
Fixed an issue with ultrawide monitors and Winchester’s Original Game
Fixed an issue in Winchester’s Original Game where targets were suspended in midair
Fixed an issue where starting items for unlockable characters could show as locked in the Diginomicon even when equipped
Fixed an issue with charged gun sounds
Fixed audio levels for some sound effects
Fixed a rare graphical glitch with the diginomocon

Exit the Gungeon hitting Switch in Japan on March 19th, 2020

Exiting a bit later

While Switch owners in Europe and North America can download Exit the Gungeon right now, those in Japan will have to wait just a tad longer. The game will indeed see launch in Japan, but it doesn't release until March 19th, 2020. The title takes up 349 MB, and oddly enough, the Japanese price hasn't been set yet.

Exit the Gungeon - more gameplay

Exit the Gungeon is a bullet hell dungeon climber immediately following the adventures of the misfit ‘Gungeoneers’ and their journey for personal absolution in Enter the Gungeon. The Gungeon has become a paradox and is collapsing! Armed with an ever-changing weapon, an insatiable need to loot, and the trusty dodge roll, each of our heroes must ascend and escape via their own unique route of increasingly perilous elevators. Battle against the last and most bitter of the Gundead at a frantic pace, slowing down just long enough to chat with some familiar faces… and a few new ones. Shifting rooms, enemies, bosses, bizarre weapons and items all combine to ensure that no two attempts to Exit the Gungeon are the same.

Exit the Gungeon Reloads Switch Today

Hope you've got an itchy trigger finger

Gungeon-dwellers Dodge Roll, co-developer Singlecore Games, and unlicensed water-gun wielders Devolver Digital today announce Exit the Gungeon, the newest adventure in the burgeoning Gungeonverse is now available on PC via Steam and Nintendo Switch.

Debuting on Apple Arcade in 2019, Exit the Gungeon is a bullet hell dungeon climber immediately following the adventures of the misfit ‘Gungeoneers’ and their journey for personal absolution in Enter the Gungeon.

Armed with an ever-changing weapon, an insatiable need to loot, and the trusty dodge roll, each of our heroes must ascend and escape via their own unique route of increasingly perilous elevators. Battle against the last and most bitter of the Gundead at a frantic pace, slowing down just long enough to chat with some familiar faces… and a few new ones. Shifting rooms, enemies, bosses, bizarre weapons and items all combine to ensure that no two attempts to Exit the Gungeon are the same.

The latest update to Exit the Gungeon brings an arsenal of additions, updates, and tweaks to the celebrated bullet hell dungeon climber. These modifications represent a substantial overhaul to Exit the Gungeon for players on Apple Arcade and new Gungeoneers jumping in on Nintendo Switch and Steam today.

New Weapons, Items, Enemies, and Bosses

Jump into battle with dozens of upgraded weapons and new items like the Spiked Boots, while striking down new Gundead foes including the Minecart Shotgun Kin, Bullet Cardinal, and Flying Fungun! Watch out for the return of the legendary Jammed enemy variants...

Revamped Gungeon with New Rooms and Elevators

Square off in a dramatically redesigned Gungeon with improved room variety, increased room size, and many updated and devious elevators. With this increased variety, we’ve expanded Exit the Gungeon runs to more closely match Enter the Gungeon’s playtimes.

Rebalanced and Reloaded Gameplay

Massive changes to how the game spawns and places enemies, and an increased challenge level to match what veteran Gungeoneers have come to expect! An overhauled combo system yields better guns faster and throws down more money to reward Gungeoneers for fantastic combo runs.

Hats, Minigames, and Gungeon Dwellers

Look sharp with new character-specific hats as you tackle redesigned minigames and chat up a host of NPCs with new interactions and quests!

Visit enterthegungeon.com for more information about Exit the Gungeon, Enter the Gungeon, and the upcoming light gun arcade game House of the Gundead!

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