This page is for listing cut and/or unused stuff in Enter the Gungeon. For content from earlier Pre-Alpha versions of the game, see Pre-Alpha Content.

Super Boss Rush [ edit ]

This is an unused version of Boss Rush that most likely included secret bosses such as the Lich and the Old King.

Developer comments in the code state it should be unlocked after beating normal Boss Rush, Blobulord, Resourceful Rat, Blockner, Old King, Lich, and a boss referred to as “shopkeep” who is likely the unused Shopkeeper Boss.

This is further supported by the presence of assets for Boss Rush levels of the Abbey of the True Gun, Oubliette, and Bullet Hell.

The Tinker has dialogue referring to it: Unlock dialogue:

“Hey, I have a new elevator for you, past-killer. You should check it out.”

Selection dialogue:

“Very Special Challenge! Super Boss Rush!”

Notes [ edit ]

This mode is likely a response to the many requests by players of a way to practice secret bosses.

This mode may also be a reference to the special true arenas found at the end of most Kirby games.

Item Behaviours [ edit ]

Unused behaviours for items that are present in the game.

Item Behaviour Sprites (if any) Behaviour Name Description

Lament Configurum None Eyeball The code of the Lament Configurum contains an unused variable called 'ChanceToEyeball', permanently set to 0.001. It is unknown what 'Eyeball' would do, but it is possible that the Lament Configurum was originally intended to send the player to the cryptic Eyeball room, similarly to the Teleporter Prototype.

Effects that are in italics indicate that the effect is listed as the game's name for the effect, which is generally just a reminder.

Unused [ edit ]

Icon Name Dialogue Notes None. Shopkeeper Mimic Talking: "Purchase. . . my wares."

"BUY MY GOODS."

"Special price today only." After 'rescue': "Wow, I thought I was done for. You gotta watch out for mimics. They could be anything... Even you... You should go." Likely a mimic of Bello.

Possibly related to the unused Shopkeeper Boss. Mtea Shopkeep N/A 'Mtea' is likely a mispelling of 'Meta', a term commonly used to refer to things taking place in the breach (eg: Hegemony Credits are called 'Meta Credits'). This means the Mtea Shopkeep may have been a breach merchant. Witchkeeper N/A Certain sprites show the Witchkeeper sleeping in Cadence's chair, meaning the Witchkeeper may have been an early version of Cadence. Goon N/A An unused NPC from the Convict's past, similar to the existing Goon already found there. Princess Blacksmith N/A Likely an early form of The Blacksmith.

Shrines [ edit ]

Icon Name Description & Text Notes Loadin Shrine N/A Reference to Odin, the king of Asgard in Norse mythology. Artemissile Shrine N/A Reference to the Greek goddess of hunting and wilderness, Artemis.

Possibly a reference to FTL:Faster than Light, in which a starting weapon for some ships was the Artemis Missile. Dagun Shrine N/A Likely a reference to the Mesopotamian god Dagon. Armour Heart Shrine N/A Could be related to the unused Armour Heart pickup. No Gun Shrine N/A This shrine may have had something to do with a condition in which the player had no guns. Old Blood Shrine Inspect: An ominous fountain, filled with blood. You're so thirsty... Use Option: Drink. <Regain health> Slightly different visually to the current Blood Shrine, with a very different effect. Lord of the Jammed Shrine N/A Unknown effect.

Companions [ edit ]

There are several unused companions present in the game. Only one of them has been seen in game footage.

Raccoon [ edit ]

Summoned by the unused item Raccoon. Its function was to carry the player across trap rooms based on an unknown trigger.

It has only been seen in a screenshot in the AG&D Steam Announcement.

Rat [ edit ]

This companion has an unknown effect and may be related to the Resourceful Rat.

Tutorial [ edit ]

There are remnants of a simple tutorial that seems to have been scrapped in favor of Ser Manuel's tutorial.





There are also variations of these with keyboard controls instead of controller.

Icon Name Health Description Ammonomicon Entry Bunker 800 Unused boss that is fully complete (has bosscard, attacks, etc.) There is another version of this boss which is a giant mimic. The developers stated that this boss was cut because it simply wasn’t fun to fight against in-game. Forward Operating Base This bunker's walls are several feet thick, and it is too dark to make out what is operating its turrets. It seems like something is moving inside. Boss Template 950 Unused boss that uses the default sprite (High Priest) and default attack (ring of bullets). Possibly Used For Testing N/A Shopkeeper Boss 1000 Exactly the same as the Boss Template. N/A Tsar Bomba ? Exactly the same as the Boss Template. The basis for Fuselier. N/A Vampire Mantis 950 Unused boss with animations and a bosscard, but only uses the default attack. In the mobile game, Exit The Gungeon, it is revealed that this is the High Priest's original form before Kaliber chose them to be her avatar. Psychokinetic Soldier N/A Bullet Bishop 950 Unused boss with animations but no boss card. Only uses the default attack. Ex Cathedra This blessed bullet speaks with the voice of Kaliber herself. His aim is infallible, at least when firing from the pulpit. Old Resourceful Rat ? An unused old version of the Resourceful Rat boss that would fire small yellow shots rapidly, run towards the player, and dash away from bullets. N/A Western Bros ? An unused boss trio that would possibly work like the Trigger Twins. They reference the movie The Good, the Bad and the Ugly in that the Western Bros' sprite names (Angel, Nomo, and Tuc) reference the names of the three main characters (Angel Eyes, No Name, and Tuco). N/A

Bunker: "The Gundead have grown quite industrious. To be organized enough to occupy that bunker... Well, it's interesting, don't you think? Hah..."

Enemy/Companion/NPC Behaviours [ edit ]

Certain attacks or behaviours that may have been removed from enemies, companions, or NPCs that still exist within the game. (Or old sprites of existing behaviours)

Facecard Boss Intro Ingame Appearance Starting Gun(s) Starting Passive(s) Nickname(s) Makarov None. "comrade"

"spaceman"

Boss intros are bugged.

Has no animation for walking with no gun.

Has no past.

Facecard Boss Intro Ingame Appearance Starting Guns(s) Starting Passive(s) Nickname(s) Magnum

AK-47

38 Special None. "plateface"

Despite having a custom facecard, attempting to talk to NPCs or use shrines as the Ninja will bring up the Cosmonaut's facecard instead.

Boss intros are bugged.

Has no animation for walking with no gun.

The Bloodied Scarf may be connected to the Ninja, as the sprites call it the ‘Ninja Headband’.

Has no past.

Rolling makes the Ninja 'blink' in the direction they rolled. This effect is purely cosmetic.

Rolling into a pit does not damage the Ninja. Walking in normally does, however.

Due to having both the Magnum and the 38 Special, the Ninja always has the Detective Magnum synergy. They are the only Gungeoneer to start with a Synergy.

Lamey was created on the side as art by Joe of Dodge Roll while the other developers worked on the main game.

Lamey has an alternate skin with light blue hair:

Starts with Lamey Gun.

First appeared in the Advanced Gungeons & Draguns Update.

Trying to take the elevator to Boss Rush with Lamey softlocks the game.

If shot with the Bullet That Can Kill The Past, she will go to The Pilot's past.

Facecard Boss Intro Ingame Appearance Starting Gun(s) Starting Passive(s) Nickname(s) None. None. None. "STRING_NOT_FOUND"

It is extremely likely that this is the early version of The Paradox.

Eevee herself is only a sprite set - her character in game is utilizing an unused modifier that randomizes the character’s sprite every time they interact or roll. This modifier costs 5 Hegemony Credits (as shown by the “Keep Modifiers?” prompt upon death while playing as Eevee) and if it is not reapplied upon death, the player becomes the Convict.

When the character is facing right, a rectangular pink visual artifact appears behind the character.

When changed into through the use of cheats, takes the appearance of one of the main 6 Gungeoneers (including alternate costumes).

At the end of every dodge roll animation, her appearance changes to a different Gungeoneer (including alternate costumes). Her appearance also changes this way if she uses the elevator, falls into a pit, flips a table, rolls a barrel, or interacts with an item.

Her bosscard, facecard, and map icon are of The Hunter.

Trying to take the elevator to Boss Rush with Eevee will softlock the game.

First appeared in the Advanced Gungeons & Draguns Update.

Her name is probably a reference to the Pokémon called Eevee.

Roguemines [ edit ]

Facecard Boss Intro Ingame Appearance Starting Gun(s) Starting Passive(s) Nickname(s) None. None. Has the same nicknames as The Pilot.

Roguemines might be a character that dodge roll used for testing, when the game was in development

Tilesets [ edit ]

There are several unused tilesets for chambers in the game, ranging from the belly of a great beast to a spaceship. These do not exist as actual chambers that you can change to (even using mods), but it is possible to force a particular tileset to be displayed on any chamber.

Jungle [ edit ]

(Source: https://www.youtube.com/watch?v=bqCJr39TjbE)

This tile set stands out in that it has an added rain and storm effect making this one look like a floor taking place outside the Gungeon. Not much is known on what this tile set was planned to be used for. More info may be added if any new information comes to light.

A video has been posted showing this tile set in action on a test floor (above image has a link to it). It was loaded via an unused test flow called "test_west_floor_03a_flow" which is a test floor that appears meant for the West tile set. That floor appears to have rooms mostly from the Hollow but ends with the Old King. This suggests that West was a beta version of the Abbey of the True Gun secret floor. A few unused destructible objects like a couple Cacti in the starting room can be seen in the test video showing the Jungle tile set.

Belly [ edit ]

(Info here soon)

This tileset is supposed to be the belly of a giant monster. Trying to load it (e.g. with mods) will softlock the game.

This tileset could also be a reference to a floor in The Binding of Issac called “The Womb”. This is also supported by the fact that it is referred to in the game files as “Monstro”, the name of the most famous boss in the same game.

Besides these two pictures not much else is known about this unused floor.

Phobos [ edit ]

(Info here soon)

This tileset appears to be a "past" version of the Future tile set. Does not have it's own music track but does reuse the door open/close sound FX from Future. It also is not missing detail around areas with pits like with most of the other unused tilesets.

Bears a striking resemblance to the tile set found in the R&G department.

The tileset may be a reference to DOOM, as the first chapter of the game occurs on Phobos (one of Mars' moons) and the tiles (e.g. green water, yellow and grey doors) resemble the levels from the chapter.

Old West [ edit ]

(Info here soon)

Possibly the “undiscovered chamber” from the Cactus’s Ammonomicon description.

A test Gungeon flow still exists for this tile set. Although this flow is not functional with this tileset due to using rooms with pits which causes exceptions when the tileset was forced active via mods. (softlocks at load screen)

The unused test Gungeon Flow spawns two Cacti objects in the starting chamber. They take about 2 shots from a gun to destroy and can't be destroyed by walking/rolling into them like most other scenery objects.

Remnants of this tileset still exist in the current builds of the game. The "canyon" sections of the tileset are recolored and used as a placeholder tileset sprite collection for the Pilot's past. It is not normally seen by the player. However thanks to Nevernamed at YouTube, it was revealed by using the Drill on a chest in one of the Guneoneers pasts. That version of this tileset had the canyon tiles with a heavy purple tint to them with some change to the ground's color as well. All the pasts use this same place holder tileset. But it is unseen because special room prefabs are used to display the rooms instead of the normal tileset system.

The old west doors are setup to close automatically when the player passes through them. They do not stay open like all other doors in the game. The only doors that do not exhibit this behavior with this tileset active is the doors to the Shop since this room uses it's own set of doors.

Derelict Hulk [ edit ]

(Info and images here soon)

Called "Spaceship" in the files.

This may be a reference to The Cosmonaut, and was originally supposed to be their past.

Charon [ edit ]

(Info and images here soon)

This floor may or may not exist, no actual evidence has been found.

Gunymede [ edit ]

(Info and images here soon)

Objects [ edit ]

Unused interactive objects such as chests, doors, etc.

Icon Name Description 'Door' A large, more realistically styled dungeon door. Bulby Chest A collection of sprites for a large, more realistically styled dungeon chest. As well as one of the unused 'Red' Chests inexplicably titled as Bulby as well. 'Red' Chest A reddish brown chest with no apparent connection to the actual A tier chests in game. Locked Door An old design for a locked door. Seems to crumble dramatically upon being opened. Red Barrel An old design for the explosive barrel, looking much rounder and squatter. Rat Teleporter An odd blue teleporter, likely related to the Resourceful Rat, and possibly related to the Resourceful Rat's Lair.

Traps [ edit ]

Icon Name Effect Notes Alarm Mushroom (Red) Unknown. Cut from the Hollow, apparently due to it being annoying to play with. Has leftover sprites for activating, breaking, and idling.

Inspired by the 'shrieker' fungus from Dungeons & Dragons. Alarm Mushroom (Green) Unknown. Likely similar to the Red Alarm Mushroom, but it has fewer sprites leftover. Rat Trap Stone Slams towards the player if they line up with it horizontally or vertically, like a permanently invincible Mountain Cube. Due to the name, it was likely cut from the Resourceful Rat's Lair, which currently does not have any trap rooms. Axe Trap Unknown. None. Bayonet Trap Unknown. None. Moving Block Unknown. May have behaved similar to spiked blocks in the Binding of Isaac, moving towards the player when they line up with it horizontally or vertically, a behaviour that was later inherited by the Mountain Cube. Spinning Spike Unknown. None. Turret Gun Unknown. May have been an earlier form of the current Minecart turrets. Beam Turret Unknown. May have fired lasers at the player.

Decorations [ edit ]

Any old object that had no (or extremely minimal) interaction to it.

Projectiles [ edit ]

Unused sprites for enemy projectiles.