Gunward guide: wall breaker tips and lane strategy
Gunward is an endless lane shooter. Your rig fires on its own; your only decision is which lane to be in. This guide explains how walls, gates and Wardens work, and how to read the road well enough to go deep.
How to play Gunward
Your rig drives down one of five lanes and fires automatically at whatever is in front of it. Tap a lane dot, or drag, to steer. Five rows of the road are always in view.
Each wall shows the seconds of your fire it needs; each row shows the seconds until it reaches you. Clear the wall before its row arrives and you drive through. Arrive while it still stands and the run ends, unless a Shield takes the hit. Prefer raw numbers? Me → Wall numbers switches to hit points.
Walls
Standard walls get tougher the further you go. Some rows leave a lane open.
Gates
Amber gates cost fire to open but add damage a second when you pass through: +2 or more, written on the gate.
Armour
Pink walls are armoured. Read them early: use a Missile, bring a much stronger rig or steer around.
Carry
Once the wall in your lane is down, your fire carries on to the next row's wall at a quarter strength.
Tips for going further
In most lane shooters you react to what is in front of you. In Gunward, the row in front is already decided. The skill is in the rows behind it.
- 01Read three rows ahead.Pick a lane you can finish now and still leave yourself a route through the next two rows. The rig crosses lanes at a fixed speed, so a far lane chosen late may be out of reach.
- 02Take gates early.Every gate adds at least +2 damage a second, and that bonus lasts the whole run. Gates are cheapest in the first rows, before wall health has grown. Skipping them early leaves you short later.
- 03Never race an armoured wall.If pink armour sits in your lane, move. Armour is built to be steered around, not broken, so decide early and steer while there is room.
- 04Give the next wall a head start.After your wall breaks, your fire keeps going and lands on the next row's wall at a quarter strength, in whatever lane you are in. If the lane you need next is already open on the current row, slide over early and start wearing its next wall down.
- 05Earn Breach with clean rows.In endless runs, every 12 clean rows in a row, where the wall falls with time to spare, earns a Breach charge. You can hold one. Spend it on a wall you misjudged instead of losing the run.
- 06Plan for the first Warden.It reaches you about twenty seconds into Endless. Decide early whether to take the gate beside it or line up for the larger Warden bonus. Later fortresses arrive every 25 rows.
The four kinds of Warden
After the early first Warden, fortresses arrive every 25 rows. Breaking a Warden adds damage for the rest of the run.
Warden
One Warden among armoured walls. Find its lane and break it for +5 damage a second. The first, about twenty seconds into Endless, is smaller: take the gate beside it for +2, or line up early and break it for +4.
Twin Wardens
Two Wardens in different lanes. Pick the one you can reach and break.
Juggernaut
A longer approach and a tougher Warden, worth +8 damage a second if it falls.
Guarded Warden
Gates sit beside the Warden. Take a cheap gate bonus now, or break the Warden for its bonus.
Your gun changes as your damage grows. The look is purely cosmetic; the damage number is what matters.
| Gun | Comes online at |
|---|---|
| Twin Barrels | Start |
| Quad Guns | 16 damage/s |
| Rotary | 26 damage/s |
| Heavy Cannon | 38 damage/s |
| Railgun | 55 damage/s |
| Nova Lance | 80 damage/s |
Gunward upgrades: Workshop, Armory and Foundry
Scrap from runs pays for permanent Workshop upgrades and Armory items. These apply to endless runs, never the ranked Daily.
| Workshop upgrade | Effect |
|---|---|
| Heavier rounds | More starting damage per second. |
| Faster steering | Cross lanes faster. |
| Piercing rounds | +10% of your fire carries into the next wall, per level. |
| Quick charge | An earned Breach arrives one clean row sooner. |
| Scrap magnet | +25% scrap from every run, per level. |
| Line speed | +15% Foundry output, per level. |
| Bigger store | +25% Foundry storage before it stops, per level. |
Armory items are bought with scrap. A run takes at most one of each, however many you hold.
Missile
Clears your lane for three rows, counting the one in front.
Breach charge
Opens the wall in front of you, now.
Overdrive
Double damage for the next three rows.
Shield
Absorbs one crash. Loaded before the run, never sold when you lose.
Scout
See two more rows for the rest of the run. That run cannot set your record.
The Foundry. Set a program before you leave and the Foundry makes scrap while the app is closed, until its storage is full. Volume, the free program, has the highest base rate. Pro adds Arsenal, which makes an Armory item every 4 hours with less scrap, and Salvage, which pays 25 scrap an hour plus 1 for each row of your last run, up to 100 rows.
Gunward ranked Daily and weekly league
The ranked Daily is one run a day on one road, with the base rig and no items, for every player. Workshop upgrades and Armory stock do not come along, so the board is decided by reading the road. The server replays your run with the game's own engine before it counts. Starting the Daily claims your attempt online, so it needs a connection.
The top three each day win scrap and a trophy. A weekly league runs Monday to Sunday, UTC, with tiers from Bronze, Silver and Gold based on your ranked Daily distances. Play three Dailies in a week to qualify for its reward.
Gunward free vs Pro
Free includes the ranked Daily every day and five endless runs a day, the full road, every gate, the Workshop, the Volume Foundry program and your last 10 runs. There are no ads, no lives or energy, and no revives sold at the moment you lose.
Gunward Pro removes the daily run cap and adds the Loaded Daily, a second Daily on its own road and board where your Workshop upgrades and up to one of each Armory item except Scout come along. It also adds the Arsenal and Salvage Foundry programs, auto-collect, two more Armory stock of each item, three Pro rig finishes and a 25-run history. Choose the one-time Gunward Full Game Unlock or a StackForge Play Pass, which covers Pro across StackForge games. Pro never touches the ranked Daily.
Gunward FAQ
How do I steer in Gunward?
Tap a lane dot, or drag. The rig fires on its own at whatever is in its lane.
When does the first Warden appear?
About twenty seconds into Endless. Take the gate beside it for +2 damage a second, or break the Warden for +4. Later fortresses arrive every 25 rows.
Can I use items in the ranked Daily?
No. Everyone plays the Daily with the base rig and no items. Pro's Loaded Daily is a separate board where upgrades and items apply.
How many free runs do I get?
Five endless runs a day, plus the ranked Daily, which never counts against that limit.
Gunward is free to start, with no ads.
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