Gun Framework — what to buy next, honestly labeled
No official gun stats exist yet, so this is a framework page, not a fabricated S/A/B list. It ranks what is verifiable (per-shot damage from official art) and marks the rest Needs check. Reference check: 2026-10-30.
Ranking criteria (from the real game loop)
Per-shot damage Decisive
The whole game is damage accumulation: higher per-shot value multiplies every future hit. The +67 example shows the scale — 67x the starter at the same fire rate.
Unlock cost High
Medals are finite early; the cheapest meaningful upgrade is usually the right next buy. Prices are absent from every source, so cost is judged in-game, not quoted here.
Availability High
A gun you can buy now beats a theoretically better one you cannot reach yet. Availability depends on your area progress, which is why pushing new areas feeds back into gun power.
Boss utility Medium
Stage bosses (V1.2) need sustained damage; steady per-shot value matters more than spikes. GameRant's codes guide explicitly recommends the Sensei Buddy as help “perfect for bosses”.
Buddy synergy Medium
Your Buddy fights alongside you, so total damage is gun + buddy. Buddies raise the floor while you upgrade the gun that raises the ceiling.
Damage-order framework
Checked| Gun | Per shot | Best for | Confidence |
|---|---|---|---|
Starter pistol Shown in official art with +1 damage numbers. | +1 / shot | Your first minutes — it is what you start with | Source-backed |
Crystal AK-style rifle Shown in official art with +67 damage numbers; the full gun list is not published (Needs check). | +67 / shot | The progression goal the official art showcases | Source-backed |
| The full gun list in between these two is Needs check — no source publishes names, prices or values yet. Table source: official game art (inspected 2026-09-16, re-checked 2026-10-30). | |||
Read it as an order, not tiers: the starter is your baseline, the crystal-rifle class is where the official art points, and everything between follows the same logic — per-shot damage first, price second. Simulate the +1 → +67 jump yourself.
The progression math behind the order
CheckedWhy +1 → +67 is the whole meta
At 3 shots per second, the starter pistol adds 180 DMG per minute of continuous fire. The +67-class rifle adds 12,060 DMG per minute under identical hands. Nothing else you control — not click speed, not session length — scales your session by 67x; that is why the framework orders by per-shot value first.
Where codes fit
WELCOME's 5,000 instant Damage equals about 28 minutes of starter-rate shooting. REBIRTH and RELEASE each grant a free rebirth — a power boost the developer promises will be “HUGE”, with the formula kept secret. Codes buy you the baseline; guns multiply it. The full, dated code list lives on the codes page.
What would change this ranking
An official gun list in the description or an in-game armory view converts this framework into a true tier list with named entries, prices and per-shot values, each carrying its checked date. Until then the last row below stays flagged and the page stays a framework.
Teamplay note: your Buddy counts too
+1 DMG FPS has no unit roster, but V1.2's Buddy acts like a permanent companion slot: it helps destroy enemies while you shoot, and V1.3's “More Buddies” update expanded the system. The BUDDY code unlocks a Sensei Buddy — GameRant's guide calls it “extra help during fights (perfect for bosses)” — and AA2026 grants 1 Random Buddy. Treat buddies as a free multiplier on whatever gun you carry. Solo strategy stays the same: per-shot damage first.
Context from the live game
CheckedThe framework matches how the game is actually being played at scale: the official APIs showed 13,525,152 visits and a 96.2% like ratio across 125,061 votes at the 2026-10-30 check, and the game's only badge — awarded for destroying your first robot — had crossed 4 million awards. A player base that size trends mid-progression, which is exactly the population the “cheapest meaningful per-shot upgrade” rule serves. Creator coverage agrees on the loop: guides titled “+1 DMG FPS GUIDE! (How To REBIRTH Fast, NOOB To PRO, Tips & Tricks)” and “+1 DMG FPS Guide (Codes, Rebirth & Tips)” both route new players through codes → guns → rebirth, and our guide follows the same order.
Method note — how this page stays honest
Tier lists go wrong in one specific way: someone invents entries to make the table look complete. This page's rules against that are simple and checkable. Every number in the framework table traces to a source named on the row or in its footnote — the two per-shot values come from official game art, inspected directly. Every claim that depends on the missing gun list is marked with a chip instead of smoothed over. And the change log records the checks that found nothing (like 2026-10-30, where the [W3] update touched the title tag and code status but no gun stats) — because “we looked and found nothing new” is information too, with the date attached.
Ranking change log
- 2026-10-30 — Re-checked against the live APIs and trackers after the game's 2026-10-29 [W3] update: no new gun data has surfaced (the update changed the title tag and code status, not gun stats). Framework and criteria unchanged; buddy-synergy criterion added with its source.
- 2026-09-16 — Framework created from official art evidence (+1 starter, +67 crystal rifle example). No ranking claims beyond the official examples.
- Next update: when the V1.3+ patch notes or an in-game armory view reveal the full gun list, this table becomes a fully sourced tier list.