Guns of Fury Beginner Guide
Guns of Fury Beginner Guide

Update Datetime: 2026-09-05 14:29
Action platformer / Beginner guide
Guns of Fury Beginner Guide
How to read a blocked path, when to spend money at a merchant, and why the first hour should be slower than it feels.
Structure
Metroidvania
Money
Merchants
Secrets
Breakable walls
Input
Gamepad

1 A blocked path is a note to yourself

The world is described as vast and interconnected, with new areas uncovered using newly acquired skills and equipment. That is the defining rule of the structure, and it changes what being stuck means.

In a linear shooter, a wall you cannot pass means you missed something nearby. Here it usually means you do not yet own the ability that opens it. Grinding against it is the single largest waste of time available.

Get into the habit of noting the obstacle and moving on. The game expects you to come back, and the satisfaction of a Metroidvania comes from returning with the answer rather than forcing the door on the first visit.

2 Shoot the walls

Secrets are hidden in breakable walls, and environments are destructible
Both of those are listed features, which means the scenery is interactive by design rather than by accident. A dead end that looks slightly too deliberate usually is.

This pairs badly with running past everything, which is the natural instinct in a run and gun game. A useful compromise is to fire at suspicious surfaces while moving, so you are testing the room without stopping to test it.

3 Spend money on access, not on damage

You gain money as you advance and can buy new equipment from merchants. The store text is specific about what that equipment does: it helps you access new areas and battle more powerful enemies, in that order.

Early on, an item that opens a region is worth more than an item that kills faster, because a new region contains more items, more money and more of everything else. Damage upgrades pay out on the fights you were going to win anyway.

With hundreds of unique items across guns, melee weapons, bombs and accessories, you cannot buy everything. Judge each purchase by whether it changes where you can go.

4 Bosses are pattern tests

More than ten bosses are listed, in a genre where bosses traditionally repeat a fixed sequence of attacks. That makes a first attempt worth treating as reconnaissance.

Survive rather than trade. A first attempt where you learned the whole loop and died is better than one where you did more damage and learned nothing, because the second attempt is where the fight is actually won.

If a boss genuinely will not fall, the Metroidvania answer applies again: there may be equipment elsewhere that changes the fight. Leaving and coming back is a legitimate strategy rather than an admission of defeat.

5 Set up the controller first

A gamepad is explicitly recommended, and this is a game where aiming, jumping and shooting happen at once. Fighting the input while learning the systems makes both harder than they need to be.

1
Connect a controller before starting rather than after the first hard section.
2
Explore the opening area fully before advancing. It is the cheapest place to learn the movement.
3
Note every path you could not take. That list is your route plan for the rest of the game.
4
Buy the first thing that opens a door, not the first thing that raises a number.
Summary

Treat a blocked path as a note to return with a new ability rather than a puzzle to force now. Shoot suspicious surfaces while moving, since secrets are hidden in breakable walls by design. At merchants, buy the item that opens a region before the item that raises damage, because a region contains everything else. Use a first boss attempt to learn the pattern rather than to win, and connect a gamepad before you start.

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