$19.99Gunsmith Build the factory. Pick the buyers
Run an arms manufacturing company, from boots on the belt to licences that let you make far deadlier things.
Is Gunsmith worth it?
Gunsmith is worth it if…
- you like laying out production lines and tuning every machine in the chain
- you enjoy tycoon games where the profit margin is the score
- you want a business sim where moral choices actually sit on the books
- you liked Factorio or Big Pharma and want a similar flow with a darker theme
- you prefer playing at your own pace, with no timers breathing down your neck
Screenshots
From inherited warehouse to industrial empire
You start with little: an inherited factory, a few machines, and a government that will not let you touch anything serious until your reputation grows. So the first orders are humble. Boots, trousers, vests with no armour. Feed plastic onto a belt, heat it, mould it, sew it, box it, ship it.
As orders get filled, licences unlock and the catalogue turns to armour, ammunition and firearms. The factory grows with you: over 35 machines, more than 30 products, and four factory types to run. The empire part is real, but it starts with a single line and a pair of gloves.
The production line is the puzzle
This is a conveyor game at heart. You place machines, link them with belts (over 10 types, including bridge belts that let lines cross in stacks), and tune each machine's speed so nothing starves or backs up. Electricity, water and gas all need supplying, and every machine costs maintenance, so there is a constant push to get more output from less.
Study cycle times, split a line into sub-processes, and you can cut weekly energy and labour costs while squeezing out more units. Every layout is your own, and the toolset is simple enough that rearranging a line is a pleasure rather than a chore.
Who you sell to is the real decision
More than 20 clients from around the globe want your goods, and not all of them are technically legal customers. Selling to them is your choice, and the game keeps score: an indirect death counter sits in the corner of the screen and grows with your business, whatever you tell yourself about gloves.
Reputation works both ways. Give to charity and you build a clean name that opens doors. Hand out bribes and you walk the warlord's path. There is even a henchman who can launder undeclared profits, because of course there is.
A market that never sits still
You cannot make your own raw materials, so you buy plastic, cloth and the rest from a dynamic marketplace where prices move daily. An automated buying and selling system can handle the routine trades, but timing your purchases still matters when a shipment of materials is the difference between a profitable week and a break-even one.
Special orders and scenarios give you set problems to solve beyond the open economy, and Sandbox Mode lets you build without the grind.
What should you know before starting?
Can you play at your own pace?
Yes. There are no timers and failure is not punishing, so you can spend an hour rearranging one line without anything going wrong while you do it. The trade-off is pace: orders are delivered by hand rather than trickling in automatically, and some players find themselves waiting for money to come in. It suits quiet, methodical sessions more than fast ones.
Do you have to make weapons?
Not at first, and not only. You begin with boots, gloves and unarmoured vests, and weapons only open up once research and reputation unlock the licences for them. Some players spend most of their time on equipment rather than firearms, and a well-run clothing line can out-earn a gun factory. How far up the catalogue you climb is up to you.
Is the game finished?
It is in Early Access, and it shows in places. The developers update it regularly and add new products and systems, but updates have sometimes changed how existing factories work, and some planned items are not in yet. If you like watching a game grow and do not mind rough edges, there is plenty here already; if you want a complete package, it may be worth waiting.
How hard is it to learn?
The tutorial is worth doing: the mechanics take a while to click, and the first hours go more smoothly once they do. After that, recipes are shown with clear symbols, so you can follow what each machine needs without wading through text. The line-building itself is the easy part; making the whole chain profitable is where the thinking happens.
























