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Weapon Design

Status: Working

Weapon archetypes are defined by the combat questions they answer, not by a requirement that every familiar gun category ship. A new archetype earns its place only when it creates a new decision in movement, timing, range, setup, payoff, or build construction.

Every weapon must establish:

  • its range and positional role;
  • its primary firing rhythm;
  • a meaningful secondary function;
  • a reload-equivalent action;
  • whether it requires one hand or two;
  • its strongest affix interactions;
  • the enemy or encounter problem it solves;
  • a readable silhouette and drop identity.

Reload is always a verb. Weapons without conventional magazines may vent, charge, cycle, transform, consume a resource, expose a weak state, or trigger an item-specific rule.

  • Automatic or bullet-hose weapon
  • Burst-fire weapon
  • Semi-automatic weapon
  • Bolt-action or lever-action weapon
  • Single-shot weapon
  • Shotgun or blunderbuss
  • Multi-barrel weapon
  • Handheld cannon

These provide the most legible starting rhythms and should establish the baseline against which stranger weapons are understood.

  • Specialized shell launcher
  • Rocket or missile launcher
  • Stake, spike, or harpoon launcher
  • Disc thrower
  • Bow, crossbow, or sling
  • Thrown or returning weapon

Payload weapons generally trade flexibility or sustained fire for a decisive spatial or timing commitment.

  • Beam weapon
  • Charge weapon
  • Spin-up cannon
  • Wave emitter
  • Impulse or sound cannon
  • Arc, chain, or area field

These should alter tracking, exposure time, charge discipline, crowd geometry, or the relationship between the wielder and the environment.

  • Liquid or vapor pump
  • Grown-projectile weapon
  • Retractable tendril
  • Spore, bloom, or swarm delivery system
  • Living-reservoir weapon

These are opportunities for buildup, contamination, persistent states, ammunition that behaves like a living process, and weapons that visibly suffer or transform.

  • Trap
  • Turret
  • Drone or companion weapon
  • Mine or remote charge
  • Persistent-hazard projector

These convert weapon use into territorial control and should remain compatible with the game’s fast first-person rhythm rather than turning combat into passive waiting.

A weapon belongs inside the two-set loadout model:

  • one two-handed weapon, or
  • two one-handed weapons.

Two-handed weapons should justify occupying the whole set through force, reach, defense, an unusually strong secondary function, or a distinctive casting or payload role. One-handed weapons gain value through pairing and cross-weapon interaction.

True aiming belongs to the weapon’s optic link rather than a generic camera zoom. A weapon may instead use its secondary input for mode changes, detonation, targeting, charge release, field shaping, or another identity-defining action.

Affixes should change verbs rather than merely raising damage. Useful directions include:

  • ricochet;
  • bloom;
  • accuse;
  • vitrify;
  • echo;
  • consume;
  • reveal.

The weapon’s original function must remain readable beneath corruption. The strongest affixes create new loops with movement, Will skills, Manual skills, Titles, sockets, and enemy states.

Named weapons have fixed identities and build-defining rules. They are exceptional authored discoveries rather than routine rewards from repeatedly farming story bosses.

Begin with two sharply contrasting archetypes:

  1. a readable semi-automatic or automatic gun;
  2. a slower two-handed payload weapon with a strong secondary function.

Additional archetypes should be added only when testing shows they create a genuinely new combat decision.

  • Which two exact archetypes form the vertical-slice pair?
  • What is the minimum set of baseline weapons needed to support meaningful loot variation?
  • Which archetypes are appropriate for one-handed pairing?
  • How many secondary-function families can remain readable on controller inputs?
  • Which biological and field weapons belong to normal drops, named items, or transformations?