Weapons¶
Each weapon defines a fire rate, reload time, and damage profile. Perks and bonuses modify these base values at runtime.
Ammo classes¶
The HUD ammo indicator shows one of four icons depending on the weapon's class: bullet, fire, rocket, or electric.
How projectile damage works¶
Each projectile carries a few key stats from its weapon.
Damage multiplier¶
The Damage value in each weapon entry is a multiplier applied to the base damage formula:
Distance is measured from the shot origin to the point of impact, clamped to a minimum of 50. This means point-blank shots deal roughly twice as much as long-range hits. A 1.0x weapon at minimum distance deals about 67 damage; the Plasma Cannon at 28x deals about 1606.
Hit radius¶
Most projectiles use a hit radius of 1 — they have to land close to connect. Ion weapons have larger collision spheres: Ion Minigun 3, Ion Rifle 5, Ion Cannon and Plasma Cannon 10. This is what makes ion shots feel like they have area-of-effect even before chain arcs.
Damage pool¶
Every projectile has a damage pool that determines whether it stops or pierces through on hit. Most weapons have a pool of 1, so the projectile is consumed on first contact and deals the full formula damage.
Three weapons get elevated pools that enable piercing: Gauss Gun (300), Fire Bullets (240), and Blade Gun (50).
When a piercing projectile hits, it deals the current pool value as damage instead of the distance formula, then subtracts the target's HP from the pool. The projectile keeps going until the pool is drained. Piercing shots shred crowds of weak enemies but get eaten quickly by a few tough targets.
Projectile speed¶
The weapon table field projectile_meta controls how many collision
sub-steps a projectile takes per frame — higher values mean a faster
projectile that covers more ground per tick. The
Barrel Greaser perk doubles this
value, making projectiles twice as fast.
Weapon reference¶
All 33 selectable weapons in internal ID order, roughly following quest unlock progression. Fire interval and reload are in seconds.
1. Pistol¶
Clip 10 · Damage 4.1 · Fire 0.712 s · Reload 1.2 s · Bullet
Starter weapon. Hits hard per shot but slow fire rate and tiny clip limit sustained output. While you're holding the Pistol, 75% of bonus drops are forced to be weapon pickups and the overall drop rate increases — the game actively tries to get you off it.
2. Assault Rifle¶
Clip 25 · Damage 1.0 · Fire 0.117 s · Reload 1.2 s · Bullet
Fast automatic with a generous clip. Reliable all-rounder that stays useful throughout the game.
3. Shotgun¶
Clip 12 · Damage 1.2 · Fire 0.85 s · Reload 1.9 s · 12 pellets · Bullet
12-pellet spread. Devastating at close range, falls off with distance as pellets scatter.
4. Sawed-off Shotgun¶
Clip 12 · Damage 1.0 · Fire 0.87 s · Reload 1.9 s · 12 pellets · Bullet
Wider spread than the Shotgun with slightly less damage per pellet. Better for sweeping crowds, worse for focused fire.
5. Submachine Gun¶
Clip 30 · Damage 1.0 · Fire 0.088 s · Reload 1.2 s · Bullet
Fastest fire rate among bullet weapons. Large clip and quick reload make it excellent for sustained crowd control.
6. Gauss Gun¶
Clip 6 · Damage 1.0 · Fire 0.6 s · Reload 1.6 s · Bullet
Piercing shots with a damage pool of 300 that punch through multiple enemies. Spread builds fast, so accuracy degrades quickly under sustained fire.
7. Mean Minigun¶
Clip 120 · Damage 1.0 · Fire 0.09 s · Reload 4.0 s · Bullet
Enormous clip dumps a wall of bullets. Movement speed is reduced while firing, and the 4-second reload leaves you exposed.
8. Flamethrower¶
Clip 30 · Damage 1.0 · Fire 0.008 s · Reload 2.0 s · Fire
Continuous particle stream that drains 0.1 ammo per tick. Short range but high damage density against anything you can walk into.
9. Plasma Rifle¶
Clip 20 · Damage 5.0 · Fire 0.291 s · Reload 1.2 s · Bullet
5x damage multiplier makes each plasma bolt hit like a truck. Moderate fire rate rewards aim over spray.
10. Multi-Plasma¶
Clip 8 · Damage 1.0 · Fire 0.621 s · Reload 1.4 s · 3 pellets · Bullet
Fires a 5-shot volley of plasma bolts at fixed offsets. Slow cadence but each trigger pull covers a wide arc.
11. Plasma Minigun¶
Clip 30 · Damage 2.1 · Fire 0.11 s · Reload 1.3 s · Bullet
Rapid plasma stream at 2.1x damage. One of the best sustained DPS weapons in the game.
12. Rocket Launcher¶
Clip 5 · Damage 1.0 · Fire 0.741 s · Reload 1.2 s · Rocket
Slow explosive rockets with splash damage. Small clip means every shot counts.
13. Seeker Rockets¶
Clip 8 · Damage 1.0 · Fire 0.311 s · Reload 1.2 s · Rocket
Homing rockets that track the nearest enemy. Faster fire rate and larger clip than the standard launcher, at the cost of less direct control.
14. Plasma Shotgun¶
Clip 8 · Damage 1.0 · Fire 0.48 s · Reload 3.1 s · 14 pellets · Bullet
14 plasma pellets per shot. Devastating burst but the 3.1-second reload is punishing if you empty the clip at a bad time.
15. Blow Torch¶
Clip 30 · Damage 1.0 · Fire 0.006 s · Reload 1.5 s · Fire
Short-range particle stream like the Flamethrower but drains only 0.05 ammo per tick, making it more ammo-efficient.
17. Mini-Rocket Swarmers¶
Clip 5 · Damage 1.0 · Fire 1.8 s · Reload 1.8 s · Rocket
Dumps the entire clip as individual rockets in a single burst. One trigger pull, five rockets, then a full reload.
18. Rocket Minigun¶
Clip 16 · Damage 1.0 · Fire 0.12 s · Reload 1.8 s · Rocket
Rapid-fire rocket stream. Sustained explosive output that chews through dense packs.
19. Pulse Gun¶
Clip 16 · Damage 1.0 · Fire 0.1 s · Reload 0.1 s · Electric
Electric bolts that knock enemies back on hit. Near-instant reload means you're almost never caught empty. Great for keeping distance.
20. Jackhammer¶
Clip 16 · Damage 1.0 · Fire 0.14 s · Reload 3.0 s · 4 pellets · Bullet
Automatic shotgun firing 4 pellets per shot at rifle speed. Long reload but the sustained burst shreds anything close.
21. Ion Rifle¶
Clip 8 · Damage 3.0 · Fire 0.4 s · Reload 1.35 s · Electric
3x damage electric shots that arc to nearby enemies on impact. Strong single-target with crowd bonus in tight groups.
22. Ion Minigun¶
Clip 20 · Damage 1.4 · Fire 0.1 s · Reload 1.8 s · Electric
Rapid electric stream with chain arcs. Lower per-hit damage than the Ion Rifle but much higher volume.
23. Ion Cannon¶
Clip 3 · Damage 16.7 · Fire 1.0 s · Reload 3.0 s · Electric
Massive 16.7x damage electric blast with AoE chains. Only 3 rounds and a slow cycle, but each shot can clear a cluster.
24. Shrinkifier 5k¶
Clip 8 · Damage 0.0 · Fire 0.21 s · Reload 1.22 s · Bullet · Secret weapon
Shrinks targets to 65% size per hit. Enemies below size 16 die instantly, so most fall in a few shots regardless of health.
25. Blade Gun¶
Clip 6 · Damage 11.0 · Fire 0.35 s · Reload 3.5 s · Bullet · Secret weapon
Piercing projectile at 11x damage with a damage pool of 50. Cuts through multiple enemies but the 3.5-second reload limits sustained use.
28. Plasma Cannon¶
Clip 3 · Damage 28.0 · Fire 0.9 s · Reload 2.7 s · Bullet
Highest damage weapon in the game at 28x. Each shot fires a heavy primary bolt followed by a spread of smaller homing projectiles.
29. Splitter Gun¶
Clip 6 · Damage 6.0 · Fire 0.7 s · Reload 2.2 s · Bullet · Secret weapon
Projectiles fork into two children on hit, and children split again on subsequent hits. Scales explosively in dense enemy packs.
30. Gauss Shotgun¶
Clip 4 · Damage 1.0 · Fire 1.05 s · Reload 2.1 s · Bullet
Fires 6 high-penetration gauss pellets per shot. Slow and small clip but each blast hits hard at range.
31. Ion Shotgun¶
Clip 10 · Damage 1.0 · Fire 0.85 s · Reload 1.9 s · 8 pellets · Electric
8 electric pellets with chain arcs. Combines shotgun spread with ion AoE for strong crowd damage.
Unobtainable weapons¶
These weapons exist in the weapon table but have no known unlock path.
Tip
You can view these unfinished developer prototypes in the remake
using crimson view arsenal.
16. HR Flamer¶
Clip 30 · Damage 1.0 · Fire 0.009 s · Reload 1.8 s · Fire
Particle stream similar to the Flamethrower. Slightly slower tick rate and longer reload, drains 0.1 ammo per tick.
26. Spider Plasma¶
Clip 5 · Damage 0.5 · Fire 0.2 s · Reload 1.2 s · Bullet
Low-damage plasma bolts with a tiny clip. Appears to be a creature weapon repurposed into the weapon table.
27. Evil Scythe¶
Clip 3 · Damage 1.0 · Fire 1.0 s · Reload 3.0 s · Electric
Shares the Ion Cannon's fire rate and reload but at base 1x damage. Likely an early prototype of the Ion Cannon.
32. Flameburst¶
Clip 60 · Damage 1.0 · Fire 0.02 s · Reload 3.0 s · Electric
Large clip with very fast fire rate in the electric class. Functions as a rapid-fire electric stream.
33. RayGun¶
Clip 12 · Damage 1.0 · Fire 0.7 s · Reload 2.0 s · Electric
Mid-speed electric weapon with no distinctive mechanics. Generic stats suggest an unfinished design.
Special behaviors¶
Most weapons fire a single projectile per shot with standard collision. Several deviate:
- Piercing: Gauss Gun, Fire Bullets, and Blade Gun pierce through targets using elevated damage pools.
- Multi-pellet: Shotgun and Sawed-off (12 pellets), Plasma Shotgun (14), Ion Shotgun (8), Gauss Shotgun (6), Multi-Plasma (5-shot volley), Jackhammer (4). Pellets spawn with randomized speed and spread.
- Homing: Seeker Rockets track the nearest enemy.
- Splitting: Splitter Gun projectiles fork into two child projectiles on hit at ±60 degrees, and children can split again on subsequent hits.
- AoE chain: Ion weapons (Ion Rifle, Ion Minigun, Ion Cannon) produce area-of-effect arcs that chain to nearby enemies.
- Pushback: Pulse Gun knocks enemies back on hit.
- Shrink: Shrinkifier 5k reduces targets to 65% size per hit; enemies below size 16 die instantly.
- Particle streams: Flamethrower, Blow Torch, and HR Flamer use particle rendering and drain fractional ammo per tick (0.1, 0.05, and 0.1 respectively).
- Full-clip dump: Mini-Rocket Swarmers fire every round in the clip as individual rockets in a single burst.
- Secondary homing burst: Plasma Cannon fires a heavy primary shot followed by a spread of smaller homing projectiles.
Availability¶
- Pistol is always available.
- Quest progression unlocks weapons on first completion (see individual quest entries for specific unlocks).
- In Survival, Assault Rifle, Shotgun, and Submachine Gun are always in the starting rotation.
- Random weapon pickups draw from IDs 1–33 with a 50% one-time reroll to avoid repeating the most recently used weapon.
- Three weapons have special unlock paths outside quest progression: Splitter Gun, Shrinkifier 5k, and Blade Gun.