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Firearms
June 4, 2026 at 08:54 PM
Added confirmed gear stat model, gun drop-rate tuning, and ruled-out long-range weapons
Firearms in Nakwon: Last Paradise are the loud option. The closed alpha confirms 7 firearms in the player's pool, separated into three classes by quality: makeshift, improvised, and factory-grade. Pulling the trigger anywhere in the city expedition is rarely free, because the game's AI is built around sound and gunfire is the loudest thing a player can do. For the wider gameplay context, see the overview.
The 7 firearms in the closed alpha are split across three quality tiers. Makeshift weapons are jury-rigged from scrap and intended as a last-ditch option; improvised weapons sit in the middle as field-modified small arms; factory-grade weapons are reliable, manufactured firearms that perform consistently when supplies allow.

Class | Description | Role |
|---|---|---|
Makeshift | Crafted from scrap at a workbench; includes single-use scrap firearms | Emergency tool when the run has gone wrong and a louder option is the only one left |
Improvised | Field-modified small arms | Middle tier between scrap and reliable manufactured weapons |
Factory-grade | Manufactured firearms with consistent performance | The reliable tier, when ammunition supply and risk tolerance allow |
Three specific firearms have been named in closed-alpha press materials. The full list of 7 has not been published in detail, so the canonical roster below is the smaller set that has been individually confirmed.
Weapon | Notes |
|---|---|
Revolver | Single-action handgun confirmed in the closed alpha lineup. |
Pistol | Standard sidearm confirmed in the closed alpha lineup. |
Double-barrel shotgun | Two-shot shotgun confirmed in the closed alpha lineup. |
Beyond the three named above, the remaining four firearms in the closed-alpha pool fall into the same three classes but have not been individually disclosed. Future builds are likely to expand the count.
Every special infected type confirmed in the closed alpha is described as highly sensitive to noise. Gunfire pulls infected toward the source, alerts other survivors in the area, and signals the player's position from blocks away. A single shot can solve the immediate threat but seed the surrounding streets with new aggro. This is the single most important rule with firearms: the question is not just whether the shot lands, but whether the shot is worth the audio cost.

The Screamer makes this calculation worse. Once a Screamer alerts, every loud action becomes more dangerous because additional infected are already inbound. A common pattern is to silence Screamers with a melee weapon before any firefight begins.
Workbenches in the player's shelter are central to the firearm loop. They allow crafting of single-use scrap guns from materials, modification of existing weapons to boost durability and performance, and the dismantling of unwanted items at a scrap bench for raw materials. Items carried on an expedition can be lost permanently if the player dies and fails to extract, so a hand-built scrap firearm is sometimes the right tool precisely because losing it costs less than losing a factory-grade weapon.
Firearms pair naturally with heavier loadouts. A player committing to direct engagements gets more out of armor in the heavy category, more out of factory-grade firearms, and more out of Skill Traits that lean into combat efficiency. A player committing to stealth tends to keep firearms in reserve as an emergency tool rather than a primary engagement option. Both builds work; they just place the firearm in a different spot in the threat hierarchy.

Heavy rain is the third confirmed environmental state in the day-night cycle and muffles ambient sound. That changes the cost of a gunshot somewhat: the audio profile of the shot itself is partly absorbed by the rain, while infected detection through audio is also degraded. Day and night change the visual side of the equation more than the audio side; gunfire still alerts and still draws aggro at any time of day.
Developer Q&A updates have clarified how firearm stats will work even though specific numbers remain unpublished. Firearms and armor will carry fixed base stats, while additional gear options with random values are applied only when an item is obtained through looting or crafting. That keeps looted and crafted weapons more valuable than shop-bought ones. Stat rerolling was considered and decided against, because in a loss-heavy extraction game it would amplify the sting of losing geared items.
The team also acknowledged that gun drop rates felt too high during the closed alpha and said they will be adjusted continuously to keep firearms from disrupting overall balance. Longer-range options such as crossbows are not being actively considered, since a near-silent ranged weapon would undercut the noise-and-tension model the game is built around. Consistent with the stealth focus, the camera switches to a first-person view only while a firearm is in use.
Specific damage values, magazine capacities, ammunition types, accuracy ranges, weapon-specific recoil, and the four firearms beyond Revolver, Pistol, and Double-barrel shotgun have not been publicly disclosed for the closed alpha. Anti-cheat measures and any future weapon-specific systems are also unannounced. The 7 total count and the three-class structure are confirmed; specific stats are not.
Current to the 11 to 16 March 2026 closed alpha; subject to change in later builds.