GunBros

Turn-based artillery for bros. Pick a mobile, read the wind, drop a shell on your brother.

Online play is on its way. The first rooms open soon.

What is GunBros?

A small artillery game for the browser, made for two brothers in different cities. Chibi war machines take turns lobbing shells across hand-painted, fully destructible maps. Whoever reads the wind best goes home with the win.

  • Turn-based artillery

    One shot per turn, then everyone watches it fly. Every blast carves the ground, so the map changes as you play.

  • Wind and angles

    Set the angle, hold to charge the power bar, and lean into a wind that shifts every couple of turns.

  • 2–8 players online

    Make a room, send the five-letter code or the link, and play 1v1 up to 4v4. Drop out and you can rejoin mid-match.

  • Plays on phones

    Turn your phone sideways: big FIRE and angle controls, drag to look around. Add it to your home screen and it runs full screen.

  • Sky events: Thor, Tornado, Force
  • 8 items in 6 slots
  • Shields, classes and damage types
  • A super shot to charge

18 mobiles

Every mobile has three shots: two for everyday use and a super shot (SS) that needs a full gauge. Mechanical, bionic and shielded hulls take each damage type differently, so the pick matters.

  • Armor

    Mechanical

    Siege Missile

  • Sorcerer

    Shielded

    Shield Break

  • Delver

    Bionic

    Deep Drill

  • Triclops

    Bionic

    Cyclops

  • Stomper

    Mechanical

    Carpet

  • Zephyr

    Bionic

    Cyclone

  • Sapper

    Mechanical

    Siege Mine

  • Tempest

    Shielded

    Thunderhead

  • Vortex

    Shielded

    Singularity

  • Orbital

    Mechanical

    Orbital Lance

  • Frostbite

    Shielded

    Shatter

  • Deepshell

    Bionic

    Bubble Burst

  • Skipper

    Bionic

    Boulder

  • Herald

    Mechanical

    Thor Barrage

  • Shrike

    Mechanical

    Siege Lance

  • Croaker

    Bionic

    Deluge

  • Wyvern

    BionicRandom only

    Dragon Breath

  • Paladin

    MechanicalRandom only

    Nine Swords

8 maps

Painted landscapes where what you see is what you hit: windmills, bridges and temple walls all come down.

  • Rolling Hills, as it looks in the game

    Rolling Hills

    Two high grounds and a valley between them: lob over the cottage, or shoot the cover away.

  • Sunset Chasm, as it looks in the game

    Sunset Chasm

    A straight exchange across a chasm, over a rope bridge that one shot drops.

  • Cloudbreak Isles, as it looks in the game

    Cloudbreak Isles

    Floating isles and a central crag that forces the lob. Every rim is a drop.

  • Crystal Hollow, as it looks in the game

    Crystal Hollow

    A roof takes the lob away. Flat shots through windows between fangs and crystals.

  • Frozen Peaks, as it looks in the game

    Frozen Peaks

    Shelves that end in overhangs you can shoot away, and an ice spire mid-valley that stops flat shots.

  • Magma Forge, as it looks in the game

    Magma Forge

    A volcano wall down the middle: lob over it or tunnel through it.

  • Jungle Temple, as it looks in the game

    Jungle Temple

    Height against cover, and a covered gallery with one clean sightline.

  • Rust Yard, as it looks in the game

    Rust Yard

    An airship hull is the only bridge, between lattice girder towers.

How to play

  1. Angle

    Up and down (or drag the dial) raise the barrel. The dial shows your angle against the hull and against the world, since slopes tilt you.

  2. Power

    Hold Space or FIRE to charge, let go to shoot. A marker keeps your last shot, so next turn you can nudge it.

  3. Wind

    The arrow at the top is the wind: direction and strength. It carries every shell and changes every two turns.

  4. Turn order

    Big shots and long turns add delay; the lowest delay goes next. Play fast and light and you might shoot twice in a row.

  5. Items

    Load six slots before the match: Dual, Teleport, Med Kit, Power Up, Wind Change and more. One item per turn.

  6. Super shot

    S1 and S2 are always ready. SS charges a pip each turn and each time you are hit. Last team standing wins.