Weapons, Gear, and Loadouts: Tools of Survival (and Regrettable Choices)

By Ashton Data Publishing, LLC — because fists are optional but lasers are encouraged

Greetings, heavily armed travelers!

Welcome to Dev Blog #9! After surviving planets that want you dead, missions that spiral into chaos, and NPCs with questionable decision-making skills, it was time to focus on something vital:

Your gear.

Specifically — the tools you’ll rely on when the galaxy stops being friendly.

Weapon Categories: Choose Your Flavor of Mayhem

We finalized our core weapon categories this week. Each weapon type behaves differently, encouraging thoughtful loadouts instead of “one gun solves everything.”

Primary Weapon Types

  • Kinetic Weapons — Reliable, loud, and effective against most targets. Ammo is plentiful… until it isn’t.
  • Energy Weapons — Clean shots, heat management, shield disruption, and stylish disintegration.
  • Plasma Weapons — Slow, devastating, and very good at convincing enemies to stop existing.
  • Hybrid Tech — Experimental gear with unpredictable effects. Sometimes brilliant. Sometimes on fire.

Each category supports:

  • Attachments
  • Mods
  • Ammo types
  • Condition degradation

Yes — weapons wear down. Please don’t ignore maintenance.

Weapon Handling: Weight Matters

Weapons now have:

  • Weight
  • Recoil profiles
  • Reload speeds
  • Heat generation
  • Accuracy curves

A heavy rifle hits harder but slows movement.
A light SMG keeps you fast but eats ammo.
A plasma launcher solves problems… and creates new ones.

Your playstyle shapes your survival.

Armor & Suits: Survival Fashion

Armor is no longer just cosmetic.

Suit Systems Include:

  • Environmental resistance
  • Radiation shielding
  • Temperature regulation
  • Mobility modifiers
  • Integrated tech slots

Heavy armor keeps you alive — but makes you slower.
Light suits keep you agile — but mistakes hurt more.

Also yes, suits can be color-customized. Because dying in style matters.

Loadouts: Prepare or Regret It Later

We implemented the first pass of the loadout system.

Players can now:

  • Save multiple loadouts
  • Swap gear at stations
  • Prepare for different biomes and missions
  • Specialize for combat, stealth, exploration, or trade

Bringing desert gear to a frozen planet is… educational.
We highly recommend checking the weather.

Gear Mods and Upgrades: Tinker Carefully

We added early mod support:

  • Weapon mods (scopes, barrels, power regulators)
  • Suit mods (life support boosters, shield emitters)
  • Utility mods (scanners, hacking tools, med injectors)

Mods affect:

  • Performance
  • Energy consumption
  • Durability
  • Side effects

Some mods improve stats.
Some add tradeoffs.
Some probably shouldn’t be stacked.

We’ll let players discover which ones explode.

Inventory Management: Decisions, Decisions

Inventory is governed by:

  • Weight limits
  • Slot restrictions
  • Cargo vs personal gear
  • Emergency discard options

If your pack is full during a chase:

  • You can drop gear
  • Jettison cargo
  • Or accept your fate gracefully

Loot greed is a dangerous habit.

Memorable Bugs of the Week

  • A plasma rifle overheated and launched itself.
  • A suit mod reversed gravity for one player only.
  • A weapon mod stacked infinitely. Damage values went… astronomical.
  • A helmet refused to come off. The NPC panicked.

The helmet has been dealt with.
We think.

Final Thoughts for Dev Blog #9

Weapons and gear are now meaningful choices, not just stat sticks. Your loadout reflects your personality, your experience, and how much risk you’re willing to take.

Next week:
Dev Blog #10 — “Spaceflight and Vehicles: If You Can’t Fly It, You Probably Shouldn’t Touch It”

Until then, clean your weapons, maintain your suits, and remember:
The best loadout is the one you remembered to bring ammo for.

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