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.