Gunslinger Justice

Main Game
The player assumes the role of Wild West vigilantes Kade and Trip, who go on (mis)adventures of blasting bandits, and in the process, try to eliminate the biggest criminal in the west, but they will have to go far and wide in order to reach him.

Cyber Extermination
More TBA for All Stories

Gameplay
The gameplay takes heavy inspiration from Gunfighter: The Legend Of Jesse James and its sequel, but there are some differences, some core changes are:


 * Lives: Gunslinger Justice, by default, gives you three lives, out of a maximum of five, and the player can change the amount of lives they start with (in the options of course), from one to the said maximum of five, and are measured by hearts.
 * Timer: The Gunfighter duology's timer is like the first Time Crisis game (timer keeps on ticking, is added a set amount when getting a checkpoint, and instant death when you run out of time), while Gunslinger Justice had a timer in a similar manner to Time Crisis 4 (timer stops when an area is cleared and is reset to a fixed amount, undermentioned in the Time Allocation below, and you lose one life when it runs out).
 * Continues: Gunslinger Justice allowed infinite continues, but there is an option to limit the amount of continues.

Single Player gameplay options

 * Lives: changes how many lives you begin with, minimum setting is one, maximum is five, and the default is three.
 * Continue Limit: Toggles if continues should be limited, there are three options
 * Disabled (Default) - Unlimited Continues
 * Enabled - Limits the amount of continues, the number of times you can continue depends on what the "Credits" Setting is set to.
 * No Continues - You're not allowed to Continue, lose all your lives, and it's Game Over.
 * Credits - How many times you can continue, ranges from one to nine credits.

Stages and Bosses
The are six stages (like in Time Crisis 5) in the main game and Cyber Extermination. There is also a three-stage prequel campaign.

In General

 * Anti-Frustration Features
 * Anything that will surely hit your hero will be in red, and there is an effect from the attacker's gun/hand that will show to indicate it. This gameplay element was taken from Time Crisis II
 * If your hero takes any damage, the timer is instantly reset, which includes running out of time, again, this was taken from Time Crisis II.
 * During the "Wait" sequences, your timer is reset to a fixed amount, this was again, taken from Time Crisis II, although the time you get depends on part of the stage., like in Time Crisis 4.
 * Unlike the game it inspired from, Continuing won't make you repeat the level again.
 * Combo: Unlike the game it was inspired from, you can chain combos for additional score, unlike the Time Crisis games that feature this, you keep your combo during the "Wait" sequences, the meter also refills to full as well.
 * Hostage Spirit-Link: Like the game that inspired it (Gunfighter), shooting a civilian reduces your life by a 1/2 unit (the Gunfighter Duology made you lose an entire life, as opposed to just one half here) and costs you 5,000 points (which does not overlap with the 1,000 points that is reduced for subsequent shots), said subsequent shots to the corpse of the dead civilian will just further reduce 1,000 points.
 * One Game For The Price of Two: Inverted, it's actually two games in the price of one
 * Scoring Points
 * Score Multiplier: In Addition of combos, there is also a score multiplier, and it works similarly to the one from Mad Bullets (take damage and it resets to x1, take too much time without shooting, and it reverts to it's previous multiplier., and the combo bar keeps on draining until it's completely empty and the multiplier is at "x1", even on "Wait" sequences)
 * Spiritual Successor: To Gunfighter: The Legend Of Jesse James, and it's sequel, Gunfighter: The Revenge Of Jesse James

Trivia

 * At the moment, the only console release is on ProtoGame consoles because those console had a light-gun (The ProtoGame BFG)
 * (Real Life Trivia) the name of the game was AI-Generated.