Combat
Combat Guide: Weapons, Sharks, Angels & Other Enemies
Game version: Early Access: 0.5–0.6 recordings, the 0.7.0 patch, and Update 5.5 examples. Each claim names its evidence period; older mechanics have not all been rechecked in 5.5.
Bolt guns take cartridges, Electric guns draw on stored electricity, and Flame guns burn petrol. Bolt weapons can be used underwater; Electric and Flame weapons cannot. Recharge Electric weapons by cable from a power source or powered backpack, rather than loading ammunition. Ordinary Angels do not attack until provoked.
Compare the Guns
Pick for the situation: underwater compatibility and the supply you carry matter.
Bolt
Bolt weapons use cartridges and work underwater.
Electric
Electric weapons use stored electricity and cannot fire underwater.
Flame
Flame weapons use petrol and cannot fire underwater.
| Weapon | Type | Skill unlock | Underwater? | Replenish |
|---|---|---|---|---|
| Bolt Pistol | Bolt | Skill level 5. Not confirmed yet | Yes | Load Bolt ammunition |
| Bolt Rifle | Bolt | Skill level 11; unlock costs 3 points. | Yes | Load Bolt ammunition |
| Bolt Sniper | Bolt | Skill level 17. Not confirmed yet | Yes | Load Bolt ammunition |
| Electric Pistol | Electric | Skill level 3. Not confirmed yet | No | Recharge by cable |
| Electric Rifle | Electric | Skill level 14. | No | Recharge by cable |
| Flamer Pistol | Flame | Skill level differs between the game screen and wiki.
Not settled yet | No | Refill with petrol through a hose |
| Flamethrower | Flame | Skill level 10. Not confirmed yet | No | Refill with petrol through a hose |
Throwables & Melee
Electric Big Explosive
Unverified recipe & unlock
Skill level 17; recipe: Battery Cell 1 + Grenade Ignition 1 + Magnetic Coil 1.
Not confirmed yet
Petrol Grenade
Unverified recipe & unlock
Skill level 9; recipe: Storage Cylinder 1 + Grenade Ignition 1 + petrol 50.
Not confirmed yet
Big Fire Grenade
Unverified recipe & unlock
Skill level 17; recipe: Cooling Radiator 1 + Grenade Ignition 1 + Nano Mesh 1 + petrol 100.
Not confirmed yet
Press C for melee, as shown on the HUD in the checked recordings.
Bolt Ammunition: What Each Round Is For
Follow the Switch ammo prompt in your game to change ammunition. The displayed bindings differ between recordings, so check your own prompt.
Pistol Flex
Standard Bolt Pistol ammunition; the checked magazine holds 12 rounds.
Recipe reference
Copper 2
Not confirmed yet
Pistol Shard
The wiki describes this pistol round as suited to soft targets with a small area effect.
Not confirmed yet
Recipe reference
Glass 1 + Copper 1
Not confirmed yet
Rifle Slam
A versatile rifle round that hits armored targets hard.
Recipe reference
Iron 2 + Copper 2
Rifle Trace
A tracer rifle round that adds fire damage.
Recipe reference
Aluminium 1 + Iron 1 + Copper 1
Not confirmed yet
Rifle Tri
An electrical rifle round intended for electrical or non-living targets.
Recipe reference
Plastic 1 + Aluminium 1 + Iron 1
Not confirmed yet
Sniper Rod
A long-range kinetic round whose description explicitly includes underwater use.
Recipe reference
Iron 2 + Copper 1 + Carbon Fiber 1 + Titanium 1
Not confirmed yet
Sniper Lux
Its intended role differs between the screen and wiki descriptions.
- Game screen: a precision round for priority targets with stronger penetration.
- Wiki: the same broad anti-armor role described for Rifle Slam.
Not settled yet
Recipe reference
Titanium 1 + Copper 1 + Gold 1
Not confirmed yet
Fit & Remove Weapon Attachments
With a gun held, press G to inspect it. Select an attachment slot and press E to edit it; F clears the slot. More than one attachment can be fitted at a time. These are the bindings shown in the checked screens.
- Stabilizer Barrel
- Suppressor Barrel
- Extender Barrel
- Laser Sight
- Red Dot Sight
- Resource Display
- 30 round rifle magazine
- 12 round pistol magazine
Breaching Barrel may add area damage while reducing damage. This is not confirmed yet.
Not confirmed yet
How to Charge the Electric Pistol
No Electric Pistol ammo to load
Electric weapons do not use ammunition cartridges. With the weapon held, use F to pull out its cable and connect it to a power source, such as a deck supply or a powered backpack. A CM MegaCell backpack connection also works. The rear display shows charge from 000 to 100.
Cable & charged shots
Recorded charging screens show a 20 m cable and voltage readings of 15.6 V / 25.0 V. These are screen examples, not a promise that every connection will show those voltages.
Hold the Electric Rifle shot to charge it, then release. A fully charged shot delivers greater damage.
Refill Flame weapons with petrol
Refill Flame weapons with petrol through their hose connection. The recorded refill connects the weapon to a petrol backpack; the rear display indicates the fuel remaining.
To carry charge or petrol with you, compare the six battery and petrol packs in the backpack guide. The pistol itself, from its unlock tier to charging it from your own battery, has its own Electric Pistol guide.
For general base-supply planning, use the Power Grid Calculator. This guide does not provide a verified charging load or energy cost to enter.
What Weapons Work Underwater?
Use a Bolt weapon underwater. Electric and Flame weapons cannot be used while swimming or submerged. Sniper Rod is also described as suitable for underwater use.
Underwater use may be limited to the Bolt Rifle and Bolt Pistol. This differs from the Sniper Rod description; it is not a confirmed restriction.
Not confirmed yet
Firing while fully submerged is not confirmed yet; underwater compatibility above comes from item descriptions.
Should You Kill Angels?
Ordinary Angels remain passive until attacked. Leave one alone if you want to avoid provoking it.
Do angry Angels calm down?
It is not settled whether an angry ordinary Angel will become passive again.
- In one game, the hostility did not end and a restart was needed.
- In another, an ordinary white Angel eventually calmed down.
Not settled yet
Arch Angels at Warehouse Alpha
Arch Angel was introduced in the 0.7.0 patch.
Arch Angels at Warehouse Alpha attack as soon as they see the player. Do not treat them like the passive ordinary Angels found elsewhere.
The wiki reports that nearby Angels also turn hostile and their front lights change from blue to red. This is not confirmed yet.
Not confirmed yet
Reported Arch Angel shot counts
Arch Angel kill counts vary, so these are not guaranteed ammunition requirements.
- Two to three fully charged Electric Rifle shots.
- Five Sniper Rod shots.
- Three to four Bolt Rifle magazines.
Not settled yet
Destroyed Angels can be dismantled. The amounts below are from one Arch Angel after Update 5.5, not a fixed reward for every kill.
- High-Tech Scraps
- 3
- Tech Scraps
- 6
- Aluminium Scraps
- 3
- Broken Glass
- 2
- Wire Scraps
- 5
- Metal Scraps
- 8
- Bio Flesh
- 4
Quest or story consequences
No relevant evidence was found about how killing Angels affects quests or the story.
Roller Boi: The Ball Robot
The ball robot, rolling robot or roller bot is the Roller Boi: a metal sphere that rolls, unfolds and fires guns mounted on its sides.
Get close for melee
Fight a Roller Boi at close range with melee. The safest tactic is to stay close enough that its guns cannot hit you.
Warehouse Alpha
At Warehouse Alpha, Roller Boi waits beyond the green barrier. Electric grenades such as Electric Big Explosive work well there.
Five electric grenades can be enough at Warehouse Alpha. Treat that number as a rough guide, not a required loadout.
Not confirmed yet
The wiki says each side cannon can be destroyed separately and that destroyed Roller Boi do not respawn. Neither is confirmed yet.
Not confirmed yet
Cocoons, Night Enemies & Floating Mines
Destroy a Cocoon core and every tentacle to stop it growing back. Stepping on the tentacles causes damage.
Red Cocoons in the sea keep spawning enemies. Night enemies that emerge after sunset are vulnerable to light and die in daylight.
Flame weapons can clear groups of small or clustered enemies. After Update 5.5, a flamer also works on tentacled creatures.
The wiki associates blue Cocoons with Sweetheart, orange with Mosquito, green with Green Crawler / Spitter, and red with Night Crawler / Spitter. The colors are not confirmed yet.
Not confirmed yet
Sentinel Mine
A fully charged Electric Rifle shot can destroy a floating Sentinel Mine.
Combat FAQ
What weapons work underwater?
Use a Bolt weapon underwater. Electric and Flame weapons cannot be used while swimming or submerged. Sniper Rod is also described as suitable for underwater use.
How do you charge the Electric Pistol?
Electric weapons do not use ammunition cartridges. With the weapon held, use F to pull out its cable and connect it to a power source, such as a deck supply or a powered backpack. A CM MegaCell backpack connection also works. The rear display shows charge from 000 to 100.
How do you kill sharks?
Aim for the exposed front of the head: the eyes, snout and gill area. These areas lack the protection of the armored back. Boat combat recordings show the Electric Rifle, Bolt Rifle using Rifle Slam, Bolt Sniper and Bolt Pistol being used against sharks.
Should you kill Angels?
Ordinary Angels remain passive until attacked. Leave one alone if you want to avoid provoking it. Arch Angels at Warehouse Alpha attack as soon as they see the player. Do not treat them like the passive ordinary Angels found elsewhere.
What is the ball robot?
The ball robot, rolling robot or roller bot is the Roller Boi: a metal sphere that rolls, unfolds and fires guns mounted on its sides. Fight a Roller Boi at close range with melee. The safest tactic is to stay close enough that its guns cannot hit you.
Sources & What Still Needs Checking
Reviewed 2026-10-05. Claims that are not confirmed yet are labeled "Not confirmed yet", and disagreements are kept separate from the FAQ facts.
- Firing while fully submerged is not confirmed yet; underwater compatibility above comes from item descriptions.
- Angel light changes, Arch Angel blue-orb attacks and destroying Roller Boi cannons one by one are not confirmed yet.
- Crafting screens are missing for Bolt Pistol, Bolt Sniper, Electric Pistol, Electric Rifle and Flamethrower.
- Melee weapon names and color-specific Cocoon behavior are not confirmed yet.
Official sources and wiki
- Wiki: Weapons (read 2026-10-05)
- Wiki: Category:Weapons (read 2026-10-05)
- Wiki: Bolt Pistol (read 2026-10-05)
- Wiki: Bolt Rifle (read 2026-10-05)
- Wiki: Bolt Sniper (read 2026-10-05)
- Wiki: Electric Pistol (read 2026-10-05)
- Wiki: Electric Rifle (read 2026-10-05)
- Wiki: Flamer Pistol (read 2026-10-05)
- Wiki: Flamethrower (read 2026-10-05)
- Wiki: Electric Big Explosive (read 2026-10-05)
- Wiki: Petrol Grenade (read 2026-10-05)
- Wiki: Big Fire Grenade (read 2026-10-05)
- Wiki: Pistol Flex (read 2026-10-05)
- Wiki: Pistol Shard (read 2026-10-05)
- Wiki: Rifle Slam (read 2026-10-05)
- Wiki: Rifle Trace (read 2026-10-05)
- Wiki: Rifle Tri (read 2026-10-05)
- Wiki: Sniper Rod (read 2026-10-05)
- Wiki: Sniper Lux (read 2026-10-05)
- Wiki: Talon Shark (read 2026-10-05)
- Wiki: Angel (read 2026-10-05)
- Wiki: Arch Angel (read 2026-10-05)
- Wiki: Roller Boi (read 2026-10-05)
- Wiki: Enemies (read 2026-10-05)
- Channel37DevTeam: official 0.7.0 patch notes, March 18, 2026




