The mallet is the most important early weapon

Until higher-tier tools unlock, the mallet is your everything. It breaks furniture, smashes obstacles, disassembles industrial heaters for high scrap, and converts abandoned objects into useful materials. The only downside is durability — running out mid-room is devastating.

Always carry one. Always keep a spare on the elevator floor. See the Tips page for the elevator prep exploit.

Mid-game weapons

  • Swords — higher damage output but lower furniture-breaking utility.
  • Heavy hammers — slower swing, more impact. Strong against packed Corrupted groups.
  • Compass — not a weapon but a navigation tool. Worth carrying on deep layers.

Late-game firearms

Firearms are unlocked through Outpost progression and offer the strongest single-target damage. They do not replace good positioning. Avoidance is almost always cheaper than repairing a destroyed Vessel.

Dropkick vs. weapon swing

The dropkick is a melee alternative — sprint for at least two seconds before pressing melee to trigger it. It is faster than a weapon swing, ignores weapon durability, and can finish weak Corrupted outright. Practice the timing window.

Anti-grief weapons

  • Throw furniture at Corrupted — the impact kills weak ones.
  • Throw furniture at allies’ Sparks to launch them out of corners.
  • Block doorways with broken Vessels to bait packs.

Specific per-weapon damage numbers and durability values are 待确认 against the official 1.0 patch notes.