SPSTEAMPULSELIVE ANALYTICS
Atomik: RunGunJumpGun

Atomik: RunGunJumpGun Steam news

ThirtyThree | Aug 31, 2016 | game

Released

0players observed · 23 September 2026 - 21:24:24 UTC

ActionIndiePixel GraphicsPlatformerDifficultSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak26
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score86% positive

Atomik: RunGunJumpGun news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak26
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score86% positive
  • Total reviews326
  • Release dateAug 31, 2016
  • DeveloperThirtyThree
  • PublisherGood Shepherd Entertainment

Genres: Action, Indie

Company pages: Developer: ThirtyThreePublisher: Good Shepherd Entertainment

Top Steam chartsTop 100 gamesGame directorySteam Store page

Atomik: RunGunJumpGun Steam news

Atomik: RunGunJumpGun news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • End of Summer Benefit Sale Now Available! - 21 September 2017

    Hey there again you lovely people! The next few days are going to be really special for us, as we’ve teamed-up with the amazing folks from One Gamer Fund and have put our entire library of Good Shepherd Entertainment published titles on sale for the lowest prices each respective title has ever been available for here on Steam to benefit the One Gamer Fund during its inaugural charity weekend. The One Gamer Fund is a new philanthropic initiative comprised of seven gaming nonprofits: AbleGamers, Child’s Play, Games for Change, Global Game Jam, the IGDA Foundation, Stack-Up and Take This. Between 10 a.m. PT on Sept. 21 to 10 a.m. PT on Sept. 25, half of all proceeds generated by purchases of Good Shepherd games after Steam’s share of revenue is factored will be donated directly to the IGDA Foundation on behalf of the One Gamer Fund and subsequently dispersed among all partnering nonprofits…

  • End of Summer Benefit Sale Now Available! - 21 September 2017

    Hey there again you lovely people! The next few days are going to be really special for us, as we’ve teamed-up with the amazing folks from One Gamer Fund and have put our entire library of Good Shepherd Entertainment published titles on sale for the lowest prices each respective title has ever been available for here on Steam to benefit the One Gamer Fund during its inaugural charity weekend. The One Gamer Fund is a new philanthropic initiative comprised of seven gaming nonprofits: AbleGamers, Child’s Play, Games for Change, Global Game Jam, the IGDA Foundation, Stack-Up and Take This. Between 10 a.m. PT on Sept. 21 to 10 a.m. PT on Sept. 25, half of all proceeds generated by purchases of Good Shepherd games after Steam’s share of revenue is factored will be donated directly to the IGDA Foundation on behalf of the One Gamer Fund and subsequently dispersed among all partnering nonprofits…

  • RunGunJumpGun Now Available in your pocket! - 10 November 2016

    Hey there guys, We've been listening to the many requests for a mobile version of the game that we've received from the community and gaming press alike, and we're thrilled to announce that RunGunJumpGun is now available on iOS and Android as well! The game launched today as an official Editor's Choice pick on the App Store, so hopefully there will be a lot more brave run gunners joining the community. Thanks a lot for your continued support guys!

  • RunGunJumpGun Now Available in your pocket! - 10 November 2016

    Hey there guys, We've been listening to the many requests for a mobile version of the game that we've received from the community and gaming press alike, and we're thrilled to announce that RunGunJumpGun is now available on iOS and Android as well! The game launched today as an official Editor's Choice pick on the App Store, so hopefully there will be a lot more brave run gunners joining the community. Thanks a lot for your continued support guys!

  • Little Update - 5 September 2016

    Some people with high refresh rate monitors have been reporting that the game runs way too fast. I've just put out an update that should automatically override VSync if the game detects frame rates too high (We're supposed to be frame-locked at 60fps).

  • Little Update - 5 September 2016

    Some people with high refresh rate monitors have been reporting that the game runs way too fast. I've just put out an update that should automatically override VSync if the game detects frame rates too high (We're supposed to be frame-locked at 60fps).

  • Chiptuney RunGunJumpGun Will Kill You In August - 31 July 2016

    I haven’t played a masochistic gravity-defying platformer since I finished the Veni Vidi Vici run back in the good old days. But this side-scrolling runner looks like the business. RunGunJumpGun features a spaceman out of his depth in a galaxy of weirdos, armed with a gun that can only shoot down or forward. Firing down propels you into the air and firing forward let’s you drop while also blasting obstacles and enemies out of your way. That’s it. Two buttons, one gun, angry music. Come see it in action. …

  • RunGunJumpGun coming August 31st from ThirtyThree and Gambitious - 28 July 2016

    We're beyond thrilled to announce today that we'll be working with Gambitious Digital Entertainment to release RunGun this summer. Besides them having worked hard to bring several amazing games to life, they're also some of the swellest people we've ever met. They also have ruthless standards of quality, so we've had to work even harder to make sure our game stacks up. -M.

  • RunGunJumpGun coming August 31st from ThirtyThree and Gambitious - 28 July 2016

    We're beyond thrilled to announce today that we'll be working with Gambitious Digital Entertainment to release RunGun this summer. Besides them having worked hard to bring several amazing games to life, they're also some of the swellest people we've ever met. They also have ruthless standards of quality, so we've had to work even harder to make sure our game stacks up. -M.

  • World 2 out now! (Sorry 'bout the atomiks!) - 4 June 2016

    RunGunJumpGun 0.2.0-beta – AtomikTummy is out now! The good: -refined difficulty in World 1 -World 2 now playable! Let us know what you think. We're seeking feedback. -A bunch of graphics fiddled with. -Some new writing -New pause menu. -New 'act' structure. -For everyone who complained about level 40 being too hard... you were right! We've moved it so that it's hard to get to by accident. If you want the pain, you have to seek it out. The bad: -Your save file is gone. Sorry! Logan says something about this being the last time that happens, so if you've got an issue take it up with him: @LoganGilmour -M.

  • World 2 out now! (Sorry 'bout the atomiks!) - 4 June 2016

    RunGunJumpGun 0.2.0-beta – AtomikTummy is out now! The good: -refined difficulty in World 1 -World 2 now playable! Let us know what you think. We're seeking feedback. -A bunch of graphics fiddled with. -Some new writing -New pause menu. -New 'act' structure. -For everyone who complained about level 40 being too hard... you were right! We've moved it so that it's hard to get to by accident. If you want the pain, you have to seek it out. The bad: -Your save file is gone. Sorry! Logan says something about this being the last time that happens, so if you've got an issue take it up with him: @LoganGilmour -M.

  • Changelog 2016-19-4 - 20 April 2016

    RunGunJumpGun 0.1.0-beta – LaughingPup New: Crazy trail path behind bullets. Changed: Levels 'Descentropy', 'Xlabraxian Soda Pop', 'Master Blaster', 'Labsynth', 'I’ll Have One of Everything' moved later for better difficulty curve. Changed: We changed button-switching so you can hold either button, and it prefers the one most recently pressed. Looking for feedback on this, since it encourages lazy ways of playing (holding the shoot button permanently). Plus: a bunch of under the hood stuff that isn't visible in game. It makes it easier for us to adjust level order and add new stuff. Changes from now on will be less frequent and better logged, since we have press people (hi press people! Write good stuff about us!) and other bigshots playing our game and we don't want to bog em down with an update every day. 👌 Okay, have fun. Let us know about dumb bugs, or if you got stumped by a level…

  • Changelog 2016-19-4 - 20 April 2016

    RunGunJumpGun 0.1.0-beta – LaughingPup New: Crazy trail path behind bullets. Changed: Levels 'Descentropy', 'Xlabraxian Soda Pop', 'Master Blaster', 'Labsynth', 'I’ll Have One of Everything' moved later for better difficulty curve. Changed: We changed button-switching so you can hold either button, and it prefers the one most recently pressed. Looking for feedback on this, since it encourages lazy ways of playing (holding the shoot button permanently). Plus: a bunch of under the hood stuff that isn't visible in game. It makes it easier for us to adjust level order and add new stuff. Changes from now on will be less frequent and better logged, since we have press people (hi press people! Write good stuff about us!) and other bigshots playing our game and we don't want to bog em down with an update every day. 👌 Okay, have fun. Let us know about dumb bugs, or if you got stumped by a level…

  • Updates to Graphics and Music - 15 April 2016

    While Logan has been huffing away with his regular improvements, Jordan and I backtracked a little bit to improve the look and feel of the first world. For my part, it meant totally changing the ruleset the defines how the world tile sprites appear. So in general the world should look more busy and packed with detail, with fewer barren patches of detail-less sludge. I also added in background tiles to break up some of the monotony. If you played the game before these changes, I'm curious to know how you feel about the changes. As for Jordan... I don't really know what he did, but I'd call it audio magic. He burrowed down deep in his confusing audio software and emerged with a completely revitalized version of the track. We also fixed some of the levels to make them more suitable for babies. Now that we have this build out of the way, we return our gaze to building out the other worlds.…

  • Updates to Graphics and Music - 15 April 2016

    While Logan has been huffing away with his regular improvements, Jordan and I backtracked a little bit to improve the look and feel of the first world. For my part, it meant totally changing the ruleset the defines how the world tile sprites appear. So in general the world should look more busy and packed with detail, with fewer barren patches of detail-less sludge. I also added in background tiles to break up some of the monotony. If you played the game before these changes, I'm curious to know how you feel about the changes. As for Jordan... I don't really know what he did, but I'd call it audio magic. He burrowed down deep in his confusing audio software and emerged with a completely revitalized version of the track. We also fixed some of the levels to make them more suitable for babies. Now that we have this build out of the way, we return our gaze to building out the other worlds.…

Patch notes and updates

S.noRelease datePatch nameGID number
15 September 2016Little Update4249665521684189192
220 April 2016Changelog 2016-19-44249665521684189689
320 April 2016Changelog 2016-19-4255953140168728565

Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.