- Gunman Contracts Stand Alone beta currently refers to the game's evolving Early Access experience.
- Start in the safehouse to review contracts, prepare weapons, and practice core interactions.
- Choose VR or Non-VR based on your preferred control style and available hardware.
- Use practical loadouts that match close, medium, or long engagement distances.
- Train before deploying to improve aiming, reloading, movement, and ammunition control.
Gunman Contracts Stand Alone beta Overview
Gunman Contracts Stand Alone beta is best approached as an Early Access tactical shooter rather than a finished campaign. The current structure centers on preparing in the safehouse, selecting a contract, entering a mission area, completing the assigned objective, and returning to improve your equipment. The game supports both VR and Non-VR play, so the same contract loop can feel substantially different depending on your control format.
The initial Early Access package focuses on story contracts, repeatable challenges, unlockable weapons, weapon preparation, and the Gunman's Base or safehouse environment. Players should expect the available content and balance to develop as new contracts, weapons, and features are introduced.
The official Steam store page is the best place to verify the current build, supported play formats, and Early Access information. The 2080 Games page provides an additional official reference for the project.
| Feature | Current role | New-player priority |
|---|---|---|
| Safehouse | Contract selection, training, and equipment preparation | High |
| Story contracts | Structured missions with objectives and combat spaces | High |
| Challenge modes | Repeatable combat, survival, and shooting activities | Medium |
| Gun Bench | Weapon testing and customization preparation | High |
| VR and Non-VR | Two different interaction and aiming formats | High |
| Leaderboards | Performance comparison for challenge runs | Situational |
VR Tactical Play
Direct weapon interaction, physical reloading, tracked controllers, and configurable movement options make VR the most immersive format.
Non-VR Access
Keyboard, mouse, or controller inputs translate the contract loop into a conventional first-person control scheme.
Early Access Structure
The available foundation is designed to expand through additional missions, challenges, weapons, and feature updates.
Treat the first few runs as setup and training sessions. Learning the safehouse, Gun Bench, reload behavior, and movement options will make later contracts easier to manage.
First Contract Setup Guide
Before entering a contract, complete the preparation cycle instead of rushing directly into combat. This approach works in both VR and Non-VR modes, although the physical actions differ. VR players should focus on comfortable interaction and reliable weapon handling. Non-VR players should prioritize sensitivity, aiming response, and familiar key or controller inputs.
Enter the Safehouse
Begin in the safehouse and review the available contract information. Use this area to understand the current objective, inspect equipment, and become familiar with the basic preparation flow.
Visit the Training Area
Practice aiming, firing, reloading, weapon changes, movement, and environmental interaction. VR players should test physical reach and controller tracking before deployment.
Prepare the Gun Bench
Test the weapons available for the next contract and choose a combination that fits the expected combat distance. Avoid selecting equipment only because it has higher perceived power.
Review the Contract Objective
Identify whether the mission emphasizes reaching a location, securing a target, clearing a hostile area, or completing another objective. The goal determines how aggressively you should move.
Deploy and Control the Pace
Enter the mission area, check corners and entrances, use cover, and preserve ammunition between encounters. Move toward the objective instead of treating every enemy as a separate fight.
| Preparation step | What to check | Why it matters |
|---|---|---|
| Contract review | Objective, location, expected engagement space | Prevents wasted movement and poor equipment choices |
| Training | Aim, reloads, movement, interaction | Builds control familiarity before combat pressure |
| Weapon setup | Primary weapon, sidearm, ammunition, attachments | Keeps the loadout practical for the mission |
| Comfort check | VR position, turning, locomotion, display settings | Helps maintain control during longer sessions |
| Deployment | Objective route, cover, entrances, ammunition | Creates a safer opening plan |
Do not assume that eliminating every visible enemy is always the immediate priority. Track the active contract objective and manage ammunition so you can finish the mission phase that actually matters.
Weapons and Loadout Choices
Weapon selection in Gunman Contracts Stand Alone beta should be based on distance, handling, and mission layout. A compact automatic weapon may perform well in industrial interiors, while a precision weapon becomes more useful across open sightlines. A balanced loadout is usually easier for a new player than a specialized setup.
The Gun Bench is the natural place to compare weapons and prepare for the next contract. Use it to test handling, reload behavior, target transitions, and ammunition habits. In VR, also consider how naturally you can reach, aim, and reload each weapon.
| Weapon role | Best range | Main strengths | Main limitation |
|---|---|---|---|
| Sidearm | Close | Fast access and useful backup option | Limited sustained firepower |
| Submachine gun | Close to medium | Compact handling and rapid target transitions | Ammunition may be consumed quickly |
| Assault rifle | Medium | Flexible performance across varied spaces | Requires controlled aim |
| Shotgun | Very close | High impact during room entries | Reduced flexibility at distance |
| Precision rifle | Long | Accurate deliberate engagements | Slower in confined areas |
Balanced Contract
Pair a versatile primary weapon with a dependable sidearm. This is a strong starting point for mixed interior and exterior spaces.
Close-Range Entry
Use compact weapons when the mission includes rooms, narrow corridors, and fast target transitions.
Open Sightlines
Favor controlled, accurate weapons when the environment offers longer lines of sight and deliberate target selection.
Challenge Practice
Choose equipment that helps you practice one skill, such as accuracy, reload speed, or target switching.
A useful first-loadout checklist is simple:
- Carry a primary weapon that feels controllable.
- Keep a sidearm available for emergency transitions.
- Match the weapon to the expected engagement distance.
- Practice reloads before entering a contract.
- Avoid excessive ammunition waste during early encounters.
The best beginner loadout is the one you can operate consistently. Reliable handling, clean reloads, and controlled shots are more valuable than choosing a weapon that feels powerful but unfamiliar.
VR and Non-VR Control Differences
The game’s VR and Non-VR modes share the same broad contract objectives, but they use different interaction models. VR emphasizes direct hand movement, physical weapon positioning, tracked controllers, and comfort settings. Non-VR play translates those actions into keyboard, mouse, or controller inputs.
VR players should configure their play area before starting a contract. Test locomotion, turning, seating or standing position, and controller tracking in the safehouse or training space. Non-VR players should adjust sensitivity and confirm bindings for firing, reloading, weapon changes, movement, and interaction.
| Control area | VR approach | Non-VR approach |
|---|---|---|
| Aiming | Physically align the weapon with the target | Use mouse or analog camera control |
| Reloading | Perform direct controller-based weapon actions | Use the assigned keyboard or controller input |
| Movement | Choose available locomotion and turning options | Use keyboard movement or analog sticks |
| Interaction | Reach toward weapons and objects | Use mapped interaction inputs |
| Comfort | Configure play area, turning, and position | Adjust sensitivity and camera response |
Before Your First Contract:
- Confirm whether VR or Non-VR is the preferred play format
- Test aiming, firing, and reloading in the training area
- Set comfortable movement and turning options
- Prepare a primary weapon and sidearm
- Review the contract objective before deployment
For VR, maintain awareness of your physical play area during combat. For Non-VR, use controlled movement and cover to compensate for the less direct weapon interaction model. In either format, short practice sessions are useful when a control issue affects accuracy or reload speed.
VR settings should be adjusted before a serious contract attempt. If turning, locomotion, or weapon reach feels awkward, solve that issue in training rather than during a high-pressure objective.
Challenge Modes and Score Improvement
Story contracts provide the main structured experience, while challenge modes offer repeatable ways to practice and improve. Takedown-style scenarios emphasize eliminating hostile forces. Last Stand focuses on survival against incoming attacks. Training and shooting activities isolate specific skills such as aim, reloads, reaction speed, and accuracy.
Challenge runs reward discipline more than uncontrolled aggression. Learn the environment first, identify the objective sequence, then improve your route. Once the scenario is familiar, reduce unnecessary movement, prioritize important targets, and protect your ammunition supply.
| Challenge activity | Primary focus | Improvement method |
|---|---|---|
| Takedown | Target elimination and combat efficiency | Refine target order, positioning, and weapon transitions |
| Last Stand | Survival, cover, and ammunition control | Protect strong positions and reload before pressure peaks |
| Training Area | Basic weapon handling | Repeat aim, reload, and weapon-change drills |
| Shooting Challenges | Accuracy and reaction speed | Reduce missed shots and improve target transitions |
| Objective Scenarios | Task completion under pressure | Move directly between the objective and threat-control points |
Learn the Scenario
Use the first attempt to identify entrances, cover positions, enemy pressure points, and the location of the active objective.
Choose a Repeatable Route
Select a route that limits unnecessary exposure and allows you to reach the next combat or objective point without wandering.
Improve Accuracy
Fire controlled shots and avoid spending ammunition on low-value targets when the challenge objective is elsewhere.
Reduce Delays
Practice reloads, weapon transitions, and movement so that each action supports the next part of the run.
The game’s VR and Non-VR contexts may require different practice methods. VR players can focus on physical aim, hand positioning, and reload consistency. Non-VR players can work on mouse or controller sensitivity, target order, and movement efficiency.
Use early attempts to learn, not to chase a perfect result. Once the route and objective flow become familiar, focus on accuracy, clean transitions, and shorter pauses.
Early Access Checklist and FAQ
The current Early Access structure is designed to support continued development. Keep track of the contracts, weapons, challenge activities, and control settings that matter most to your play style. For official announcements and community discussion, follow the Steam Community hub and the official Discord server.
| Progress goal | Completion marker |
|---|---|
| Learn the safehouse | You can select contracts and find training or equipment areas |
| Complete training basics | You can aim, fire, reload, move, and change weapons comfortably |
| Finish an initial contract | You understand the objective-to-extraction flow |
| Test multiple weapon roles | You know which options fit close, medium, and long ranges |
| Try a challenge mode | You can practice accuracy, survival, or target efficiency |
| Track updates | You know where to check official development information |
Recommended Progress Path:
- Complete the safehouse and training orientation
- Finish an available story contract
- Test a balanced loadout at the Gun Bench
- Play one repeatable challenge mode
- Check official Early Access updates before major changes
Q: What does the Gunman Contracts Stand Alone beta include?
The current public build is presented as an Early Access experience with story contracts, challenge activities, weapons, training functions, a safehouse, and VR or Non-VR play.
Q: Should new players choose VR or Non-VR first?
Choose VR if you want direct weapon interaction and have a comfortable PC VR setup. Choose Non-VR if you prefer conventional keyboard, mouse, or controller inputs.
Q: What is the best beginner loadout?
Start with a controllable primary weapon and a dependable sidearm. A balanced combination is easier to use across mixed mission spaces than a highly specialized setup.
Q: Where should I check Gunman Contracts Stand Alone updates?
Use the official Steam listing, Steam Community hub, developer announcements, and the official Discord for current Early Access information.
Features, balance, mission content, and supported options may change during development. Verify current details through the official Steam listing and developer community channels before relying on older setup information.