Voidtrain features two core weapon foundations: your permanent starter sidearm (the Revolver, affectionately known as the "Old Friend") and procedurally generated two-handed firearms. Unlike traditional shooters with fixed weapon drops, every two-handed firearm in Voidtrain derives its weapon type directly from its equipped barrel module, transforming between a long-range rifle, a high-impact shotgun, or a fast-firing hunter gun.
All secondary firearms are built or modified at the Armory workbench using interchangeable components that determine ammunition requirements, firing behaviors, status ailments, and baseline stats.
The Primary Weapon Types in Voidtrain
Every gun in the game belongs to one of four functional categories, determined by whether it is your sidearm or by the specific barrel slotted into a two-handed frame.
| Weapon Type | Ammo Type | Core Role | Defining Characteristics |
|---|---|---|---|
| Revolver ("Old Friend") | None (Infinite) | Reliable fallback sidearm | Always in your inventory, never consumes ammo, uses 3 modular slots, damage hard-capped at 60. |
| Rifle | Rifle Ammo | Mid-to-long-range precision | Built via Long-Range barrels; delivers high single-shot impact with low projectile drop. |
| Shotgun | Shotgun Ammo | Close-quarters burst combat | Built via Restraining barrels; expels multi-pellet spreads with no damage falloff per pellet. |
| Hunter Gun (SMG) | Hunter Ammo | Rapid fire and tracking | Built via Heavy barrels; features high fire rate profiles and homing or guided bullet capabilities. |
The Revolver ("Old Friend")
The Revolver is given to the player at the start of the adventure. It never runs out of ammunition, making it an indispensable tool for shooting floating resources, clearing stray void leeches, detonating minefields, and preserving craftable ammo.
The revolver utilizes three modular components: Barrel, Frame, and Grip. Its parts only exist in lower quality tiers (Gray and Green). While its base damage is hard-capped at 60 and its range caps at 15 to 25 depending on the roll, custom configurations can dramatically tweak its handling:
- High-damage semi-sniper: Heavy Frame ("Pest") paired with a Long Barrel hits the 60 damage cap with high accuracy.
- Rapid cleanup: Basic Frame ("Pest") paired with a Long Barrel ("Henry") provides rapid sustained fire for close-quarters self-defense.
- Precision utility: Basic Frame ("Founder") with a Long Barrel ("Punctual") prioritizes tight recoil control to easily pop floating mines without wasting crafted rifle ammo.
Two-Handed Rifles
Equipping a Long-Range barrel converts your two-handed firearm into a dedicated rifle. Rifles use standard Rifle Ammo crafted at workbenches using iron ingots and unstable chemicals. They excel at picking off soldier guards and outpost barrier defenders before your train closes the distance.
Key rifle barrel profiles include:
- Enhancer: The hardest-hitting rifle barrel family with slow fire rates and boosted accuracy.
- Flapper: Increases the rate of fire substantially for sustained medium-range DPS.
- Mantis: Emphasizes precision accuracy and tighter bullet groupings.
- Blindness: Skews heavily into weapon stability and increased magazine reserves.
Two-Handed Shotguns
Equipping a Restraining barrel converts the weapon into a shotgun chambered in Shotgun Ammo. Shotguns output massive single-trigger damage by firing a cluster of pellets. Because the pellets suffer no damage falloff over distance, shotguns completely shred enemy armor and heavily armored soldier officers at close range.
Key shotgun barrel profiles include:
- Crusher: Features the highest base damage multiplier (reaching up to a 2.5 multiplier against frame base damage), trading away rate of fire for raw stopping power.
- Heater: Increases weapon DPS by raising the rate of fire while reducing baseline recoil stability.
- Cashback and Shrapnel Gun: Deliver massive shot impact while requiring trade-offs in magazine capacity and reload duration.
Hunter Guns
Equipping a Heavy barrel creates a Hunter weapon, which feeds on specialized Hunter Ammo. These weapons act as submachine guns or automatic carbines, frequently utilizing homing or target-tracking projectiles. They shine during chaotic encounters against fast-moving aerial void creatures and insect swarms in the Arena.
Key hunter barrel profiles include:
- Tornado: Delivers extreme rates of fire, easily pushing towards high fire rate thresholds.
- Dragonfly: Offers balanced handling with improved hip-fire and aiming accuracy.
- Aggregator and Numerator: Focus on rapid cycling and high magazine throughput at the cost of lower per-shot damage.
Weapon Anatomy and Module Roles
Every two-handed weapon is assembled from four required core parts, two optional support pieces, and an optional firing core:
- Barrel: Dictates the weapon type (Rifle, Shotgun, or Hunter), ammunition class, damage multiplier, effective range, and up to two special affixes.
- Frame: Establishes the base weapon damage, baseline rate of fire, base stability, and base accuracy. Higher-tier frames also provide the socket for weapon Cores.
- Magazine: Dictates base reload speed, magazine size, and optional elemental status effects.
- Grip: Governs weapon handling and firing modes (semi-automatic, fully automatic, or burst firing).
- Stock (Optional): Trades weapon handling speed to grant stability bonuses (Stock I provides +10% stability at +0.2s handling; Stock II provides +15% stability at +0.3s handling).
- Sight (Optional): Improves hip-fire and aimed accuracy (Sight II adds +15% accuracy).
- Core (Optional Frame Attachment): Adds an alternate firing mode powered by Special Ammo.
Elemental Magazines
Magazines can roll with elemental infusions that alter bullet damage and apply negative status effects onto hostile targets:
- Flame / Ignite (~9% base proc chance): Deals burning damage over time and can cause enemy soldiers to panic.
- Toxic / Poison (~9% base proc chance): Applies poison damage over time across an area-of-effect radius.
- Ice / Cryo (~7% base proc chance): Freezes targets in place; frozen enemies take increased damage from subsequent attacks.
Because status effect scaling calculates directly from the weapon's per-shot damage, high-impact Crusher shotguns and Enhancer rifles make the most lethal elemental carriers.
Alternate Fire Cores
When a frame includes a Core socket, players can install special modules that unlock an alternate fire mode consuming Special Ammo:
- Flamethrower Core: Projects a stream of fire dealing roughly 166% weapon damage per second, consuming around 2 Special Ammo per second.
- Ice Storm Core: Fires a penetrating hail of icy shards dealing roughly 200% weapon damage, consuming 1 Special Ammo per shot.
- Annihilator Core: Launches an explosive energy sphere dealing roughly 316% damage per second in an area on contact, consuming 5 Special Ammo per shot.
Weapon Stats and System Caps
When assembling parts in the Armory, weapon effectiveness is governed by eight baseline statistics. Lower numbers are better for Reload Speed and Handling, while higher numbers are superior for all other attributes.
| Stat | Direction | Gameplay Function | Hard Cap / Floor |
|---|---|---|---|
| Damage | Higher is better | Total base damage inflicted per single trigger press | Uncapped (Observed 260+) |
| Fire Rate | Higher is better | Number of rounds discharged per minute | Capped at 1000 |
| Reload Speed | Lower is better | Time in seconds required to swap magazines | Hard floor at 1.1 seconds |
| Magazine Size | Higher is better | Total rounds available before a reload is required | Uncapped (Observed 42+) |
| Accuracy | Higher is better | Tightness of the projectile spread cone | Capped at 100 |
| Stability | Higher is better | Resistance to horizontal and vertical muzzle kick | Capped at 100 |
| Range | Higher is better | Effective combat distance before damage or trajectory drops | Capped at 30 |
| Handling | Lower is better | Delay in seconds when drawing, raising, or swapping the gun | Floor around ~0.2 seconds |
Durability directly impacts these stats. As a weapon takes wear during firefights, its displayed numbers decline, and it becomes increasingly prone to jamming. When durability falls near 60%, weapons can suffer multiple jams per magazine. Repairing the gun at an Armory workbench with scrap metal or iron ingots restores its operational integrity. However, repeated repairs cause permanent part degradation over extended use, gradually reducing maximum baseline stats even when fully repaired.
Where to Find Weapons and Modules
New weapons and high-tier modules are unlocked through natural progression as the train advances through Void gates:
- Outposts and Depots: Starting around the 6th depot stop, armored enemy soldiers and red tank officers begin dropping fully assembled rifles and high-tier modules. Outpost platforms also feature weapon crates containing loose components.
- Depot Slot Machines: Every depot station houses a slot machine requiring tokens looted from defeated soldiers. Rolling matching icons awards high-tier weapon modules, with three matching pigs guaranteeing a legendary yellow attachment.
- Arena Islands: Teleporting to Arena trials via floating monoliths tasks players with surviving up to 5 insect swarms. Completing all waves rewards up to three chests, which can be cracked open back at depot anvils for rare gun modules and Rofleemo pet treats.
- Witch Islands: Solving environmental beam and rune puzzles on floating Witch islands unlocks puzzle chests containing crafting items, mushrooms, and rare weapon parts.
Frequently Asked Questions
Why do I only have a revolver several gates into the game?
Fully assembled two-handed weapons do not drop immediately. Players generally rely solely on the revolver through the first 5 stops. Armored soldiers, commanders, and outpost caches start dropping complete two-handed rifles and modular frames around depot 6.
How do I change my rifle into a shotgun?
Access an Armory table on your train, select your two-handed weapon, and swap the barrel module. Installing a Restraining barrel (such as Crusher or Heater) converts the weapon into a shotgun, changing its ammunition consumption from Rifle Ammo to Shotgun Ammo.
Why did my weapon stats decrease even though it is at 100% durability?
Weapons undergo long-term degradation after being repaired repeatedly across multiple depot stops. While temporary durability loss can be fixed with scrap, parts that have undergone 6 to 10 full repair cycles will suffer a permanent reduction in base damage, fire rate, and magazine size.
What is the best grip module for two-handed weapons?
The optimal grip depends on desired fire behavior:
- Rapid-Fire grips enable full-automatic fire.
- Flexible grips provide semi-automatic trigger response.
- Grips featuring the "Progressiveness" or "Nitro" affixes increase stability, accuracy, or fire rate dynamically while holding down the trigger. Grips with armor-piercing or armor-detonating bullet effects are exceptionally effective against heavy depot soldiers.












