Gunstoppable Accessibility Settings
Comfort options for momentum combat without sacrificing Fenix's speed fantasy
Gunstoppable is a fast roguelite FPS where speed equals damage, but CAGE Studios still ships a meaningful accessibility and comfort stack on Steam at the August 5, 2026 launch. Options cover camera motion, color readability, audio splits, input flexibility, and performance relief for low-end hardware. Xbox Series players gain the same combat verbs on August 31, 2026 with full controller support.
This page maps store-listed features to practical setup for momentum runs. It does not replace the in-game settings menu—patches can add sliders. After major updates, skim Patch Notes then re-open Options before a leaderboard push.
Feature overview (Steam launch era)
| Feature | Player benefit | Wiki tie-in |
|---|---|---|
| Full Controller Support | Complete gamepad play on PC and Xbox | Controller controls |
| Camera Comfort | Reduce motion sickness from grapples and wall-runs | Movement and Momentum |
| Color Alternatives | Readable HUD and enemy telegraphs for color vision needs | Parry timing cues |
| Custom Volume | Balance master, SFX, music, and dialogue independently | Story beats in Getting Started |
| Playable Without Timed Input | Menus and non-combat inputs without harsh timers | Achievements hunting |
| Save Anytime | Pause progression on supported saves | Campaign milestones |
| Low graphics mode | Stable FPS on minimum-spec PCs (potato GPU mode) | System Requirements |
Steam also lists ten interface languages with English full audio—see Launch Notes for the table. Voice acting stays English-only; use subtitles in your interface language.
Camera Comfort
Grapple arcs, wall-runs, rail-grinds, and Reaper Mode slow-time shifts create aggressive camera motion. Camera Comfort options (labels vary slightly in-menu) typically reduce:
- Excessive FOV punch on grapple attach
- Head-bob or landing shake from Patch 25’s juicier jump/land animations
- Motion blur during high-speed turns
Recommended baseline:
- Start with comfort toggles on if you feel nausea in the Underwater Prison vertical slice.
- Widen FOV slightly after comfort is stable—peripheral vision helps parry telegraphs in bullet-hell arenas.
- Disable heavy blur before practicing Reaper Mode clusters; blur hides enemy windups.
Camera comfort does not remove skill checks in combat—it adjusts presentation. Parry impact frames (Patch 24) and manual Reaper timing still apply.
Color Alternatives
Fast roguelite readability lives in color: elite outlines, parry flash frames, speedometer tier colors (Patch 25 HUD), and damage numbers during dual-wield bursts. Color Alternatives swap palettes so telegraphs remain distinct if you use protanopia, deuteranopia, or tritanopia filters—or simply prefer high-contrast HUD.
Pair color settings with the Momentum Checklist section A speedometer glance row: if you cannot read tier color shifts, you cannot diagnose DPS drops mid-fight.
Boss fights like Robot Crab and Johnny Jetpack rely on colored telegraphs—verify alternatives before blaming “unfair” damage.
Custom volume and dialogue split (Patch 25)
Audio clarity matters when story cues overlap combat. Patch 25 added a separate dialogue volume slider distinct from master and SFX—critical for Fenix’s fully voiced campaign without muting gunfire.
| Slider | Suggested use |
|---|---|
| Master | Overall ceiling |
| SFX / effects | Gunfire, parry impacts, Reaper entry stingers |
| Music | Lower during first boss learning; raise for ambience |
| Dialogue | Keep audible over combat for story and Kane shop banter |
Leaderboard runners still benefit from dialogue separation: hear “last enemy” style barks without losing parry audio cues. See Leaderboards for speedometer-focused sessions.
Full Controller Support
Gunstoppable advertises full controller support on Steam: menus, combat, traversal, and Reaper Mode on B (manual since Patch 24). PC players can use Steam Input for PlayStation, Switch Pro, and paddle remaps.
Controller accessibility tips:
- Map grapple to a shoulder or paddle so thumbs stay on sticks during rail-grinds.
- Keep Reaper on B unless Steam Input duplicates it to a paddle—muscle memory matters for kill chains.
- Tune aim assist strength if fine flick shots strain hands—see Controller controls.
Keyboard players still have full remapping via Keyboard controls including mouse side buttons from recent patches.
Playable Without Timed Input
This flag signals that non-combat interactions—menus, shops, upgrade choices simplified in Patch 24—do not force countdown pressure. Combat itself still uses real-time enemy attacks; parries remain timing-based skill checks.
Use this setting if:
- You need extra time reading hex attachments and augments between waves
- Physical fatigue makes menu rushing painful
- You chase Achievements without hardcore time limits in safe zones
It complements Save Anytime for campaign pacing—not a cheat for invincibility in arenas.
Save Anytime
Where supported, Save Anytime lets you pause lengthy roguelite sessions without losing real-world stamina. Roguelite permadeath still applies to run rules—saving does not rewrite floor seed integrity mid-combat unless the game explicitly allows safe-room saves.
Story hunters clearing Campaign Walkthrough milestones can spread sessions across days. Speedrunners may ignore saves for personal integrity even when the option exists.
Low graphics mode (potato GPU mode)
Steam minimum spec lists modest GPU targets with an in-game low graphics mode for weak hardware—community shorthand: potato GPU mode. Stable frame rate matters more than texture flair because:
- Parry impact frames (Patch 24) are animation-sensitive
- Grapple and slide chains (Patch 24–25) require consistent input buffer
- Speedometer training needs readable HUD without stutter
Check System Requirements before launch week. If FPS dips below 60 on busy floors, enable low mode before tweaking combat difficulty.
Accessibility vs leaderboard integrity
Standard Steam achievements and public leaderboards do not require disabling comfort options. If CAGE adds optional hardcore modifiers later, read pop-ups carefully. Current launch features aim at inclusivity without splitting the player base.
Recommended setup flow (new players)
- Set dialogue volume first—Patch 25 split prevents missing Kane the Rat hints at Kane the Rat shops.
- Enable color alternatives if HUD feels muddy during Cyberpunk City neon.
- Toggle camera comfort if grapple nausea appears in prison verticality.
- Pick input device—Controls hub branches to keyboard or controller.
- Run low graphics mode on minimum spec before blaming weapon DPS.
- Skim Playable Without Timed Input and Save Anytime if session length is a barrier.
Patch-aware settings
| Patch | Accessibility-relevant change |
|---|---|
| Patch 25 | Separate dialogue volume; cleaner HUD; speedometer |
| Patch 24 | Simpler upgrade menu; enemy markers for last foes |
| Next Fest feedback | Wall speed storage—less punishing camera snaps on bad angles |
Revisit settings after Patch Notes entries—UX passes sometimes relocate sliders.
Related pages
- Controls Hub — input overview
- Keyboard controls — remapping and mouse buttons
- Controller controls — Xbox layout and Steam Input
- System Requirements — hardware and low-GPU mode
- Leaderboards — speedometer training
- Achievements — 21 Steam goals
- Launch Notes — platforms and languages
- Momentum Checklist — pre-run audio/HUD rows
Frequently Asked Questions
Quick answers to the most common Gunstoppable questions.
Does Gunstoppable have a separate dialogue volume slider?
Yes. Patch 25 added dialogue volume independent of master and combat SFX so story stays audible during fights. Find it in the audio section of settings.
What is Camera Comfort for?
It reduces aggressive camera motion from grapples, wall-runs, and landing shake—useful if fast movement causes discomfort. Combat timing is unchanged.
Can I play Gunstoppable entirely with a controller?
Yes. Full controller support covers menus and all combat actions including Reaper on B. See [Controller controls](/controls/controller/) for the layout.
What does Playable Without Timed Input mean?
Non-combat menus and interactions avoid forced countdowns. Enemy attacks in arenas remain real-time; parries still need timing.
Is there a low-end PC graphics mode?
Yes—low graphics mode on minimum spec hardware helps maintain stable FPS for parry and grapple timing. Details in [System Requirements](/guides/system-requirements/).
Do accessibility options disable Steam achievements?
Standard achievements do not require turning off comfort settings. Optional future challenge modifiers may differ—read in-game prompts if added post-launch.