Seven Gungeoneers, two groups
Enter the Gungeon has seven playable characters, split between the four you start with and three you unlock:
| Group | Characters |
|---|---|
| Starters (available from the first run) | The Marine · The Pilot · The Hunter · The Convict |
| Unlockables | The Bullet · The Cultist · The Robot |
Each character begins with its own starter gun and a starter passive item. The differences are not just flavor — they set your opening rhythm for the entire run.
Why the starter matters
A starter gun defines how you learn the game:
- A semiautomatic starter trains the roll-reload loop — roll, tap, repeat.
- An automatic starter trains sustained fire and staying on target through a pattern.
- A passive that changes your first room (extra health, a free blank, a different starting chest) changes your margin for error before you have looted anything.
Pick the starter that matches how you want to learn, not the one that looks strongest — you will outgrow the gun long before you outgrow the habit.
Unlocks expand your options
Beating character pasts and clearing milestones unlocks The Bullet, The Cultist and The Robot, each with its own loadout and a different lesson. The unlock characters are not “better” — they are different tools for different run plans.
When you want to check what a starter actually brings to a run, pair this with the gun types guide and the best guns guide.