Guns of Fury | Frantic Metal Slug Metroidvania

Guns of Fury delivers a relentless blend of run-and-gun action and deep exploration that rewards both practice and curiosity.

By focusing on precise movement and an expansive upgrade system, the developers have crafted a challenging and polished experience that stands out as a significant entry for fans of the genre.

TitleGuns of Fury
ReleasedFeb 13, 2025
DeveloperGelato Games
PublisherGelato Games
PlatformSteam IconNintendo Switch iconNintendo Switch 2 icon
GenreMetroidvania, Run & Gun, Indie
RatingT
Pricing$14.99
ProtonNative

HowLongToBeat Time: 10½ Hours (Main + Sides) | My Clear Time: 8 Hours (Main + Sides)

Guns of Fury Background

Guns of Fury is a Metroidvania action platformer developed by Gelato Games Ltd, a small indie studio founded in 2017. The team, composed of brothers John and Lefteris Christodoulatos, previously created Goblin Sword, a popular 2D action platformer that launched on iOS in 2014 and later released on the Nintendo Switch.

The development team for Guns of Fury includes:

Guns of Fury Experience

Black screen with bold red capital letters reading "The END" in Guns of Fury
All guns fired, all fury spent.
Black screen with “The END” in bold red letters.

Going into Guns of Fury, I already had a strong foundation with run-and-gun and Metroidvania titles. I’ve spent plenty of time with Metal Slug 3 and 7, and I’ve finished Metroid Fusion, Super Metroid, and Dread. On the Castlevania side, I’ve played every entry commonly considered part of the Metroidvania subgenre, as well as Symphony of the Night, the game that helped define it.

I also really enjoyed Monster Boy & The Cursed Kingdom, which blended platforming with light exploration and combat. With all that in mind, I came into Guns of Fury with expectations shaped by some of the best in the genre.

Introduction

Vincent Fury holding a rifle and RPG?7 with mission text on screen
Mission locked and loaded.
Vincent Fury wields a rifle and RPG-7 as the intro mission briefing appears.

Gameplay and Mechanics

Vincent shooting upward at a giant robot boss, dealing 12 damage with visible health bar
Just a scratch… but the fight’s far from over.
Vincent fires at a towering robot boss as its health bar ticks down.

Movement & Aiming
Vincent moves with precision, capturing just the right amount of airtime to make platforming feel deliberate without being floaty. Aiming and shooting feel snappy and responsive, channeling the tight run-and-gun action of classic Metal Slug games.

Map screen with legend showing save points, travel points, merchant, and other icons
Know the terrain, survive the pain.
Map screen with legend showing icons for travel, saves, and merchants.

Map System
The large, interconnected map follows Metroidvania conventions with distinct zones and clear tracking of explored areas. Accessible from the pause menu, it gives players a solid overview of their progress. A pin system is also included, letting you mark locations with unreachable items or areas to revisit, perfect for players who want to keep their backtracking intentional.

Merchant shop screen showing items for sale and comparison to current gear
Shop ‘til you drop… enemies.
Merchant’s inventory with item details and gear comparison.

Shop
Each zone has its own merchant offering guns, equipment, food, and other useful items. The selection varies by area, giving the shop system some personality and strategic value.

Vincent obtaining knee pads with details on their function and usage
Knee deep in upgrades.
Vincent picks up knee pads, detailing their effects and how to use them.

Abilities
Progression is tied to unlockable abilities, as expected from the genre. These range from double jumps to wall climbing, expanding your movement and combat options while opening up new parts of the map.

Vincent’s equipment screen showing available handguns in Guns of Fury
Ready to draw and shoot.
Vincent’s equipment screen displaying all available handguns.

Equipment
The Equipment screen lets you assign a primary weapon, an ammo-based secondary, a throwable gadget (heart-style resource), and a passive item that grants effects like bullet pierce. It’s a flexible system that encourages smart loadouts and on-the-fly adjustments.

Settings menu highlighting screen filter option set to CRT2 in Guns of Fury
Retro vibes dialed up to eleven.
Settings menu showcasing the CRT2 screen filter option.

Settings
The settings menu includes a solid range of options: window size, language, screen shake, rumble, menu colors, controls, audio levels, and visual filters. The CRT-style filters are a nice bonus—CRT3 in particular gives the game a nostalgic, arcade-style edge.

Art & Audio

Giant house exploding with massive fiery blasts in Guns of Fury
When subtlety’s not an option.
Massive explosion tears through a giant house, Michael Bay style.
Jungle environment with new enemies including underground turret operator and guerrilla GIs
Welcome to the jungle
New enemy types including a turret operator and guerrilla soldiers in a lush jungle setting.

Enemy & Environment Design
Enemy variety stays fresh throughout the game. Enemies fit their zones naturally: GIs hide in jungle brush, tanks patrol abandoned town streets, and mounted gun emplacements fire from windows. Every area feels designed with intent, and enemy behavior consistently matches the environment’s theme.

Steel Foundry
Begins with synths and slides into an industrial drum rhythm, layered with catchy guitar riffs. It sounds like something straight out of Cobra or a lesser-known Cannon Films classic.

Boss 
Kicks off with a pick slide and launches into slap bass before riding a wave of high-energy guitar riffs. It wouldn’t sound out of place in Mighty Morphin Power Rangers.

Sewers 
Dials things back, opening with a mellow tone that leans heavier on bass. There’s a subtle weight to it. Moody, contemplative, and fittingly grimy.

Unique Features & Mechanics

Animations
Weapons each come with their own attack animations and visual effects, adding a level of individuality rarely seen in other games in the genre. Nothing here feels like a lazy palette swap, every weapon looks and feels like its own tool of destruction.

Multiple Endings
Guns of Fury includes several endings, some of which are locked behind New Game+ and specific in-game decisions. It rewards thorough exploration and experimentation, giving completionists something substantial to chase.

Dr. Ross discussing a side quest requesting herbs for medicine in Guns of Fury
Got herbs?
Dr. Ross explains her need for herbs to create new medicine during a side quest.

Side Quests
While side quests aren’t new to the genre, Guns of Fury makes them matter. Some quests alter the ending you receive, while others strengthen your healing medicine, adding layers of consequence and value to what could’ve been simple fetch tasks.

Vincent interacting with a save station in Guns of Fury
Saving reloads your gear—no hassle, all gain.
Vincent uses a save station that fully restores all resources.

Save Stations & Teleporting
Save rooms aren’t just for preserving progress, they fully restore health, ammo, and bombs without respawning enemies. Once teleporting is unlocked, these same rooms double as fast travel points, letting you instantly warp between discovered locations. It’s a streamlined system that cuts down on tedious backtracking while maintaining the game’s pacing and challenge.

Vincent piloting a mech swinging a beam saber in an arc attack
Cutting-edge combat gets literal.
Vincent’s mech swings its beam saber in a sweeping arc attack.

Destructible Environments
Guns of Fury goes beyond standard breakable walls by turning the environment into a strategic asset. You can collapse ledges under enemies or drop hazards like TVs onto them, adding layers of creativity to combat. Pilotable mechs also come into play, smashing through reinforced walls and opening up areas otherwise out of reach, expanding both the gameplay variety and exploration.

While it doesn’t fully explore the Metroidvania concept of zone-specific mechanics and their integration into boss design, and the difficulty curve spikes hard at points, most notably with the Sewer boss, these drawbacks are outweighed by the game’s strengths. There’s real replay value here: multiple endings, New Game+, optional side quests, and solid combat variety make returning to Guns of Fury worth it.

For a $15 game, it punches well above its weight. Between the crunchy pixel art, energetic soundtrack, and a gameplay loop that invites experimentation, Guns of Fury delivers a memorable, rewarding ride for fans of both genres.

Guns of Fury TLDR

Pros
  • Responsive Movement & Unique Weapons: Tight shooting and precise traversal make combat feel consistently satisfying.
  • Retro Aesthetic & Memorable Soundtrack: Bold pixel art channels ‘80s action vibes, while the energetic soundtrack perfectly complements each zone.
  • Replay Value, QoL & Price: Freeform teleporting, map-pinning, full restores, multiple endings and New Game+ deliver high replayability at just $15.
Cons
  • Uneven Difficulty Curve: Abrupt spikes such as the Sewer boss can throw off pacing.
  • Shallow Mechanical Progression: New abilities aren’t spotlighted or reinforced through levels and bosses.
  • Environment Gimmicks: Environmental destruction sometimes feels flashy rather than meaningfully tactical.

Guns of Fury (PC)

8.5Very Strong

Guns of Fury combines tight, responsive combat with Metroidvania-style progression, offering a satisfying and engaging experience.

The mechanical depth and well-paced exploration loop create a very strong action title that remains rewarding throughout the entire campaign on PC.

Tested On
CPU: Ryzen 7 5900X | GPU: RTX 3080 Ti | RAM: 32GB DDR4 | Storage: Crucial P5 Plus NVMe SSD
OS: Windows 11 x64 | Resolution: 1440p


References


  1. Guns of Fury – Official Gameplay Trailer
  2. Steel Foundry – Dominic Ninmark
  3. Boss – Dominic Ninmark
  4. Sewers – Dominic Ninmark
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