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.
in the lower right corner there is a quick return button [^] to TOC
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:
LONGARMS
default button / slot 3
MLD A9 — Magnetic Launch Device

Rails Pack

tier 4 | Need marksman level 4 to use
In game description:A compact electromagnetic launcher designed for high‑velocity metal projectiles. Uses pulsed magnetic fields to accelerate small conductive cores without combustion or propellant. Reliable in harsh environments, easy to maintain, and valued for its precision and consistent output. Effective as a multi‑purpose field tool and a practical defensive option when conventional resources are limited.
- 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
Sport Rifle

Sport Rifle Magazine

tier 3 | Need marksman level 3 to use
In game description:A precision‑built long‑range rifle originally intended for recreational marksmanship. Stable, accurate, and favored for its clean ballistic profile. Though not military‑grade, its reliability and reach make it a valuable asset in the field.
- 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
Plasma Emitter Gadget No3

Plasma Pack

tier 3 | Need marksman level 3 to use
In game description:Plasma Emitter Gadget No3 — A compact energy tool designed to launch low‑stability plasma bolts for controlled cutting, heating, and short‑range defense. Each shot forms a contained plasma packet that dissipates on impact, delivering high thermal transfer without explosive force. Effective for disabling small threats, clearing organic obstructions, and performing field repairs where conventional tools fail. Reliable, resource‑efficient, and easy to maintain in remote environments.
- 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
HAL 2K 12mm Hybrid Auto Launcher 2K

He

Electric

slugs

tier 2 | Need marksman level 2 to use
In game description:12mm Hybrid Auto Launcher 2K (HAL 2K)
A modular 12 mm automatic platform capable of firing slug rounds, specialized payloads, and mini‑grenades. Designed for flexible engagement ranges and rapid switching between ammunition types.
- 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
SMG „Nox Silencer SO-9”

subsonic

standard

tier 2 | Need marksman level 2 to use
In game description:Tactical version used by special forces. Rapid fire and full control. Excellent for infiltration, sabotage and operations in closed zones.
- 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
Automatic Rifle “LIR-A15”

standard

tier 1 | Need marksman level 1 to use
In game description:Compact, combat-grade rifle used by second-generation colonies.
Accurate, balanced, easy to deploy, even with one hand. A survival classic.
- 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
SIDEARMS
default button / slot 2
Ferret

Laser Pistol Battery

tier 1 | NO SKILL REQUIREMENTS
In game description:Improvised laser pistol using a special battery. Excellent accuracy, short range and low damage.
- 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
Service Pistol „Esh-9”

Pistol Magazine | Standard

tier 1 | No skill requirements
In game description:The standard civil defense model for the Ahra Prime colony. Modest, accurate, and resistant to sand.
Used primarily by tech crews before they disappeared.
- 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
MELEE
default button / slot 1
Kunai Knife

tier 1 | No skill requirements
In game description:The standard civil defense model for the Ahra Prime colony. Modest, accurate, and resistant to sand.
Used primarily by tech crews before they disappeared.
- obtainable exclusively through crafting
- durable construction suited for harsh field conditions
- usable as a melee weapon, cutting tool, and breaching
- implement for lock forcing
Combat Knife

tier 1 | NO SKILL REQUIREMENTS
In game description:A military‑grade blade valued for its proven design and durability. Reliable for field work, cutting tasks, and any situation where a sturdy, no‑nonsense tool is required.
- 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
Gazrurka

tier 1 | NO SKILL REQUIREMENTS
In game description:A solid metal pipe repurposed as a blunt melee weapon. Simple, heavy, and brutally effective in close quarters. Favored for its reach and the raw impact it delivers.
- 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
Crowbar Solution

tier 1 | NO SKILL REQUIREMENTS
In game description:If it doesn’t move, use a crowbar.
- 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
Hammer

tier 1 | NO SKILL REQUIREMENTS
In game description:Reliable for repairs, fittings, and any task where controlled impact is the solution.
- 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

The new framework introduces significant changes to how tools work. Many previously known tools now offer additional functionality — including melee use — and new ones have been added, such as the Gas Pipe. More tools are planned, but in the first release of the new system the list is limited to those visible in the weapon/tool roster.
New requirement: to use a tool, you must hold it in your hands. (Some legacy tools still operate under the old rules — for example, the Hacksaw only needs to be in your inventory.)
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
