Enter the Gungeon Codexery

The First Gunner

The first to walk in, the last to remember why they came.

The First Gunner is a late-game boss in Enter the Gungeon, representing the very first person to step through the Gungeon's entrance and attempt to conquer its labyrinthine depths. They stand as a towering, heavily armored figure wielding an oversized firearm, and their presence in the Gungeon's history reframes the entire dungeon not as a static trap but as a place that has swallowed and transformed its earliest explorers over time.

Their encounter serves as a narrative anchor for the Gun King's origin: by confronting the First Gunner, the player learns that the Gungeon does not merely generate random rooms and enemies—it imprints on those who enter, reshaping them into something new. The First Gunner is both a challenge and a mirror, a reminder that every Gunner who walks in carries the weight of the ones who came before.

Role
Boss / Original Gunner
Affiliation
The Gungeon
First appears
Enter the Gungeon (2016, Dodge Roll)
Weapon
Oversized firearm
Status
Defeated by the player
Narrative function
Reveals the Gun King's origin and the Gungeon's history of consuming its first explorers

Lore & Background

Before the Gun King ruled the Gungeon's upper halls, before the Gunner's child drew their first shot, there was a single figure who pushed through the entrance and found only endless, shifting corridors. The First Gunner is that figure. They arrived with the same hope every Gunner carries—the belief that a weapon at the end of the maze would change their life. What they found instead was a dungeon that rewrote them, layer by layer, armor over armor, memory over memory, until the person who walked in bore little resemblance to the person who still fired the gun.

The Gungeon does not build itself randomly. It grows around its inhabitants, and its earliest inhabitant left the deepest scar. The First Gunner's room, their weapon, their heavy plating—all of it is a fossil record of the dungeon's first act of transformation. The Gun King, in their later and more terrible form, is an echo of this same process taken to its logical extreme: a Gunner so thoroughly rewritten by the Gungeon that they became its sovereign. The First Gunner is the proof that this is not a one-time event but a cycle, a slow digestion that the Gungeon performs on everyone who dares to enter.

For the player, facing the First Gunner is less a traditional boss fight and more a confrontation with the Gungeon's own memory. The bullets they fire are not random; they trace the same patterns the player has been navigating for hours, as though the dungeon is replaying the first time someone tried to escape. Defeating them does not free the Gungeon. It simply adds another layer to the stack, another Gunner who entered, was changed, and was eventually forgotten by the corridors that will outlast them all.

In Their Own Story

The corridor was wrong. Not wrong in the way the Gungeon is always wrong—shifting, contradictory, a staircase that ended in a ceiling—but wrong in a specific, personal way. The walls were older here. The brickwork was worn smooth by something that had walked this path ten thousand times, and the floor was scored with the same groove, the same groove, the same groove, like a record stuck on one note.

The First Gunner stood at the far end of the hall, and they were enormous. Not tall in the way the Gun King is tall, imposing and regal, but *thick*, layered, as though someone had kept adding armor over the original body without ever removing a single plate. The visor was cracked. Behind it, something blinked that was not quite an eye. The gun in their hands was the size of a doorframe, and when they raised it, the barrel hummed with a frequency the player felt in their teeth.

The first shot came not from the gun but from the floor, a bullet threading up through the tile as though the Gungeon itself had loaded a round. The player dove. The second shot was a spray, wide and lazy, the way a very old hand shakes. The third was precise, aimed at the gap in the player's armor, and it *missed by a hair* because the Gungeon had already decided, in some ancient and tired way, that this one would not die here. Not yet.

The player fired back. The bullets struck the layered armor and pinged off like coins dropped on a table. The First Gunner did not flinch. They adjusted their aim with a slowness that was almost gentle, the way a parent steadies a child's hand, and the next volley was different—tighter, angrier, the gun barking in short bursts that left the walls smoking.

It took longer than it should have. The player's health bar bled down in long, slow drips. The First Gunner's armor cracked, then split, and behind the plating there was not flesh but more plating, and behind that, more, and the gun never stopped firing until the very last plate fell and the figure collapsed in a heap of rusted metal and something that looked, in the flickering torchlight, like a hand reaching for an exit that was no longer there.

The corridor was quiet. The groove in the floor was still there. The player stood in it for a moment, feeling the shape of ten thousand footsteps pressed into the stone, and then walked on, because the Gungeon does not let you stay, and the next room is already rearranging itself around your back.

Reader's Guide

The First Gunner encounter unfolds in a single, elongated corridor that feels deliberately older than the rest of the Gungeon—worn brick, deeper shadows, a layout that resists the usual randomization the player has come to expect. The boss is positioned at the far end, and the fight is a back-and-forth across this narrow space.

The First Gunner's attacks come in escalating patterns. Early volleys are slow and telegraphed, giving the player room to learn the rhythm: a wide spray, then a aimed shot, then a floor-bullet that threads upward through the tile. The Gunner's movement is minimal; they do not chase or reposition. The Gungeon does the work for them, spawning hazards in the corridor as the fight progresses.

The player's role is reactive and positional. Dodging the telegraphed shots, breaking line of sight behind debris, and returning fire during the Gunner's reload windows are the core loop. The Gunner's armor means damage is slow to register, stretching the fight and forcing the player to manage their own health carefully.

Narratively, the beat reframes the Gungeon from a random dungeon into a *record*. The First Gunner is not a generated enemy; they are a remnant. Their fight is the Gungeon replaying its first day. The player realizes that the Gun King is not an alien invader or a random boss—they are the logical endpoint of the same process that turned the First Gunner into a rusted, layered monument. The Gungeon does not create its enemies. It *makes* them, from the people who walk in, and the First Gunner is the oldest and most honest example of what that process produces. Defeating them does not break the cycle. It simply confirms it.

Did You Know?

More in Plot & Timeline

Elsewhere in the Enter the Gungeon universe

Spotted an error? Know more?

This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record

Comments

Loading…
Open in the interactive codex →