---
title: "Gunstoppable: How \"Speed Is Damage\" Defined a Roguelite FPS"
url: https://daily.dev/posts/gunstoppable-how-speed-is-damage-defined-a-roguelite-fps-exi3hanlj
source_url: https://80.lv/articles/gunstoppable-how-speed-is-damage-defined-a-roguelite-fps
type: article
source: "80 LEVEL"
published: 2026-08-05T19:23:31.134Z
updated: 2026-08-05T20:29:50.258Z
tags: ["game-development", "unreal-engine"]
reading_time: 7
upvotes: 0
comments: 0
language: en
---

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# Gunstoppable: How "Speed Is Damage" Defined a Roguelite FPS

**[80 LEVEL](https://daily.dev/sources/80lv)** · 7 min read · 0 upvotes · 0 comments

## Summary

Salaar Kohari, founder of CAGE Studios and former God of War Ragnarök gameplay engineer, discusses the development of Gunstoppable, a solo-developed roguelite FPS built around the 'speed is damage' mechanic. He covers how the concept evolved from a prototype about a monkey climbing a tree, how AAA movement design lessons translated to an indie context, and how he balanced chaos with readability through gradual mechanic introduction and visual/audio contrast. The game is built with Unreal Engine 5.6, Blender, Audacity, and DaVinci Resolve — all free tools — with nearly all gameplay systems custom-built. Kohari emphasizes the critical role of honest playtesting from strangers, not friends, in refining movement feel and overall game quality.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/gunstoppable-how-speed-is-damage-defined-a-roguelite-fps>

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Tags: [#game-development](https://daily.dev/tags/game-development), [#unreal-engine](https://daily.dev/tags/unreal-engine)

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