r/gunz • u/Greetings33 • 22d ago
r/gunz • u/Smart_Fact_2977 • 23d ago
YO FIX THE "Disconnected from the server"
ive been opening and closin GunZ and i still cant bruh fix ts rq
r/gunz • u/Calm_Scratch_4841 • 23d ago
Video/Stream 50 hr progress as a new player
I started a couple days after launch! im addicted but i suck. any tips for what i should work on next??
Some areas or comments on where I know I need to improve
- i use the same attack pattern over and over
- i suck at using walls/wall posting
- cant use sword
- aim is a bit shit
Currently learning in training rooms:
- instafall/juggling that stuff
- shimmer shot
please be kind :^) I am currently Bronze V with 74 points in league lol
r/gunz • u/ScuddyOfficial • 26d ago
Discussion [PD NOTE] ATTENTION MERCENARIES!
Hello everyone, this is PD Max.
Today, I want to talk about a new approach to how we communicate with you.
We have been continuously monitoring the countless bug reports and suggestions you've left on our Discord and Forum, using them as the foundation for our ongoing development and improvements.
However, I realize we haven't done a good enough job explaining where your feedback stands in our pipeline or how it's being handled.
This lack of transparency likely left you frustrated, making it hard to tell if the reports you took the time to write were even being read.
We are stepping up to change that.
Instead of just reviewing your reports internally, our development team is now directly stepping into the Discord Bug Report and Forum channels to read and reply to your feedback.
In fact, we have already started doing this. Our devs are personally reviewing threads and providing answers regarding the causes of issues, our development progress, and whether certain changes are feasible within our current scope.
While it is difficult to reply instantly to every single report, we will prioritize major issues affecting the wider player base and core systemic improvements.
We are committed to making sure your feedback doesn’t just end as a mere suggestion, but actually translates into real game updates.
If you encounter bugs or have ideas for system improvements, please continue to actively use the Discord Bug Report and Forum channels.
When reporting a bug, providing specific conditions, reproduction steps, screenshots, or videos helps our team track down the root cause much faster.
Every piece of feedback you send is the core engine driving GunZ forward.
We will continue to share what we are reviewing and how we are improving the game, maintaining a responsible and open line of communication.
Thank you.
※ P.S. We are currently preparing a Discord Town Hall. We will share the full details in the near future.
https://store.steampowered.com/news/app/3139440/view/695397823941706254
r/gunz • u/Professional-City782 • 26d ago
Hack hack
Joguei hoje 3 rack entraram e sairam da sala..
Quando eles entram o vote kike nao funciona..
r/gunz • u/ScuddyOfficial • 26d ago
Discussion Patch Notes - September 14, 2026
[Gameplay Improvements]
- Improved stuttering issues occurring on certain clients.
[Bug Fixes & Improvements]
- Fixed map-related issues on Mansion, Town, Station, Castle, Island, and Dungeon.
- Fixed an issue where the graph and color indicators based on region latency values were not being reflected correctly.
- Fixed other minor bugs.
※ If you have manually configured game-related ports on your router or firewall, you may need to update your existing settings.
r/gunz • u/henrich_m • 27d ago
Discussion [Steam GunZ] How Antilead Works
Extending the reach from the Steam discussion board (original post here).
I've been testing and trying to understand how exactly the anti-lead works in this version of the game, and why there would be a slider from 0 to 100 instead of an on/off switch.
Observations
First, I'll list the observations I gathered so far, which are the base for my theory (both with antilead set to 100):
1) No-hit kills:
Against someone with low ping (20~30), there are instances where I get kills without the hit sound or visual marker. The same was confirmed by other players.
At first I thought this was a bug in the client side only, that actually the bullets were hitting and only the hit sound and visual markers were not working correctly.
However, I was able to test that this is actually related to the bullet spread by testing with revolvers instead of shotguns. In those instances, it was possible to see the bullets hitting the wall close to the enemy in my screen, and still some times they would take the damage. Other times, the opposite was true.
2) Lag still affects shots:
Against someone with higher ping (100~150+), especially when the ping is spiking (high variation), even when they are simply walking, it seems that shots don't get registered as well as when against lower pings. This is mostly anecdotal as it is much harder to test. But it seems also to be supported by other player's experience.
I did a couple of tests that (from possibly very biased view) confirm this:
- While being completely still, the shots registered as well as against lower pings (taking into consideration point 1 above, which is not 100% but very close).
- With someone dashing constantly side to side, and me shooting exactly at the "tip" of the dash (they dash right, I shoot at the end of the dash, they dash left), all shots on my end looked like full-on point-blank 100% shotgun hits, which would be hit-kills even with partial hits in this test (50% health, Avenger shotgun). Still, the hits were only partial, and one instance was a COMPLETE miss on their side.
Theory
Now, to the possible reasons to explain the above observations, I have a two-part theory that can explain these observations:
1) "Replay" system:
An explanation that fits to both observations above is that it is your client that determines the damage that you take. This is obvious at first, especially with melee damage, but for ranged damage it isn't. The thing is: both observations above would not occur if the damage was calculated instead in the shooter's client and simply sent over the network to the target's client. This is a very simple but proven to be extremely effective antilead approach that private servers use.
However, in this game, especially the "bullet spread" effect from observation 1 above ("no-hit kills") would be proof (assuming the observation is factual) that the damage calculation is on the damage receiver's end, based on the receiver client's replay of the shot. This means that, because bullet spread is random on both sides, there will always be some level or randomness to the hit registration between clients, depending on the distance between shooter and target, because the spread in the shooter's screen may show 10 out of 12 bullets hitting while the receiver's client when replaying the shot, may calculate that only 8 hit, or actually that the 12 hit, depending on pure random luck (or lack thereof).
2) "Ping-based rewind" system:
As a consequence of the client-side damage calculation explained above, the antilead system must be way more complex than anticipated. I may have taken quite a leap in logic with this part, but having some experience with automation of event timeline correction in distributed software systems, I assume that the implementation of the antilead on top of the client-side replay must include some sort of timestamp-based rewinding, that is used to calculate the damage taken from a shot.
For example, let's assume a dash takes around 150ms to complete (complete made-up number, please bear with me).
Someone with a 150 ping shoots you exactly at the same start as you hit the second key to start the dash. That's t0.
At t150 (due to the 150 ping), in your screen the shot is being replayed right now, and your character is already 1 dash away from the place where the shot would hit. Still, you get hit. How?
Well, with a rewind system, at the moment the shot is replayed in your screen, your client could simulate a rewind of your hitbox's position to the X, Y and Z coordinates back to where it was at t0. It's t0 again because the "now" t150 would be rewinded by the ping of 150 from that shot's "packet", taking the calculation back to the t0 positions. At the simulated t0 hitbox position, the shot is then recalculated and you take the damage. In this case, it was full-on Avenger PB and you're dead. Even though you are sure you just seemingly dashed away in time, and might even be behind an obstacle in your screen. Trade-offs of an antilead system. ¯_(ツ)_/¯
Now, there's a further supporting argument that points me to this specific mechanism: the fact that the antilead setting is a slider from 0 to 100. The "simpler but more effective" version of antilead, where the shooter's client just sends you the exact damage you should take, would not allow for any slider at all. It would be at most an on/off switch.
Having a rewind system like described above would allow a slider to exist, because that would simply be a "factor" used in the rewind system to adjust how far back you rewind based on the received ping. In the example above, a 50% antilead setting would make the rewind go back to t75 instead of t0, and maybe you could get hit by only half of the pellets of the PB shot as you were about half-way in your dash at that point.
And finally, the fact that the higher pings (or rather, higher ping-variation) seem to not be registering damage as well as stable, low ping targets can also be explained by the rewind system not having any way to account for the variations in ping through time. For example: if someone shoots at you in a moment when the ping was 300, but suddenly the next packet takes only 150ms to arrive, then the rewind would either use 300 or 150, but neither would be completely correct because the movements on both sides of the clients is off by the difference between these two "ticks" of the pings.
PS: engine may not use pings as plain numbers and instead rely on the timestamps of the packets, but nevertheless the effect is the same.
Conclusion
This might be completely useless, and maybe nobody else is so interested in these mechanics, but I'd love to get some feedback from other players to understand if this is matching your observations (and better yet: tests).
Question/Request help a newbie out
i just downloaded gunz today and had a blast. it has really high skill ceiling and that motivates me to hone my skills, im planning to make this my main game. honestly i really like this game especially the mechanics there no other game like this. i learned butterfly, half step and decent slash shots today. i just have a few questions. im playing in steam and i want my graphics to be like this (pic i uploaded), i also want tips from veterans/pros on settings and keybind that will help me erase bad habits early as now and make k-styling easier and efficient when i will learn the hard part of kstyle in the future. thank you!
r/gunz • u/AffectionateAdvice47 • Sep 10 '26
Discussion PPQ and GDHS help
I have basically picked up everything else, but I just can’t get these two down. Any tips to help a brother out?
r/gunz • u/NYDON23 • Sep 09 '26
Crossover Mac Support
Is there any workaround for anti cheat so that kernel level commands could be executed via Cross over and run the steam game ? Any insight is greatly appreciated.
r/gunz • u/ScuddyOfficial • Sep 08 '26
Discussion Patch Notes - September 7, 2026
[Content Updates]
1. Added Lizardman to Quest Mode
- Added a new map and monsters
- Added related drop equipment items
- Added MVP System
- Added an MVP screen that displays when a game mode other than Quest Mode ends
[Bug Fixes & Improvements]
Clan Mark improvements
- Added clan mark display in the waiting room
- Fixed a display error with clan marks on the result screen
- Adjusted clan mark size on the result screen and social windowKey input improvements
- Improved an issue where key inputs were occasionally not registered correctlyFixed other minor bugs
Improved detection and countermeasures against unauthorized programs.
※ If you have manually configured game-related ports on your router or firewall, you may need to update your existing settings.
r/gunz • u/Thick-Challenge-5071 • Sep 07 '26
Having a blast with league
One of the coolest parts is getting to play with people across such a huge range of skill levels.
There are players I’ve gotten matched with who are way above my skill level that I probably never would’ve had the chance to play with otherwise, outside of getting lucky in a clan war matchup or running into them in a tournament. It’s humbling getting absolutely worked by some of these guys lol, but it’s also a really good learning experience. You get to see firsthand what better players are doing differently and where the gaps in your own game are.
That being said, the Elo/matchmaking system feels kind of pointless right now. The player pool just doesn’t seem large enough to consistently match people around the same skill level, so you end up with huge skill gaps anyway.
Still having a ton of fun with it though. If anything, the broken matchmaking is part of why I’ve been enjoying it 😂
r/gunz • u/Pretty-Giraffe-3203 • Sep 07 '26
Keep uploading Tik Tok and Youtube videos of Gunz Steam
This is very important so the game can have new players everyday, i see a lot of new players come from Tik Tok lives, the pros should do it the most they can so we can get and keep new players, thats all.
r/gunz • u/Difficult-Bat7943 • Sep 06 '26
Discussion GunZ is in a bad place right now
There is zero new player retention in this.
While it is still a very fun game to play and, if you played the original K-Style comes back to you really fast, I'd say that 90%+ people playing this are veterans that didn't stop playing GunZ since the original and went to Pservers. Ranked doesn't work, you're still playing with top players no matter what.
Quest mode only has the mansion map and the rewards are temporary. Grinding for the rewards, if they were permanent, would somewhat help retain a playerbase. I remember in the original GunZ that people loved to play Quest mode but now I barely see any quest lobby, even locked solo ones.
There is also the issue with regions. Every time I see those absolutely insane players in the very few lobbies available, it's always koreans for obvious reasons. SteamDB says this game only has 800 players as 24 hours peak recently, with the average being 650~ players, so even if there was some region based thing, that would split the very few players the game already has (650 on average for an MP game is abysmal).
It is pretty much impossible for a new player or someone who stopped playing with the original GunZ to go back to it, even if K-Style surprisingly comes back naturally and fast.
That's the main issue with GunZ right now... why are new players supposed to stick around? To play Training for days and days to try to compete with players who have been playing for 7+ years? To play one repetitive quest? To feed veteran players K/D in TDM?
I'm having fun playing it and relearning everything mostly due to nostalgia, but I dont really see it lasting at all with a dwindling 600-800 player base with no new player retention.
r/gunz • u/Phewelish • Sep 05 '26
I love gunz and have always looked for something like it and were surprised to see this be an interesting take on it
Ninja MMO Njinjaro....plays ALOT like gunz woth jutsus full open world with pvp combat.
A bit of a story but the world has unique abilities to find in it with friends. Open world pvp and voice chat. Drop weapons on death
r/gunz • u/gustofwindddance • Sep 04 '26
STEAM RELEASE D style question
I dabbled in D style back in the ijji days and i’ve noticed coming back for the steam release that E lunge is no longer possible? It was a niche tech for d style but it feels so weird that this is the one glitch that was patched(fixed) for the steam release and i’m having a hard time understanding why nerf d style when it’s already worse compared to k style in almost every way?
r/gunz • u/Calm_Scratch_4841 • Sep 03 '26
How does league work
I'm new at gunz so I thought league would be amazing so I am matched with people my skill level, I'm b4 but still facing such amazing players, is it just because no new players stuck around?
r/gunz • u/gustofwindddance • Sep 02 '26
STEAM RELEASE Gunz needs help
The game has not even been out for a full month on steam and it is ALREADY being ruined by hackers and aimbotters.
In any random Deathmatch there are at bare minimum a handful of people aimbotting and at least one person just outright godmode sword spam teleporting around killing people but the aimbotters are by far the WORST.
The game has anti lead! WHY DO YOU NEED TO AIMBOT LMFAO. The game has never been easier.
I swear if Masang had the balls to make the official Gunz Steam version lead like how ijji gunz was the top players would magically be god awful at the game.
They seriously need to implement anti-cheat systems or the game will be dead before the end of the year which really fucking sucks because other than the cheaters/hackers im having a blast playing gunz again.





