Build up your own arms manufacturing company. Find your factory, buy your resources, produce a wide range of military equipment to sell to the highest bidder. Good or bad? That's up to you, who you do business with is your choice. Don't ask, don't tell, get paid. After all, war is about making money.
All Reviews:
Very Positive (154) - 81% of the 154 user reviews for this game are positive.
Release Date:
May 25, 2018

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Gunsmith is going to be a huge game, a game that's going to take a long time to finish. Put simply. We do not have enough manpower or money to produce this entire game and launch as one massive package. It also gives us the opportunity to explore areas where we may not have before based on player feedback. The one thing that was learned from previous releases is that the expectation, demand, satisfaction and overall player experience is extremely hard to one hit wonder without a tonne of feedback. Therefore this actually gives us the opportunity to listen to you all as a community and take on board your changes. We feel this type of game will be suited really well towards Early Access because of this.”

Approximately how long will this game be in Early Access?

“Ideally less than a year. But honestly who knows... This is game development after all.”

How is the full version planned to differ from the Early Access version?

“The full version of Gunsmith is going to have much more content in terms of manufacturing ability, story, mechanics, workshop etc. Gunsmith is going to get several new additions for its final release.”

What is the current state of the Early Access version?

“Right now Gunsmith already has hours of game play. You can construct your factory, manufacture products, unlock new research, buy resources from a global marketplace and expand the factory in new areas when you need more space.

The game also already has a fully functional utilities system whereby you will need to watch out how much energy, gas and water you are using to keep the factory running at optimal conditions.

This is also the same with raw materials. Which has a functional stock market system what will vary the price of raw material which will mean you will need to choose the best times to buy product.

The game currently contains a fully working tutorial to teach new players how to get to grips with the game i.e building a factory, choosing the correct material to make the desired product and also how to pick and sell to clients.

In general the game is pretty solid and we are extremely happy with our progress. However we want and need to work on this much more to do it justice.

Its extremely hard to tell you where the game will end up or what in fact is missing, we do want to add much more for example the political influence mechanics, weapon shipment mechanics, staff/workers in the factory. Really we want to massively add to what we have. We know the concept is solid from player feedback. Players love what we have made already, now its about us expanding on that and creating more game play. We are going to listen to the players heavily through this development process so it will be hard to predict what will make the final cut. If players absolute hate something we have designed we will listen, change and adapt Gunsmith to make it the best it can be.”

Will the game be priced differently during and after Early Access?

“Yes, right now we are aiming the price at a place where we feel it will help us grow and finish the game. Not sure if this will increase or decrease depending on the player feedback really.”

How are you planning on involving the Community in your development process?

“We already are, we are using various channels to communicate with the community to get their feedback on the development, mainly on Discord so come find us! We also post regular updates on IndieDB to involve people there as well!”
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Recent updates View all (8)

July 5

The future!

Hi everyone Rich here! So it’s been a little while since we put out our last update so I thought i’d write a little something to tell you where we are and what the plans are.

I’ve had to take a break for a little while because we spent so long on Gunsmith before the launch that I’ve burned out quite hard. I was easily doing 16/18 hours a day to get it ready for launch. It wasn’t poor planning it was just trying to get the best product ready for you all with the time we had left.

That being said its super hard to be creative after smashing out a whole game over the course of 1.5 years to just keep coming up with fresh and exciting content. So basically I needed a rest and i'm sure Ed needed one too. We know you’re all super eager for what’s to come and im happy to tell you we have ALOT in store for Gunsmith over the next 6 months. I think it’s going to improve the game a tonne and make the gameplay much more diverse.

That takes time as we need to figure it out and get it right but when we are ready we will start deploying our major gameplay additions. We are listening to every comment you make and we are very actively implementing them. So if you have something in your mind that you think rocks, go ahead and put it in the forums or Discord!

Ideally I would like to get into a good sleeping / freetime structure again as the constant sitting at a PC is just not healthy for anyone. So more than likely means we will not be here on the weekends. Customer support is very important for me and making sure the game is good for you all is the top priority. But we do need to start having a life outside of game development as well. So for that reason unfortunately we might not be on hand as much over the weekends in the future. It’s not that we don’t care, but we need to rest as well.

For anyone who has got in touch regarding press keys, as I know there are quite a few. I am now setting up a custom email address for that and a we will post that soon. All press enquiries can go there from now on as I am getting overwhelmed with them.

There should be a small update next week with more fixes and some new content. Nothing major but still significant.

So yeah, we are going to be refueling for another round of heavy game dev over the next few weeks so thanks for being awesome with the support. Also, if anyone would be interested in Gunsmith merchandise let us know in the forums or Discord as thats something I am looking into.

All the best.

Rich!
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June 17

Version 28!



Version 28!

Hello everyone! Rich here, version 28 is here! We have made a tonne of changes that I will list below. Mainly you’ll all be happy to hear that the bullet FPS situation is under control. We have been tirelessly trying to get the FPS sorted on that issue and we are happy to report significant improvements. For example, I had 13 bullet machines all outputting rounds earlier and made over 15000 individual rounds with a FPS of over 100. Not saying it will be perfect for everyone but we are confident that everyone will get significant improvements with this issue. It’s not the end we are still looking into improving that more. Secondly I have rebalanced the game a lot.

The main goal of this update was to reduce the very heavy uber micromanagement of the game as it was not fun. The objective was to allow you to set up a belt and manage it but not have to keep going back every minute. It becomes tedious and boring. So my goal was to change this with V28. For example. Gloves now will be made every second to increase the early game as no one wants to wait 15+ minutes to fulfill a glove order. Very very boring so now with 2 glove lines you can make 120 a minute easy peasy. We have also reduced the sewing level to just +1 on that line as the first product should never have a level 2 item, rookies… There is also a pretty massive change to the bullets. Bullets were outrageously overpriced, in some cases the player was bagging tens of thousands of dollars for bullets but it was also costing silly money to make them.

I have rebalanced this for V28 and you will notice the sale price for bullets have plummeted. Don’t panic. This was intentional. The profit you make on bullets should be much better. But we are trying to not have 100 bullets selling at $5000. Completely wacky prices. So now they are far more realistic. 1000 rounds of 9mm will be pretty cheap just like in real life. So it’s up to you to ramp up the production. I’m not saying this will be perfect there maybe more balances ahead but were putting this out for you all to give it ago. I actually worked out the amount of ammo you should make from a real industrial sized brass roll and it's in the region of 75 sheets and 75 rounds per sheet. So not to bore you too much but essentially now you can make 10k+ rounds with 1 brass roll. So now to maximise your profit it's about making your line efficient. It’s not about making a tonne of punchers like 30+ as you will just be making too much product.

Overall the game pace has increased which is good because there was far too much idling. Also Gunsmith is not just about making the factory. It’s going to be much wider than that so we needed to get it to a position where you can set up your bullet line and then you can leave it to do its thing give or take some adjustments.

It will be interesting to see what you make of the change. Personally I think it’s much better. We more than likely will change the bullets in some way in the near future depending on your feedback so let us know! Anyway enough talk. The change list is below. Go try it out! Once again the build is live in the beta branch for now and we will make it full game when we know theres no crazy issues! Best. Rich

Gunsmith Changelog V0.0.0.28

Major changes:

  • New overall FPS improvements that should yield 40-80% better performance. It should be much better than it was, but, we’re still working to make it better and never become an issue.

  • New changes and internal system additions to Orders so they are more focused towards the player’s manufacturing.

  • We added internal systems that should make Orders tend more to the player’s current packaged items stock and their weekly manufacturing data.

  • We also added scaling to the quantities asked for, they should be more in line with the manufacturing process and would scale up to a certain relative degree so players can still be able to sell their product even if they have thousands and thousands of packaged items ready to sell.

  • Changed the crafting system so that Machine crafting is also tied to Power On / Off like Output is. If a machine is Off it won't craft until it is turned On.

  • Added Order sorting with various options to the Active and Available Orders panels to allows for more efficient display of the orders depending on certain stats.

  • More sorting options might come in the future depending on player needs and feedback.

  • Addition of a new extension space to the warehouse. We also made the junction between the Main warehouse and the first extension an individual extension.

  • Old saves should get this unlocked if they had already bought Extension 1.

  • Made more balancing changes and tweaks to recipes, crafting requirements, output speeds and crafting speeds.

    Minor changes:

  • Increased the Autosave max interval to 30 minutes and default to 5 minutes. The default is only for first time launches, if you played the game before it’ll load what you had before.

  • Added a section in the top bar for Research information so the player can easily see how much they’re spending daily, their current available research points and the daily research points they’re getting.

  • Added a button in the Machine UI “Restock Contents” which restocks all machine contents back to the Inventory. This was a behaviour that was happening when you select a different output or delete the machine, and we felt the players wanted the ability to do this manually because they usually test ratios or machines.

  • Added the key “O” as a hotkey for Orders. Controls settings will be coming soon in future patches.

  • Increased the height of the hoover’s collision so people can hoover the crazy items on the factory beams… *looking at you crazy discord people :) *

    Bug fixes:

  • Fixed a bug where bullets didn’t move properly when coming out of the puncher.

  • Fixed a bug where the brass roll in the Roll Dispenser either didn’t have proper rotation or flickered indefinitely.

  • Fixed and improved the Achievement unlocking process. Achievements should trigger with no issue, it has been tested internally and all achievements triggered fine.

  • If there is delay or non-unlocking, it might be an issue from Steam’s side.
    Fixed a bug where Output speeds and Crafting speeds didn’t get set properly after loading saves.




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About This Game



Gunsmith is a industrial management experience where you start your own arms manufacturing company. You begin by picking a small empty factory that you want to start your journey in.

From here you apply and acquire licences to begin making your first military grade items. You will build up your factory by unlocking machines and technologies. At the start you will have very little and the government will not allow you to produce more serious items until your reputation has grown. With what you are allowed to do however, you can start to produce some products.

You will start of by being able to make small almost harmless things such as combat boots, combat trousers, combat vests with no amour. Once you start to fulfill these orders you will have the opportunity to apply to unlock even more licences to expand your factory and make new and deadlier items. Eventually you will be granted a licence to manufacture armor, then ammunition, then firearms, explosives and the list goes on and on.

This is not the only thing however. You will build up a reputation with your clients from around the globe. They may ask for certain items that might not be technically legal, or they may want to pay you in diamonds, cash or gold. If you choose to do business with such people that's up to you as an arms dealer. They will always offer you a very attractive price as they will be paying for anonymity.

How will you transport the goods? Illegal arms usually travel in illegal ways and this is something you will have to consider depending on whom you chose to do business with.

Gunsmith does not just stop at manufacturing, it continues on into the political sphere, providing you with the opportunity to manipulate global situations, push politicians into certain ways and cause conflicts on the basis of selling more arms to create even more profit. ( This is by no means inspired by anything that is currently happening in the world today )

It will be up to you as a Gunsmith to overcome all these challenges and ultimately saturate the market and make as much profit as possible. How you do this will be up to you.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: 64-bit Windows 7, Windows 8.1, Windows 10
    • Processor: Intel Core i3-4340 / AMD FX-6300
    • Memory: 6 GB RAM GB RAM
    • Graphics: nVidia GeForce GTX 660 2GB / AMD Radeon HD 7850 2GB
    • DirectX: Version 11
    • Storage: 5 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system

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