Score: 0
High Score: 0
P1: WASD and Space. P2: arrow keys, Enter and Right Shift. Board a vehicle together.
Bunker Run is a two-player co-op run-and-gun on one keyboard. You start on foot: player 1 carries the machine gun, player 2 carries the bazooka, and the first job is to reach the abandoned tank at the top of the sector together. Once you board it the seats split, player 1 drives and player 2 runs a turret that aims in world space, so a hull turn never drags the gun off target. The tank stops at a river, you cross on foot, fight to a helipad, and fly the next sector with player 1 at the stick and player 2 on the rockets. Land, and the loop starts again, harder. The strip is endless, the score is how far north you get, and every vehicle sector ends at a line of bunkers that has to be destroyed before the way north opens.
Each sector moves through a supply village, a defended river, and a fortified depot. Timber cabins, stone farmhouses, metal workshops, and canvas supply huts block movement and gunfire: two heavy hits or a sustained machine-gun burst collapse a building and expose an ammo crate. Red fuel drums explode after three machine-gun hits or one heavy round, damaging nearby enemies and triggering nearby drums and shacks. Keep your distance from the blast.
The broad bridge carries tanks; the narrow side bridge gives infantry a flank around the checkpoint. Village, fuel-yard, and patrol-outpost layouts change between sectors. Bridge defenders wait in ambush and outpost patrols move around their posts. Watchtowers take two heavy hits and cover their approach with a visible aiming cone. Concrete bunkers only fire into their southern arc, so use the bank roads and sandbag cover to reach their sides. Enemies enter the screen and warn before firing; their shots are staggered to leave room to dodge. Wrecked armor remains as cover that absorbs two heavy rounds; debris stays after the cover breaks. Enemy ground weapons need a clear line of sight. The artillery advance slows during nearby combat, giving you time to use cover.
Player 1: W, A, S, D to move, Space for the machine gun. Endless ammo, kills infantry, pops mines, wears down armour and buildings. Player 2: arrow keys to move, Enter for the bazooka. Limited rockets, one hit takes a unit off a tank, bunker or wall. Crates refill rockets, medkits heal. Supplies stay on the ground when you are already full. A soldier at zero hp goes down and bleeds for twelve seconds; the other stands over them for two seconds to get them back up. Both down is the end of the run. Boarding needs both of you standing at the vehicle.
Driver: W and S throttle, A and D turn the hull. Roads are fastest, mud halves your speed, rivers need a bridge. Gunner: left and right arrows traverse the turret, Enter fires the cannon, hold Right Shift or the down arrow for the machine gun. The mouse works too: move to aim, click to fire, right-click for the machine gun. Shells are limited; drive over crates. The tank burns fuel while it moves and stops when the gauge hits zero, so drive over the red jerry cans; two sit in every vehicle sector. Run dry and the crew is on foot again. The tank cannot cross the river at the end of its sector, so you dismount and cross the footbridge.
Pilot: WASD flies in any direction and terrain no longer matters. Gunner: same keys as the tank, rockets instead of shells; the rockets never run out and fly over walls. Fuel does run out, and hovering burns it too, just slower than flying, so pick up the jerry cans on the way. Flak guns and enemy helicopters are the threat in the air; ground armour cannot reach you. The helicopter lands at the pad at the top of its sector and you are on foot again with a new tank ahead.
Watch for armored convoys, helicopter intercepts, and fortified crossings as the sectors repeat. These encounters are announced as you approach and use the sector’s existing enemies. Light tanks navigate around obstacles and infantry spread out around cover. Clear the sector bunkers before your tank stops at the river or your helicopter lands.
If the vehicle is lost and the crew has no rockets or nearby ammo while mandatory bunkers remain, a field resupply arrives after twenty seconds. Survive and collect the crate to continue.
Gold markers offer a choice: hold near flank supplies for ammunition, rescue a stranded scout for health or hull repair, or shoot a marked radio post to slow the advance for twelve seconds. These detours never gate progress, and distance remains your score. The side footbridge offers an infantry route around the main crossing; tanks use the broad bridge.
The strip is endless and the score is distance: how many metres north the crew gets. Kills don't add points, they clear the way. The view creeps north on its own with artillery in the red band behind you, and it never scrolls back. Enemy density and reaction speed rise slowly with range, while scrolling stays slower than walking through mud. From the second sector on, each sector hides one purple upgrade crate: faster reload, a hotter machine gun, armour plate, light boots or ammo webbing, each stacking up to three levels for the rest of the run. Enemies show a health bar once they have been hit.
Solo mode gives one soldier both weapons and both seats: WASD moves or drives, the mouse aims, click fires, right-click or Enter uses the other weapon. Your best distance saves in this browser.
How do two people play Bunker Run? Share one keyboard. On foot, player 1 moves with W, A, S and D and fires the machine gun with Space; player 2 moves with the arrow keys and fires the bazooka with Enter. Once you both reach the tank you board it: player 1 drives, player 2 aims the turret with the left and right arrows, fires with Enter and holds Right Shift or the down arrow for the machine gun. The gunner can use the mouse instead.
What is the order of the run? On foot, then the tank, then on foot again after the tank stops at a river, then a helicopter, then it lands and you are on foot again with a new tank ahead. Each loop is harder.
Why does the turret keep pointing the same way when the tank turns? The turret is aimed in world space, so a hull turn never drags the gun off target. The gunner keeps their aim while the driver changes course.
Can I play Bunker Run alone? Yes. Solo mode gives one soldier both weapons and both seats: WASD moves or drives, the mouse aims, click fires, right-click or Enter uses the bazooka or the machine gun.
How is Bunker Run scored? By distance. The strip is endless and the score is how many metres north the crew gets before both soldiers are down. Kills do not add points, they just clear the way. Your best distance saves in this browser.