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GRAVHOUNDS Weapons: Every Gun Seen So Far

Four weapons appear across GRAVHOUNDS demo footage: the pulse rifle, shotgun, sniper rifle and grenade launcher. Your first reward pod each mission lets you pick your main weapon, and it offers every weapon you have unlocked. New guns come from research and blueprints, and every Gravhound also carries the Grav Beam and a mining laser.

Official GRAVHOUNDS screenshot from the Steam store page (9 of 9)
Official screenshot · Steam media gallery · © 2026 Octopus Panic, Inc. Illustrative media; see material statement.

Weapons Seen in the Demo

Official store pages say you unlock new weapons but do not name them. Several independent demo and playtest videos show the same four guns. One playtest reviewer listed them directly as an AR, a shotgun, a sniper and a grenade launcher.

  • Pulse rifle (assault rifle): a starting option in the first reward pod.
  • Shotgun: the other starting option; strong up close.
  • Sniper rifle: unlocked through research; needs planet materials.
  • Grenade launcher: unlocked through research.

Weapons at a Glance

The four guns seen in demo footage, plus the tools every Gravhound carries.

  • Pulse rifle: starting option.
  • Shotgun: starting option.
  • Sniper rifle: research; needs Electrium and titanium.
  • Grenade launcher: research.
  • Always carried: Grav Beam, mining laser and grenades.

Choosing Your Weapon Each Mission

The tutorial introduces the system: COSMO authorises a reward pod, and the pick becomes your main weapon for the mission. Recorded sessions show the first pod offering a shotgun or a pulse rifle. That choice is made fresh every mission.

Dev Log #1 changed this for the demo. Your initial reward pod now offers all the weapons you have unlocked. Any new gun you save up for can go straight into your next expedition.

Unlocking New Weapons

Weapons are unlocked in the research lab between missions. Demo videos show the grenade launcher and sniper rifle listed there, with resource costs. One creator found they needed Electrium and titanium ore for the sniper.

Weapon blueprints are also found on planets. One playtest reviewer had not found a weapon blueprint after about three and a half hours, and a forum player could not locate the sniper blueprint after finishing the demo three times. Unlocks may be sparse in the demo.

Weapon Balance Changes

Dev Log #1 lists weapon tuning for the demo. Base weapons are slightly more effective, while upgrades and Mods have less extreme scaling at the upper end. That makes your starting gun matter more than in the playtest.

Grenades got a big buff: higher damage, a larger blast radius, longer throwing range and a longer fuse. Gun upgrades are bought in the lab with Research Points. Mods such as faster fire rate stack on top through your Mod Deck.

The Grav Beam and Mining Laser

Every Gravhound carries the Grav Beam, the main industrial tool. It grabs resources, hauls equipment, places Build Kits and flings objects. The Steam page says it can turn gravity against the swarm and send enemies flying.

The mining laser carves out resources and repairs damaged turrets and the Collector. The Steam page warns that moving volatile materials with the Grav Beam may cause unforeseen loss of Gravhounds. Players also warn not to shoot Electrium crystals directly.

Weapon Upgrades and Mods

Beyond unlocking guns, the research lab offers gun upgrades. One creator found a reload speed upgrade across all weapons. These upgrades cost Research Points.

Mods add more weapon power during a run, such as faster fire rate or rockets on critical hits. Since the demo, upgrades and Mods scale less extremely at the top end. That keeps base weapons relevant.

Abilities That Act Like Weapons

Each Gravhound has an ability that can also deal with enemies. Zane's Bark knocks enemies back and now deals a little damage. Dozer places mines that explode underfoot, and Finn's Play Dead traps nearby enemies in a temporal bubble.

The Grav Beam can pull smaller creatures out of fights and turn nearby objects into projectiles. Grenades add burst damage for everyone. See our characters guide for every ability.

What Players Want Changed

Several playtesters found weapon variety thin. One reviewer said they were stuck with two of the four guns after hours of play. Another noted the game shows no weapon statistics when you choose.

The developer responded by letting your first reward pod offer every unlocked weapon. More weapons are promised through progression in the full game. We will add new guns once they are confirmed in Early Access.

Pairing Weapons With Characters

Weapon choice works best when it covers your character's gaps. One demo creator paired Zane's Bark with a shotgun: knock enemies into the air, then shoot them. A ranged weapon suits characters who stay back to mine or build.

Turrets also do much of the damage, and they earn experience you can promote. Check our characters guide for abilities. The full loadout picture is in best builds.

Frequently Asked Questions

How many weapons are in GRAVHOUNDS?

Four are seen in the demo: pulse rifle, shotgun, sniper rifle and grenade launcher. The full Early Access list is not announced.

How do you get the sniper rifle?

Research it in the lab. Demo footage shows it needs materials such as Electrium and titanium ore.

Can you change weapons mid-mission?

Your main weapon is chosen from the first reward pod of each mission.

Are grenades good in GRAVHOUNDS?

They were buffed in the demo with more damage, a bigger radius, longer range and a longer fuse.

Do weapons show stats?

A demo reviewer noted no weapon statistics are shown when choosing.

Official Trailer

Official reveal trailer · Octopus Panic on YouTube · © 2026 Octopus Panic, Inc. Illustrative media; see material statement.

Sources and Further Reading

Information checked October 30, 2026. Send a correction.