Game review
Guns and Nuns: Storming Hell Review: A Fast, Frantic Boomer Shooter With Rough Edges
7.4 / 10
- Developer
- RM120
- Publisher
- RM120
- Released
- 3 April 2026
- Platforms
- Windows
- Genre
- Action
- Monetisation
- $9.99
- Players
- false
The short version
Guns and Nuns: Storming Hell delivers a genuinely addictive, combo-driven arcade shooter starring a golden-eagle-toting nun blasting through hell, and while its bizarre gravity-field stages and aggressive enemy spawns cause real, repeated frustration for some players, its speed, style, and score-chasing loop have made it a hit with the boomer-shooter crowd.
Biggest strengths
- A genuinely addictive combo-chasing scoring system that reviewers consistently describe as the core of the game's appeal, with high replay value for high-score chasers
- Fast, satisfying gunplay and movement that draws favorable comparisons to Doom and ULTRAKILL, with a charming main character and demon enemy designs reviewers praise repeatedly
- A strong, high-energy soundtrack that multiple reviewers specifically single out as better than expected for the price point
Biggest weaknesses
- Bizarre, stage-specific gravity fields that a meaningful share of reviewers find inconsistent or outright dizzying rather than a fun twist on the formula
- Enemy spawn placement is a frequent, specific complaint, with demons repeatedly appearing directly behind or on top of the player rather than in fair, readable positions
- Reported optimization problems including crashes and, in one detailed case, full system freezes during extended play sessions
Who it's for: A strong fit for boomer-shooter and score-attack fans who enjoy fast, arcade-style FPS combat and don't mind a light, disposable story; a weaker fit for players who want consistent, readable level design or a slower, more tactical pace, since the gravity gimmick and spawn behavior can undercut precision play.
Our recommendation: Buy it
7.4 / 10
A nun, two golden desert eagles, and a whole lot of demons
Guns and Nuns: Storming Hell doesn't waste time on pretense. Players take control of Angelica Amadeus, a nun armed with twin golden desert eagles and the power of faith, dropped into hell to kill as many demons as possible before a countdown timer runs out. There's no deep narrative framing here, and reviewers don't seem to want one; as one put it, the game is essentially "no story, no fluff... just one semi-psychotic, faith-empowered woman" mowing down everything in her path until time runs out.
Developed solo by RM120, the game sits comfortably in the boomer-shooter revival lane alongside touchstones like Doom and ULTRAKILL, both of which reviewers cite unprompted and favorably. At $9.99, it's positioned as a tight, score-attack-focused arcade shooter rather than a lengthy campaign, and the review base largely treats it on exactly those terms.
A combo system that keeps players coming back
The heart of Guns and Nuns is its scoring system: kill demons quickly enough to build a combo chain, extend the clock by breaking hourglasses scattered through each stage, and chase a higher score on repeat runs. Reviewers describe this loop as genuinely addictive, with one player reporting they'd "100% completed it" and replayed individual levels three or four times each just to master them, and another simply noting they played with headphones on max volume for "almost 4 straight hours."
That replay-driven structure also does double duty as the game's progression system, unlocking new stages and weapons as players improve their scores rather than through a traditional linear campaign. Reviewers generally find this rewarding, though a subset of more experienced shooter fans specifically wish for a hard-mode option, one suggesting more enemies, more incoming damage, and a shorter timer, since the base difficulty felt too forgiving for players already fluent in the genre.
Gravity fields: a fun twist, or a disorienting one
Each stage in Guns and Nuns features its own distinct gravity field, a mechanic several reviewers describe as an interesting wrinkle on standard arena-shooter movement. That said, this is also the single most consistently criticized element of the game. Multiple reviewers describe the gravity shifts as "a bit dizzying" or outright inconsistent between stages, and one detailed negative review, which otherwise praised nearly every other part of the game, singled out the maps as "absolutely HORRIBLE" specifically because of unpredictable gravity behavior and awkward transitions between zones.
This isn't a universal complaint; many positive reviews mention the gravity mechanic only in passing, as a minor quirk to work around rather than a dealbreaker. But it recurs often enough, across both positive and negative reviews, to treat as a real and unresolved rough edge rather than an isolated gripe.
Enemy spawns, a genre-old problem resurfacing
A second recurring criticism centers on enemy spawn placement. Several reviewers specifically describe demons appearing directly behind the player or uncomfortably close at spawn, undercutting the read-and-react gunplay that makes arcade shooters like this satisfying in the first place. One reviewer bluntly called the spawns "literal garbage, always on your head," while another, more positive overall, still flagged that "enemies spawn so close to the player and to each other" that the best available response is often just to run and turn rather than engage cleanly. A third reviewer noted spawn pacing swings unpredictably between stretches with no enemies in sight and sudden crowds.
This is a common pitfall in fast arena shooters, and RM120 has continued shipping content updates since launch, including new weapons reviewers specifically praise, suggesting active post-launch support that could plausibly address spawn tuning over time.
Stability concerns worth flagging
A smaller but more serious thread in the review base involves optimization. One detailed reviewer, otherwise calling the game "one of the most fun games I've played," reported the game would periodically crash or freeze their entire computer during extended sessions, to the point of being unable to finish a level without needing to reset their PC. This doesn't appear to be a universal experience across the review sample, most reviewers report no such issues, but it's a serious enough report to flag clearly for anyone considering a purchase, particularly on lower-spec or older hardware.
Presentation that punches above its price
Visually and sonically, Guns and Nuns earns consistent praise. Reviewers repeatedly highlight the demon and character designs as charming and distinct, and the soundtrack draws specific, unprompted praise as "heavenly" and better than expected for the price. The game supports Steam Achievements, Steam Cloud saves, Steam Leaderboards for its score-attack structure, and accessibility options including Camera Comfort and Playable Without Timed Input, a thoughtful inclusion for a game built around fast reflexes and disorienting gravity shifts.
A tight package for players who know what they want
It's worth being clear about scope: Guns and Nuns: Storming Hell isn't trying to be a lengthy campaign shooter, and reviewers who go in expecting a sprawling single-player adventure will likely come away disappointed regardless of how well the core mechanics hold up. Its stage roster is built around short, replayable bursts rather than a long linear progression, and its unlock structure is explicitly tied to score performance rather than story beats. That framing matters for setting expectations correctly: the review base's enthusiasm is overwhelmingly about the moment-to-moment feel of shooting and chaining kills, not about narrative or world-building, and players should weigh the price against that specific kind of value rather than against a full-length campaign shooter.
That focus is also, per the reviews, exactly why the game works as well as it does for its intended audience. A tightly scoped, mechanically focused shooter with a strong core loop and regular free content updates is a reasonable trade for players who specifically want a game they can drop into for short, replayable sessions rather than a lengthy sit-down commitment, and RM120's continued post-launch support suggests the rough edges around gravity and spawns are more likely to be refined over time than left unaddressed.
Verdict: fast, fun, and unafraid of its own rough edges
Guns and Nuns: Storming Hell succeeds as exactly what it sets out to be: a fast, combo-driven arcade shooter with real style and a genuinely addictive scoring loop. Its gravity-field gimmick and aggressive spawn behavior are real, recurring friction points that keep it from feeling fully polished, and a minority of players have run into serious stability issues. But for players who came for boomer-shooter energy, a charming lead character, and a soundtrack worth turning up loud, the core experience delivers more than enough to be worth the price of admission.
Pros and cons
Pros
- A genuinely addictive combo-chasing scoring system that reviewers consistently describe as the core of the game's appeal, with high replay value for high-score chasers
- Fast, satisfying gunplay and movement that draws favorable comparisons to Doom and ULTRAKILL, with a charming main character and demon enemy designs reviewers praise repeatedly
- A strong, high-energy soundtrack that multiple reviewers specifically single out as better than expected for the price point
- Regular post-launch content updates, including new weapons, that reviewers say have kept the game feeling fresh since its April release
Cons
- Bizarre, stage-specific gravity fields that a meaningful share of reviewers find inconsistent or outright dizzying rather than a fun twist on the formula
- Enemy spawn placement is a frequent, specific complaint, with demons repeatedly appearing directly behind or on top of the player rather than in fair, readable positions
- Reported optimization problems including crashes and, in one detailed case, full system freezes during extended play sessions
- No difficulty options beyond the default setting, which several experienced shooter fans say makes the game too easy without an added challenge mode