Weapons & Tools Help

Applies to Hiraeth Early Access on Steam 0.9.8.91 – July 2026

Weapons & Tools Framework — Overview

The new Weapons & Tools Framework is a unified system that redesigns how ranged weapons, melee tools, ammunition, and player skills interact. It introduces new mechanics, new item families, and a consistent logic that ties all equipment together. This is an Early Access testing version — features, visuals, and balance will continue to evolve.

Core changes

  • Unified weapon & tool architecture — all ranged weapons, melee tools, scanners, emitters, and utility devices now operate under one modular system.
  • New ammunition families — including high‑power rounds, energy cells, plasma packs, and specialized payloads with unique hit effects.
  • Hit‑effect system — different ammo types produce different impact behaviors: blunt, piercing, thermal, electric, explosive, or non‑lethal.
  • New optics — scopes designed for use with a fully closed EVA Suit visor, including smart overlays and enhanced visibility modes.
  • Recoil, sway, and breathing control — a new stability model affecting accuracy, handling, and long‑range performance.
  • Marksman skill progression — improves weapon handling and unlocks access to advanced weapons and tools.

Weapons & Tools Philosophy

The framework is built around practicality, modularity, and survival logic:

  • Weapons and tools share a common behavior core, making future additions easier and more consistent.
  • Every item has a clear role: precision, utility, breaching, crowd control, long‑range, stealth, or high‑power impact.
  • Ammunition is no longer just “damage” — it defines function, risk, and tactical purpose.
  • Tools such as scanners, emitters, drills, and torches follow the same rules as weapons, making them predictable and intuitive to use.

What players should expect

  • A more tactical and skill‑based combat experience
  • Clear progression from improvised tools to advanced colony‑grade weapons
  • Meaningful differences between ammo types and weapon tiers
  • Tools that matter — not just for combat, but for exploration, breaching, scanning, and survival
  • A system that will continue expanding with new mechanics, new items, and new interactions

Early Access Notice — Weapons & Tools Framework

This update is the first public iteration of the new Weapons & Tools Framework. Although the system is fully functional, many elements still require tuning and refinement. Core mechanics such as recoil, weapon sway, and breathing control are already implemented, but their values and behavior will continue to evolve based on testing.

Animations, handling, visual feedback, and certain item properties are also in an early state. This update introduces a large number of new systems at once, and balancing them properly will take time.

Player feedback is extremely valuable at this stage — every observation helps improve the framework and finalize the direction of future updates.

Introduction to new Wapons

Default keyboard shortcuts are visible when you press the button and I. The instructions below assume the default control layout.

Weapon & Tool Equipment

To pick up a weapon, your hands must be free. You can only equip one weapon per slot: melee, sidearm, longarm.

  • You can drop the weapon held in your hands by pressing Esc.
  • Move weapons between hands and body slots using 1, 2, 3.

Any found weapon or tool can be equipped with Q. By default it enters the Hold state; you can switch to Ready/Hip or ADS using RMB for precise aiming.

Loading & Handling

If you have compatible ammunition in your inventory, reload the weapon in your hands with R. A list of matching ammo types will appear — click the one you want to load. After a moment, the weapon will be ready.

The same R key is used to fix jams when they occur.

Weapon repairs are done from the WEAPON menu (described below).

Switch fire mode with B.

Aiming & Shooting

For precise shooting, use ADS. Switch between Hold / Hip / ADS with RMB.

Fire with LMB.

After aiming for some time, fatigue will kick in, causing unstable reticle movement. The time before fatigue appears depends on your Marksman skill level and selected difficulty.

While aiming, you can briefly hold your breath. Its effectiveness and duration also depend on the Marksman skill.

Marksman Skill

The Marksman skill is a new progression system tied directly to weapon use.

Progress increases only through accurate hits on valuable targets — simply firing a weapon does not grant XP.

XP Gain Factors

XP awarded for a Marksman hit depends on multiple conditions, for example:

  • Shot distance relative to weapon type — hitting a target at 50 m grants more XP with a pistol than with a sniper rifle.
  • Critical hits grant additional XP.
  • Hitting a moving target provides increased XP.

Benefits

Advancing the Marksman skill provides:

  • Improved aiming stability
  • Slower fatigue buildup while aiming
  • Access to higher‑tier weapons

WEAPON Menu

The WEAPON menu is accessible by pressing TAB or selecting Weapon.

From here you can:

  • Open this help section through the Help button.
  • Perform weapon maintenance — repairs and cleaning via Maintain.
  • Drop the currently held weapon using Drop.
  • Check which slot the weapon is currently assigned to.

MAINTAIN

Here you can repair and clean your weapon — and soon also modify it.

REPAIR

Requires access to a Gunsmith Bench and the appropriate tools.

CLEANING

Can be performed anywhere, directly while holding the weapon — as long as you have the required tools.

How it works

Repairing and cleaning use the same interaction: drag a tool icon onto the weapon to perform the action.

Weapon flashlight

In the first version, the weapon’s flashlight is activated by pressing the FLASH button (if the weapon has a flashlight). When the flashlight is on, a flashlight icon appears. In subsequent versions, it can be toggled using a button on the keyboard.


Weapons List:

default button / slot 3


tier 4 | Need marksman level 4 to use
  • Firemodes: Single
  • Rate of fire: ~3 sec
  • high‑power railgun — top‑tier ranged weapon
  • advanced scope compatible with EVA suit closed‑visor mode
  • highest damage in the game with an almost perfectly flat trajectory initially
  • obtainable as a Com Center quest reward (foreman’s room) later available exclusively through crafting

tier 3 | Need marksman level 3 to use
  • Firemodes: Single
  • Rate of fire: 0.30 s
  • unique weapon, but findable on Nesoi Island
  • powerful long‑range rifle with high accuracy
  • advanced scope compatible with EVA suit closed‑visor mode
  • consistent performance at extended distances

tier 3 | Need marksman level 3 to use
  • Firemodes: Single, Auto
  • Rate of fire: 0,9 Sec
  • slow‑moving plasma projectile with limited effective range
  • extremely high damage output
  • awarded in the Com Center after gaining access (quest reward)
  • reliable and easy to maintain in harsh conditions built-in flashlight

tier 2 | Need marksman level 2 to use
  • Firemodes: Single, Auto
  • Rate of fire: 0,9 Sec
  • effects depend on the ammunition type used
  • supports both precise single‑shot fire and full automatic mode
  • versatile platform suited for mixed‑range encounters
  • rugged construction designed for harsh environments

tier 2 | Need marksman level 2 to use
  • Firemodes: Single, Auto
  • Rate of fire: 0.066 s
  • high‑rate‑of‑fire SMG with excellent handling
  • supports subsonic ammunition for near‑silent operation
  • optimized for infiltration and close‑range engagements
  • stable and reliable even during sustained automatic fire

tier 1 | Need marksman level 1 to use
  • Firemodes: Single, Burst
  • Rate of fire: 0.083 s
  • reliable mid‑range rifle with stable recoil
  • supports burst fire for controlled short engagements
  • lightweight and easy to operate in confined spaces
  • trusted by colony crews for day‑to‑day security tasks

default button / slot 2

tier 1 | NO SKILL REQUIREMENTS
  • Firemodes: Single
  • Rate of fire: 1.0 s
  • obtainable exclusively through crafting
  • precise short‑range laser shot with minimal recoil
  • simple construction and easy field maintenance
  • reliable backup option when conventional ammo is scarce

tier 1 | No skill requirements
  • Firemodes: Single, Auto
  • Rate of fire: 0.133 s
  • reliable close‑range pistol with stable recoil
  • supports automatic fire for emergency situations
  • durable construction suited for harsh, dusty environments
  • widely distributed among civilian and colony personnel

default button / slot 1


tier 1 | No skill requirements
  • obtainable exclusively through crafting
  • durable construction suited for harsh field conditions
  • usable as a melee weapon, cutting tool, and breaching
  • implement for lock forcing

tier 1 | NO SKILL REQUIREMENTS
  • effective melee weapon with precise cutting capability (tool)
  • limited breaching performance — especially weak when used with low Forcer
  • skill durable construction suited for harsh field conditions

tier 1 | NO SKILL REQUIREMENTS
  • longest melee reach among improvised weapons
  • high blunt damage without causing bleeding
  • effective for crowd control thanks to weight and impact force
  • durable construction suited for harsh field conditions

tier 1 | NO SKILL REQUIREMENTS
  • most effective breaching tool — highest durability and force output
  • excellent melee performance thanks to weight and impact
  • reliable in harsh conditions due to solid, single‑piece construction

tier 1 | NO SKILL REQUIREMENTS
  • useful breaching substitute when a crowbar is not available
  • effective melee option thanks to compact size and focused impact
  • durable construction suited for field work and emergency use

Introduction to new Tools

Core Attributes

Tools have two primary attributes:

  • Quality — determines effectiveness and speed when performing tasks such as cutting, crafting, or breaching (breaching has its own dedicated help section).
  • Durability — determines how quickly the tool wears out during work or combat.

Skill Interaction

Your related skill level has a strong impact on tool performance.

Higher skill improves:
  • Repair efficiency
  • Effectiveness tied to Quality
  • Work completion time
  • Tool protection against wear