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Firearms - Version 10 vs Version 11
Aug 17, 2026, 10:09 PM
Removed three images that showed no firearm; replaced with the gear panel and wrote descriptive alt text
Aug 17, 2026, 10:11 PM
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11Firearms 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.223344The Three Acquisition Categories5566The 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.7788CategoryHow It Is ObtainedKept After ExtractionImprovised firearmsPurchased from a store inside the safe zone.Yes.Homemade firearmsLooted in the city through Key Intel.Yes.Factory-made firearmsLooted in the city through Key Intel.No. Seized on extraction.99The Seven Confirmed Firearms10101111All 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.12121313FirearmCategoryNotesImprovised PistolImprovisedSold in the safe zone. Offered in a 3-round and a 10-round version.Homemade PistolHomemadeLooted through Key Intel and kept after extraction.Homemade RevolverHomemadeLooted through Key Intel and kept after extraction.Homemade ShotgunHomemadeLooted through Key Intel and kept after extraction.Old PistolFactory-madeLooted through Key Intel, then seized on extraction.Old RevolverFactory-madeLooted through Key Intel, then seized on extraction.Old ShotgunFactory-madeLooted through Key Intel, then seized on extraction.1414The 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.15151616The Cost of Pulling the Trigger17171818Every 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.19192020The 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.21212222Crafting and Maintenance23232424Workbenches 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.25252626Firearms, Armor, and Build Identity27272828Firearms 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.29293030Environmental Factors31313232Rain 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.33333434Gear Stats and Drop Rates35353636Developer 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.37373838The 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.39394040What Has Not Been Confirmed41414242Specific 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.43434444Current to the 11 to 16 March 2026 closed alpha; subject to change in later builds.