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Firearms
July 22, 2026 at 05:02 AM
Corrected the firearm category model to the three confirmed acquisition categories and listed all seven named firearm items
Firearms in Nakwon: Last Paradise are the loud option. The closed alpha confirms three firearm types, Pistol, Revolver, and Shotgun, spread across seven firearm items. Those seven are grouped by how the survivor obtains them and whether they get to keep them, not by raw quality. 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 seven firearm items are split across three categories, and the dividing line is provenance rather than performance. Improvised firearms are the only ones a survivor can simply buy inside the safe zone. Homemade firearms have to be found in the city through Key Intel, but they can be carried back and kept. Factory-made firearms can also be found through Key Intel, but they are seized the moment the survivor extracts, so they are a tool for the run in progress and never a permanent addition to the armoury.

Category | How It Is Obtained | Kept After Extraction |
|---|---|---|
Improvised firearms | Purchased from a store inside the safe zone. | Yes. |
Homemade firearms | Looted in the city through Key Intel. | Yes. |
Factory-made firearms | Looted in the city through Key Intel. | No. Seized on extraction. |
All seven firearm items in the closed alpha were named in the official content list, so the roster below is complete for that build rather than a partial sample. The Improvised Pistol was the only item offered in two variants, split by how many rounds it holds.
Firearm | Category | Notes |
|---|---|---|
Improvised Pistol | Improvised | Sold in the safe zone. Offered in a 3-round and a 10-round version. |
Homemade Pistol | Homemade | Looted through Key Intel and kept after extraction. |
Homemade Revolver | Homemade | Looted through Key Intel and kept after extraction. |
Homemade Shotgun | Homemade | Looted through Key Intel and kept after extraction. |
Old Pistol | Factory-made | Looted through Key Intel, then seized on extraction. |
Old Revolver | Factory-made | Looted through Key Intel, then seized on extraction. |
Old Shotgun | Factory-made | Looted through Key Intel, then seized on extraction. |
The seizure rule on factory-made firearms is the mechanical expression of a rule inside the safe zone itself: civilians are not permitted to bring manufactured firearms back through the gate, and anything of that grade is confiscated on return. That is why a survivor who finds an Old Shotgun deep in Jongno is holding a powerful weapon with an expiry date attached, and why the improvised and homemade tiers carry most of the long-term firepower a build can actually rely on.
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.

Rain is one of the four confirmed weather states 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, and weapon-specific recoil have not been publicly disclosed for the closed alpha. Anti-cheat measures and any future weapon-specific systems are also unannounced. The seven named items, the three acquisition categories, the three firearm types, and the seizure rule on factory-made weapons are confirmed; specific stats are not.
Current to the 11 to 16 March 2026 closed alpha; subject to change in later builds.