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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.
| 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.
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 |
![]() Rifle |
![]() Shotgun |
![]() SMG |
![]() Sniper |
![]() Minigun |
![]() Rocket Launcher |
![]() Subverter |
- 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 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.
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.
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.







