How was it?
What the publisher says about Among Us Gun War Multiplayer
When you're already dead, showing kindness and hesitating to act is the same as dying. Continue to fire without stopping until there are no more zombies in your line of sight. There is only one thing left to do, and that is to keep firing while at the same time putting out flames and continuously collecting new ammo. A significant number of individuals were able to escape the city without being injured. Given that you are not a heroic figure, you will require their aid in order to successfully escape the city. Locate these individuals, form an alliance with them in order to survive the end of the world, and then engage in combat. The search for food, weapons, and DNA supplements is essential; but, the search for other supplies such as fuel, first aid supplies, generators, and so on may be a great boon to your chances of survival and quality of life.
Controls, as supplied: Use WASD to walk and mouse to shoot aim and change gun tab for menu
Those are the studio's own words, reproduced as we received them and not checked by us. The feed occasionally describes a different game altogether, so treat it as a starting point rather than a fact.
We have not written about Among Us Gun War Multiplayer ourselves yet. Every game we cover is taken apart and played first, so this page waits until that happens. The game above works either way.
See the games we have written up · Browse more Shooting Games
Game details
- Developer
- Mentolatux
- Added here
- June 2022
- Technology
- HTML5
- Platforms
- Browser (desktop, mobile, tablet)
- Classification
- Multiplayer , Shooting
- Download size
- 43.4 MB
- Ad requests
- 3 (few)
- Has a save
- Yes
- Built with
- Unity 2021.3.5f1
- Gamepad
- Yes
- Saved progress
- Kept by the game itself, in this browser on this device. It survives closing the tab and coming back, but it does not travel to another computer or phone, and clearing your browsing data erases it.
Measured by opening the game ourselves on 2026-09-10, not taken from the feed. Twelve seconds on a phone-sized screen, with ad requests counted and blocked rather than loaded.
Read out of the game’s own build, not taken from the feed. Counts come from the project file: levels are layouts named as levels, sounds are the audio files it ships with.








