Unofficial archive — not affiliated with FURYU Corporation and Winning Entertainment Group Last updated 2026-10-29
Guide · launch week

Weapon, Artifact, and Gear Basics: Build Around One Gun

Attachments, artifacts, and nine gear slots all want attention at once. Pick one firearm, give it a clear job, and let the rest of the build answer that choice.

2026-10-29 4 min read 6 sections
Weapon attachment screen.
Weapon attachment screen showing the Steel Stock and its stats. Official Steam screenshot, © FURYU Corporation.

This guide is built from the official site, Steam and store listings. Advice about priorities is editorial judgment, not a measured test; confirmed systems are described as such.

Start with the job, not the gun

The official material says the right firearm changes with the situation, and that is the whole design. A build is not a list of good weapons. It is an answer to three questions: what you do when something is close, what you do at range, and what you carry when you have to leave.

Answer those before you equip anything. If two slots answer the same question, one of them is wasted weight, and wasted weight in a game about limited ammunition is a real cost. The official wording is situation, not preference. That word is doing work: the Zone decides which of your three answers is correct, and your loadout only decides whether you have one at all.

Attachments belong to a firearm, not to a build

Each gun takes its own attachments, which means every attachment decision is also a decision about which gun you are committing to.

Fix the property you actually notice. If a weapon feels uncontrollable, address control. If it feels slow to bring up, address that. A pile of parts on a gun whose problem you have not named is decoration, and decoration is expensive here.

Attachments are also the cheapest way to learn a firearm. Change one, run a room, and keep it only if you can feel the difference. Three parts you cannot describe are three parts you are carrying for no reason.

Artifacts are the stat layer

Artifacts come out of the Anomaly Zones and raise Reona stats. They are the easiest part of a build to overthink, because stats stay invisible until something goes wrong.

Use them to cover a weakness rather than sharpen a strength. A gun that already hits hard does not need more power as much as it needs the fight to last long enough to use that power. One artifact that keeps you alive through a bad room is worth more than three that shorten a fight you were already winning. Treat the first artifact as a repair, not a reward.

Nine gear parts, and looks cost nothing

Gear is split into nine parts, and each one affects stats. The appearance of a costume can be changed without changing performance.

That combination is generous. You never have to choose between looking right and playing right, and there is no excuse for leaving a slot empty. Fill the weakest part first, then upgrade the parts you notice failing. Nine slots is a lot of small decisions, and a filled slot with a mediocre part still beats an empty one.

Ammo comes in kinds, and kinds cost space

The game item lists name handgun, submachine gun, shotgun, and sniper ammunition separately. Every caliber you carry is a supply line you have to keep fed inside the Zone.

Two calibers is a manageable loadout. Four is a shopping list. Before adding a third weapon, ask whether you would rather have ammunition for the two you already trust. Resupply is part of base preparation rather than something you do mid-dive, so every extra caliber is one more line to keep funded before you leave.

The one-sentence test

When the build is finished, say out loud what it is for. Close-range panic, mid-range work, one long shot to open a fight: that is a build. Good at everything is a wish.

If the sentence does not come out, remove a piece until it does. Fewer moving parts is not a compromise in a game where ammunition decides whether you get home. It is the build, and it is also how you know when to stop upgrading.

Sources

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Anomalith Archive. “Weapon, Artifact, and Gear Basics: Build Around One Gun.” Last updated 2026-10-29. https://anomalith.net/guides/weapon-and-gear-build/