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Firearms - Version 4 vs Version 5
May 8, 2026, 09:23 AM
Add wikilinks to table cells (3 new links)
May 16, 2026, 08:35 AM
Added 3 gameplay screenshots (2026-05-16)
11Firearms 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.2233The Three Classes4455The 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.667+78ClassDescriptionRoleMakeshiftCrafted from scrap at a workbench; includes single-use scrap firearmsEmergency tool when the run has gone wrong and a louder option is the only one leftImprovisedField-modified small armsMiddle tier between scrap and reliable manufactured weaponsFactory-gradeManufactured firearms with consistent performanceThe reliable tier, when ammunition supply and risk tolerance allow89Confirmed Weapons9101011Three 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.11121213WeaponNotesRevolverSingle-action handgun confirmed in the closed alpha lineup.PistolStandard sidearm confirmed in the closed alpha lineup.Double-barrel shotgunTwo-shot shotgun confirmed in the closed alpha lineup.1314Beyond 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.14151516The Cost of Pulling the Trigger16171718Every 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.181920+1921The 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.20222123Crafting and Maintenance22242325Workbenches 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.24262527Firearms, Armor, and Build Identity26282729Firearms 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.283031+2932Environmental Factors30333134Heavy 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.32353336What Has Not Been Confirmed34373538Specific 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.36393740Current to the 11 to 16 March 2026 closed alpha; subject to change in later builds.