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Weapons

suryanarayanrenjith edited this page Jul 26, 2026 · 2 revisions

Weapons

Home · Controls · Equipment · Game-Systems

Weapons unlock from the current run's score. Each weapon has its own magazine, reload, spread, projectile speed, weight-based recoil, and persistent mastery track for signed-in non-tutorial play. Fire-rate values are milliseconds between shots before bonuses.

Arsenal statistics

Slot Weapon Unlock score Damage Fire mode Magazine Reload Fire rate Projectile speed Spread Weight
1 Pistol 0 25 Semi-auto 12 1.0 s 300 ms 2.0 0.020 1.0
2 Rifle 100 35 Semi-auto 30 1.5 s 150 ms 3.0 0.010 1.5
3 Shotgun 250 15 per pellet Semi-auto, 5 pellets 8 2.0 s 800 ms 1.5 0.150 1.7
4 SMG 450 20 Automatic 40 1.2 s 165 ms 2.5 0.030 1.2
5 Sniper 700 100 Semi-auto 5 2.5 s 1,200 ms 5.0 0.005 2.0
6 Minigun 1,100 30 Automatic 100 3.0 s 50 ms 3.0 0.050 3.0
7 Rocket Launcher 1,600 150 direct base Semi-auto rocket 3 3.5 s 2,000 ms 1.8 0.010 2.5
8 Subverter 2,200 0 kinetic Semi-auto hack deploy 4 chips 2.8 s 850 ms 0 1.0

All firearms can ADS in the implementation. There is no separate numeric effective-range statistic or damage-falloff table; ordinary bullets are created with a 100-tick lifetime, while launcher rockets use 240 ticks. Do not convert those values to meters without a verified fixed update rate.

Live tutorial gallery

These first-person captures come from the public build's invincible Tutorial mode. The HUD confirms the selected weapon; the mode unlocks the full loadout without requiring a score grind.

Pistol in the live tutorial
Pistol
Rifle in the live tutorial
Rifle
Shotgun in the live tutorial
Shotgun
SMG in the live tutorial
SMG
Sniper in the live tutorial
Sniper
Minigun in the live tutorial
Minigun
Rocket Launcher in the live tutorial
Rocket Launcher
Subverter in the live tutorial
Subverter

Projectile and hit behavior

  • Bullets are visible tracer projectiles with muzzle flash, smoke, shell casing (except Launcher), recoil, camera kick, and a synthesized weapon-specific report. Each round is modelled as a small near-white head with a burning tail tapering behind it along its flight axis, aimed at spawn so the elongation reads as travel direction. Rounds that strike the world play a material-matched impact sound and leave a surface-tinted bullet hole.
  • Bosses clamp the damage a single bullet can deal to 14% of their maximum health; explosives and ability bursts are exempt. See Enemies.
  • The Shotgun emits five projectiles per trigger pull. Its listed damage is per pellet before modifiers.
  • The Rocket Launcher emits a modeled rocket with fins and exhaust, then resolves an area explosion with distance falloff, crater effects, and Revenant shield-breaking behavior.
  • Headshots multiply damage by 2 + Headshot Mastery bonus, then apply headshot perks and the Operative passive. The mobile aim-assist hit path can also award a critical hit.
  • The Skull Hunter-style modifier does not literally block body collisions; it reduces body-shot damage to 10%.
  • Shot spread tightens in ADS, especially for the Sniper; walking, sprinting, jumping, and sustained fire add bloom. Crouching reduces movement bloom.

Recoil and reloads

Recoil is derived from weapon weight using weight^1.45 × 0.85, then reduced by mastery. The camera also receives per-weapon pitch/yaw kick, shake, and a short FOV punch. The heaviest visible recoil tuning is on the Launcher, Sniper, and Shotgun.

Reload time can be modified by Quickdraw, the Engineer passive, weapon mastery, and run perks. The viewmodel animates reloads across the actual calculated reload window: magazine swaps for most weapons, shell-by-shell loading for the Shotgun, and chip-cartridge loading for the Subverter.

Subverter hacking deck

The Subverter is an equipment-like eighth loadout rather than a projectile gun.

Property Confirmed value / behavior
Targeting Closest eligible target within 17 units and a forward cone (dot ≥ 0.25)
Chip capacity Four chips per cartridge
Hack duration 6.5 seconds
Hacked behavior Ignores the player, hunts nearby non-hacked enemies, and uses 2.4× its normal attack damage against them
Burnout Green EMP at the end of the timer; 6.8-unit radius, 110 center damage falling to about half at the edge
Immune targets Bosses are immune to direct hacking, hacked attacks, and the EMP. Revenants reject direct chips but can be hunted indirectly by a hacked enemy.
Presentation Animated deck screen, physical chip ejection/reload, data beam, chip attachment, scan/glitch visuals, and dedicated procedural audio

The Subverter needs a detailed/near enough target just like bullets; it cannot hack a distant low-detail stand-in. A failed deployment does not consume a chip.

Weapon mastery

Each weapon tracks cumulative XP from kills. XP is persisted through Convex; Tutorial kills do not add mastery.

Enemy Mastery XP
Fast 4
Normal 5
Sniper 9
Tank 12
Revenant 40
Boss 60
Crowned Elite 4× its enemy-type value

The level thresholds are L1 50, L2 130, L3 260, L4 450, L5 720, L6 1,080, L7 1,540, L8 2,120, L9 2,840, and L10 3,720 XP. L3 begins reload-speed reduction, L5 begins recoil reduction, and L10 grants a 25% magazine bonus; the improvements ramp per level as implemented.

Implementation references: src/types/game.ts, src/App.tsx, src/utils/GunModel.ts, src/utils/WeaponMasterySystem.ts, src/utils/SoundManager.ts.

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