Free Lives mostly relied on player feedback for the weapons, tuning the weight and feel of them over the course of early access.
The developer mentioned some lessons they brought to Gorn from Broforce was not to take the game too seriously and to focus on giving the player freedom over more restrictive design.
[6] Later in early access, a local multiplayer mode was added that let a second player control a gladiator with a gamepad.
The team faced issues in terms of the framerate and resolution they had to hit on the Quest, which they solved by reworking the shaders and optimizing all of the art assets.
Jordan Devore of Destructoid felt that while Gorn wasn't revolutionary, its unique weapons helped differentiate it from other wave based VR games.