Derelict

Weapons

Four guns. You start with one; the other three are bought at the arsenal on the station, and any of them can be tuned three times at the bench.

Every number on this page is the one the game runs on. Damage per second is sustained fire including reloads — magazine × damage ÷ (magazine × the pause between shots + reload). It is not the number you feel in a short burst, which is higher.

All four guns do double damage to a weak point. Range works the same way on all of them: full damage inside a band, then a fade, then nothing. Standing closer than the near edge costs you damage too — the guns are not melee.

At a glance

Gun Price Damage Magazine Reload Rate Full damage Nothing past Dmg/s
Pulse Pistolfree14 121.4 s3.3 /s 3–14 m18 m33.6
Heavy Revolver30045 62.4 s1.2 /s 2–18 m23 m36.0
Assault Rifle3509 303.0 s7.7 /s 3–16 m21 m39.1
Stutterer4006 352.7 s11.1 /s 2–9 m13 m35.9

Prices in coins, at the arsenal counter. Damage is one shot, untuned.

The four are deliberately close in damage per second and far apart in everything else. What you are buying is a distance and a rhythm, not a bigger number: the revolver reaches 23 metres and punishes a miss, the stutterer needs you at nine and forgives everything.

Pulse Pistol

Free — you start with it · one-handed · semi-automatic · electric

A discharge rather than a bullet, and slow enough to watch it travel: 60 m/s, about a third of a second to the far edge of its reach. One shot per trigger pull. It stays useful all game — tuned to the third level it out-damages an untuned rifle — but it asks you to hit, because twelve shots go quickly.

It has a dead zone: closer than 3 metres it does not do full damage. Backing off is part of using it.

At the benchCostDamageMagazineDmg/s
As bought14.01233.6
Tuning I15015.71338.5
Tuning II24017.61444.1
Tuning III38519.91651.3

Heavy Revolver

300 coins · one-handed · one shot per pull · physical

The longest reach you can buy, and the hardest single hit: 45 damage is most of a trilobite. Six rounds, then two and a half seconds of standing there, so the price of the reach is that you have to mean it. The recoil throws the gun in your hand — never your view.

At the benchCostDamageMagazineDmg/s
As bought45.0636.0
Tuning I15050.4742.3
Tuning II24056.7849.3
Tuning III38563.9957.2

Assault Rifle

350 coins · two-handed · automatic · physical

The one you come back to. Thirty rounds, nearly eight a second, full damage from 3 to 16 metres — it has no situation it is bad at and none it is best at. Two hands: your off hand on the fore-end steers it, and if that hand drops out of tracking the rifle simply aims like a one-handed gun. It does not fly away and it does not fire on its own.

At the benchCostDamageMagazineDmg/s
As bought9.03039.1
Tuning I15010.13345.6
Tuning II24011.33653.2
Tuning III38512.83961.8

Stutterer

400 coins · two-handed · automatic · physical

Eleven thin tracers a second, and the shortest sight of anything you can carry: past nine metres it starts losing damage and past thirteen it does nothing at all. The most expensive gun in the arsenal is also the one that makes you walk into the room. Its magazine holds three and a bit seconds of continuous fire, so the trigger is a decision too.

At the benchCostDamageMagazineDmg/s
As bought6.03535.9
Tuning I1506.73942.2
Tuning II2407.64249.0
Tuning III3858.54657.3

The bench

Every gun has the same three levels at the same three prices: 150, 240 and 385 coins, 775 for all three. You have to own the gun before you can tune it.

A level adds +12 %, +14 % and +16 % damage on top of each other — +42 % once all three are bought — and about a tenth of a magazine each, never less than one round. Nothing else changes: the pause between shots, the reload and the reach stay exactly as they were. A tuned gun is the same gun hitting harder, not a different one.

The share is deliberate. A flat "+15 damage" would be worth +165 damage per second on the stutterer and +18 on the revolver; a percentage is worth the same on all four, which is what makes the choice about how you like to shoot rather than about arithmetic.

Three levels cost more than a whole new gun, and that is the trade: a new gun is a new distance to fight at, a tuning level is twelve more percent of the one you have.