▲ 54 r/gunz

The launch has problems but if we actually want Gunz to survive, we need to help fix it instead of burying it in its first week

i know the launch has been rough, and i’m not trying to pretend otherwise.

there are real problems with the game right now. servers, connection issues, performance, some gameplay changes, translations, bugs, ui decisions, ai assets and other things people have already been talking about.

people should complain about those things. i’m not saying everyone should just shut up and accept whatever they give us.

but i also think we need to be a little smarter about how we react to this launch.

gunz has been basically surviving through private servers and small communities for years. a lot of us have been playing this game for 10, 15 or even close to 20 years, and we all know how many times gunz has disappeared, changed publisher, lost servers or ended up fragmented between different private servers.

now for the first time in a very long time we actually have an official gunz release on steam that anyone can download.

that is a big opportunity, even if the launch itself wasn't good.

this could potentially become the version of gunz that actually stays online for years, gets updates, fixes, maybe new content, better matchmaking, better servers, better anti cheat, quest updates, clan war improvements, new maps and who knows what else in the future.

and i think there is another thing that a lot of people here probably dreamed about at some point.

seeing gunz actually become competitive again.

maybe even something close to an esport.

proper ranked matchmaking, clan wars that actually matter, tournaments, teams, spectators, competitive seasons, prize pools someday, streamers playing tournaments and new players discovering gunz because they watched someone doing k-style at a level they didn't even know was possible.

gunz has always had the mechanics for competitive play.

the skill ceiling is ridiculous. there is movement, aim, timing, positioning, mechanical execution and years of techniques that players developed themselves.

there are games with much simpler mechanics that became massive competitive games.

gunz just never really had the infrastructure, stability, population and long term official support required to get there.

this steam release is probably the closest opportunity we are going to have to actually change that.

is it going to become an esport tomorrow? obviously not.

maybe it never happens.

but if there is ever going to be a chance for gunz to grow into something bigger again, it starts with having one official version, on a major platform, with an active playerbase and developers continuing to work on it.

and none of that happens if the game is dead a few weeks after launch.

masangsoft still has to prove that they are willing to maintain the game and listen to the community.

but we are literally only a few days into the release.

if there is a bug, report it.

if something feels wrong compared to old gunz, explain exactly what changed.

if slash range feels different, show it.

if hit registration is broken, record it.

if there are connection problems, report the region and ping.

if something about k-style feels wrong, explain why.

use the discord, post clips, make comparisons and give the developers information they can actually work with.

that helps.

what i don't really understand is the mentality of immediately trying to bury the game with "dead game", "uninstall", "private servers are better", "don't play this" and negative reviews without even giving them time to fix anything.

if three or six months from now nothing has improved, the developers ignore everyone and the game is still full of the same problems, then fair enough. criticize them as much as you want.

but doing everything possible to destroy the steam rating in the first week doesn't really help anyone.

especially because gunz is a multiplayer game.

population matters more than almost anything.

if new players open steam and see horrible reviews, they don't install.

if people don't install, rooms become emptier.

if rooms become emptier, even more players leave.

then eventually the game becomes financially irrelevant and the publisher stops caring about it.

and then we are back exactly where we started.

another dead official gunz and everyone going back to different private servers asking why nobody ever gives gunz another chance.

we finally have that chance right now.

also, i think veteran players sometimes forget how insane this game looks to someone who has never played it.

imagine downloading gunz for the first time today.

you join a room and someone who has been playing since 2007 starts butterfly, reload shot, half stepping and flying around the map.

you die 15 times without understanding what is happening.

then you go to steam discussions or reddit and everyone is telling you the game is garbage and dead.

of course that player is going to uninstall.

we need new players if we want gunz to grow again.

make beginner rooms.

teach people butterfly.

teach slash shot.

teach reload shot.

make guides.

make clips.

stream the game.

show people why this weird old game still has a community after almost 20 years.

and if some of us really want to see gunz competitive again someday, then this matters even more.

an esport doesn't start with tournaments.

it starts with players.

then a stable game.

then matchmaking.

then ranked.

then teams and competition.

then maybe something bigger.

we are at the very beginning of that possibility right now.

supporting the game doesn't mean pretending everything is fine.

you can like gunz and still tell masangsoft that the launch wasn't good.

you can want the game to succeed and still complain about servers, balance, ai content, bugs or missing features.

the difference is whether you're complaining because you want the game fixed or because you want to watch it fail.

personally i would rather spend the next few weeks reporting problems and seeing what they actually fix.

let them patch things week by week.

see if september gunz is better than august gunz.

see if they listen.

see if the servers improve.

see if gameplay improves.

and if they don't, then the criticism will be completely deserved.

but at least give the project the opportunity to get there.

gunz is one of those games that somehow survived way longer than it probably should have.

there is still nothing that really feels like it.

the movement, k-style, the skill ceiling, melee and guns together, all the weird mechanics players discovered over the years.

people are still playing it almost two decades later for a reason.

i just don't want us to finally get an official gunz on steam and then help kill it ourselves during the first week.

this might genuinely be the best chance gunz gets.

maybe the dream for a lot of us is to eventually see thousands of players online again, competitive clan wars, tournaments and maybe one day something that actually resembles an esports scene.

if we want even a small chance of getting there, the game first needs to survive.

so report the problems.

keep pressure on the developers.

leave useful feedback.

change your review later if they actually fix what you complained about.

help new players.

keep the rooms alive.

invite old friends back.

and let's see what this game looks like after a few weeks of updates before deciding it's already over.

we've waited years for gunz to get another real chance.

i think right now is the moment to be a little more positive and actually try to make this work.

come on guys, we can do this.

reddit.com
u/darmart123 — 1 day ago

RCS is still not available in Chile

Why RCS is not everywhere right now? How can RCS compete with the monopoly of Whatsapp if it's not in all countries at this point, RCS adoption is the easiest of any message app because it already comes by default in your phone but only a few countries have it right now, any ones knows if there is a date for full implementantion of RCS in all the world?

reddit.com
u/darmart123 — 19 days ago

Oct 1 pricing is just the beginning — Meta will squeeze WhatsApp hard. We need RCS now.

I've been building on the WhatsApp Business API for years and I want to put something on the table that I think a lot of us are thinking but few are saying out loud.

On October 1, 2026, Meta starts charging for service messages: the free-form replies you send to a customer who messaged you first, inside the 24-hour window. The thing that's been free since November 2024 and is literally the foundation of customer service on WhatsApp. Utility messages sent inside an already-open window lose their free status the same day. And since August 1, Meta Business Agent Meta's native AI is billed per token at $2 per million tokens (roughly 4–5 cents per typical message).

My thesis is simple: this isn't the change. This is the beginning of the change.

Look at the pattern, not the rate

If you've been around long enough, you've watched this movie in installments:

  1. First it was billing per 24-hour conversation. You opened a window, paid once, and sent whatever you wanted inside it.
  2. Then came the categories (marketing, utility, authentication) with separate rates that kept creeping up in the markets where WhatsApp dominates.
  3. In November 2024, Meta made service conversations free. Many of us celebrated. In hindsight it was what it was: lowering the barrier to entry so everyone would migrate their customer support onto the channel.
  4. In 2025, the per-conversation model was dismantled in favor of per-message billing. The billing unit got more granular. That's never a coincidence: granularity = more levers to raise prices with.
  5. And now, October 2026: free is over. Replying to your own customer who messaged you first has a price. And note the fine print: Meta reserves the right to update rates every quarter (Jan 1, Apr 1, Jul 1, Oct 1). Four chances a year to turn the dial.

Each individual step looks reasonable. The full sequence tells a different story: Meta spent years subsidizing adoption of the channel, and now that your entire operation lives there (sales, support, collections, notifications), harvest season begins. It's the classic platform playbook: first you become indispensable, then you charge like you're indispensable.

And Meta Business Agent is the part that worries me most going forward. Meta no longer just owns the channel it now sells its own support AI inside the channel, competing directly with BSPs and with any third-party AI solution you plug in. What long-term incentive does Meta have to keep your third-party bot cheap to run when its own bot bills by the token? Think about it. The conflict of interest is served.

The real problem: across half the planet, WhatsApp has no competition

If you operate in the US or most of Europe, this is a budget adjustment. WhatsApp is one channel among several: iMessage, SMS/RCS, email with decent open rates.

But in Brazil, Mexico, Argentina, Chile, Colombia, India, Indonesia, Spain... WhatsApp is the phone. It's where the customers are, where the sale closes, where you collect payment. There is no functional plan B. And when a provider has no substitute, economic theory is boringly predictable: the price rises to whatever the market will bear. Not to what's "fair." To what it will bear.

Today the service-message rate in most of LatAm sounds like nothing (cents per message). But the point isn't today's rate. The point is that the mechanism, the billing unit, and the precedent now exist. What's cents today gets adjusted quarter by quarter tomorrow in the captive markets — which happen to be exactly the markets with no alternative. Colombia already saw utility and authentication rates go up in a quarterly adjustment. India already saw marketing go up. That's how this works.

The channel is rented, not owned. And the landlord just demonstrated, again, that it can rewrite the lease with a few months' notice.

Why RCS is the answer (and why it's urgent)

I'm not here to sell you that RCS is perfect. RCS Business Messaging costs money too, aggregators want their margin too, and the experience is still uneven. I know.

But RCS has something WhatsApp will never have: it's an open standard that doesn't belong to a single company. It runs on carrier infrastructure, Google is pushing it hard with Jibe, and since Apple adopted it on iOS, the last coverage excuse is dying. It is, in practice, the natural successor to SMS: it reaches the phone number, not a proprietary app.

What matters isn't RCS replacing WhatsApp tomorrow. What matters is that a credible alternative exists, because:

  • An alternative channel with real traction is the only pricing pressure Meta will actually respect. Regulators always arrive late; competition arrives first.
  • For businesses: transactional messaging (OTPs, order confirmations, tracking, reminders) is the perfect first use case to migrate to RCS. It's exactly the type of message Meta just made more expensive.
  • For entire countries running their formal and informal economies on WhatsApp: having your national business messaging depend on the quarterly pricing decisions of a company in Menlo Park is a structural risk, not a technical detail.

And here's the urgency: messaging ecosystems have brutal inertia. RCS needs years of adoption to become a real counterweight. If we wait until the WhatsApp bill actually hurts before building the alternative channel, we've already lost. The time to diversify is while you can still choose — not when you can no longer pay.

What I'm doing (and what I'd recommend)

  1. Start measuring now how many service messages you send per month. That number × your country's rate is your new cost floor starting in October. If you haven't measured it, the invoice will measure it for you.
  2. Redesign flows to resolve in fewer messages. Messages-per-conversation just went from a product metric to a financial metric.
  3. Move out of WhatsApp whatever doesn't need to be on WhatsApp. OTPs and transactional notifications → RCS/SMS/email. Keep WhatsApp for what actually converts.
  4. Own the relationship, not the channel. Your own database, your own opt-ins, the ability to reach the customer through at least two channels. If your entire customer relationship lives inside a Meta app, your business has a single point of failure with a green logo.
  5. Ask your provider/aggregator about RCS today. If nobody asks, nobody prioritizes it, and the "there's no alternative" prophecy fulfills itself.

It's not that WhatsApp stops being essential tomorrow, in LatAm and Asia it's still where the customers are. But confusing "essential today" with "safe forever" is exactly the mistake Meta is monetizing.

How do you all see it? Is anyone already running serious transactional traffic over RCS in LatAm or India? How's real-world RBM carrier coverage in your country?

TL;DR: On October 1, 2026, Meta starts charging for service messages (replying to your own customer) and for utility messages inside an open window. Seen in sequence with the 2023–2025 changes and the new per-token billing for its own AI, the pattern is clear: they subsidized adoption and now comes aggressive monetization, with the right to readjust prices every quarter. In countries where WhatsApp has no rival, that's pricing power with no counterweight. RCS an open standard, backed by Google and Apple, running on carrier infrastructure is the only credible structural alternative, and adoption needs to start now, not when the invoice already hurts.

reddit.com
u/darmart123 — 1 month ago

ANTIGRAVITY WINDOWS APP IS NOT WORKING

In two different computers for third day in a row they still dont fix the problem that Antigravity is not loading, even after re-dowload, did someone fix this? Please help me!

reddit.com
u/darmart123 — 3 months ago