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
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.
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.
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.
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.
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.