Weapons overview
At least five weapons are named in official material: pistol, assault rifle, SMG, sniper rifle and marksman. Chassis variants change the seven stat lines, and fire mode mods are per-weapon since June 2026.

The weapon list is shorter than the module list, and that is deliberate. VOID/BREAKER ships a small number of weapons and a large number of ways to rebuild them, so the interesting question is never "which gun" but "which gun with which chassis and which three modules".
What is confirmed
| Weapon | Status | Source |
|---|---|---|
| Pistol | In from Early Access launch | Modification screen, store screenshots |
| Assault Rifle | In from launch, cost moved to Voidium in Sept 2025 | Patch notes, modification screen |
| SMG | Added in HARD RESET, 17 Feb 2026 | HARD RESET dev diary and patch notes |
| Sniper Rifle | Added in ASCENSION, 7 Jun 2026 | ASCENSION announcement |
| Marksman | Referenced in the September 2025 balance pass | Launch patch notes |
The Early Access launch listed four weapons. Two more arrived by name in the two major updates that followed, and the patch notes reference a Marksman in the same breath as the other weapons, so the current roster is at least five and possibly six. The store page does not publish a numbered list, and this site does not invent one.
The two that changed the game
The SMG was the first weapon added after launch, and it arrived with a specific identity: extremely high fire rate, high proc chance, and a recoil pattern you have to control. It pairs with movement builds because it rewards continuous fire while you are moving, and it pairs badly with anything that wants you to stand still and aim.
The Sniper Rifle arrived with four new chassis and a different problem entirely. It is slow, it hits hard, and it made the fire-mode refresh necessary. ASCENSION gave every weapon its own tailored fire mode mods with different stats, which means a single-fire mod on an automatic weapon now genuinely turns it into a rifle rather than slightly slowing it down.
That single change did more for weapon variety than either new gun. If you last played before June 2026, the fire mode mods you skipped are worth another look.
Chassis: the real weapon list
A chassis is a weapon variant with its own visuals and handling. The Chaos Terminal added sixteen of them in November 2025, ASCENSION added four alongside the sniper, and the Supporter's Pack grants seven more at 1.0.
Chassis matter for two reasons. First, they change the seven stat lines, so a chassis can move a weapon into a role it did not previously fill. Second, chassis mods are visible in the modification screen and can repeat some effects, which is the only place in the system where stacking is explicitly allowed.
If you want a specific feel — a faster handling pistol, a heavier hitting rifle — the chassis is where you look, not the module column.
Fire modes, optics and the small settings that matter
- Fire modes. Single, burst and automatic behaviour is set by fire mode mods rather than by the weapon. The ASCENSION refresh gave each weapon its own set of fire mode mods with tuned stats.
- Optics. Optics are separate from modules, and your selected optic is remembered when you transition between zones — a fix that landed in September 2025. The same patch added an ADS toggle.
- Crosshair colour. Added in RECALIBRATION, in user settings. On a screen full of red and acid yellow, this is not cosmetic.
- Auto Sprint. Added in the demo patch 0.9.25 and carried into the main build. Turn it on.
- Sharpening. Added in RECALIBRATION as a video setting. Useful if the game's chromatic aberration reads as blur on your display.
How to choose a weapon
Three questions, in order:
- Does the fight happen at range or in your face? Sniper and Marksman want lanes; SMG and shotgun-style fire modes want corners.
- What does your module engine need? Chain Reaction wants volume of fire. Ice Breaker wants reliable critical hits. Melee builds barely care about the gun at all.
- What does your chassis give you? Handling for movement builds, damage for boss phases, magazine size for anything with a reload you keep eating.
The best weapons page grades the roster by role, and the gun modding page explains the slots those weapons are carrying.
What the stat lines do not tell you
The seven stat lines describe the gun, not the build. Two weapons with identical damage and rate of fire can behave completely differently once projectile mods are attached, because a projectile mod changes what happens after the bullet lands rather than how fast it travels.
That is why the weapon choice matters less than it looks. The exception is the sniper: its fire rate is low enough that volume-of-fire engines like Chain Reaction do not work on it, and its identity is built around single, deliberate hits with high critical damage.
Optics, and why they are separate from modules
Optics sit outside the module system, which means they are free to swap and do not compete for slots. Your selected optic is remembered across zone transitions since the September 2025 patch, so you can set one and forget it.
The practical advice: pick the optic that keeps the reticle visible against the game's acid-yellow interface highlights. The default sights were made more visible in the same patch, but on a bright map the difference still matters.
_Figures checked 4 November 2026 against official patch notes and Steam store screenshots._

