Hellraiser: Revival Weapons: Guns, Melee & Durability
Hellraiser: Revival is a survival horror game first: ammo is scarce in the full game by design, melee weapons wear out, and the developers want you choosing between a fight, a sneak and a sprint. Here is the arsenal confirmed so far.
Weapons seen in the demo
One demo weapon showcase lists every weapon it found, in this order:
| Weapon | Type | Notes |
|---|---|---|
| Pistol | Firearm | Starting gun. Pre-order “Labyrinth” skin applies here. Players report strong aim assist on headshots in the demo |
| Revolver | Firearm | Slower, heavier hits |
| Shotgun | Firearm | Deluxe “Cenobite” skin. Best answer to a charging heavy |
| SMG | Firearm | Seen in the club fight in Saber’s screenshots |
| Assault Rifle | Firearm | Late in the demo |
| Sawblade | Melee (sharp) | Pre-order “Martyr” skin. Also thrown by telekinesis |
| Machete | Melee (sharp) | Shown in Saber’s trailers |
| Cleaver | Melee (sharp) | |
| “Jagger Messer” knife | Melee (sharp) | Name as given in the showcase video |
Saber’s own material also shows baseball bats, a nail bat and “rusty blades”, plus traps you lay down that dismember enemies. The full game will have more; this table will grow after launch.
Durability: every melee weapon breaks
Saber’s Gameplay Overview trailer is direct about it: makeshift weapons “will only last so long”, and durability is there to add tension. Practical rules from the demo:
- Do not carry only one melee weapon into a fight.
- Use guns on what melee cannot handle, not on everything. Ammo is crafted and bartered for as well as found.
- Swapping melee weapons happens through the inventory, which many demo players found awkward mid-fight. Swap before you engage.
Blunt vs sharp
This is the most useful rule in the game. The community Hellraiser wiki summarises it as: blunt weapons (clubs, baseball bats) break through armour; sharp weapons (knives, machetes) are effective against unprotected enemies. Saber adds that heavily armoured enemies need their armour broken off before you do real damage.
- Armoured cultist or “gimp” heavy: bat first, or shoot the armour off, then switch.
- Unarmoured cultist: blade, or one headshot. A demo player notes enemies without head armour die to a single headshot.
Executions and Suffering
When an enemy’s health drops low enough (or it is stunned), you can trigger an execution. Executions collect Suffering, the resource that fuels the Genesis Configuration’s powers. Gather enough and you unlock the Hell Chains. So melee kills are not just about saving ammo; they feed your box. Details in the Genesis Configuration guide.
Box in one hand, gun in the other
With the Configuration in your left hand you can still hold a pistol in the right, and Saber shows telekinesis, pyrokinesis and gunfire chained together. Throwing saw blades and rail spikes with telekinesis is the cheapest damage in the game.
The Nailer (Deluxe Edition)
The Deluxe Edition’s one gameplay item is the Nailer, a melee weapon. Saber has not published stats; we will add them after launch. Cosmetic extras (Cenobite shotgun skin, Punisher bat skin, Leviathan charm) do not change damage. Edition comparison.
Upgrades and the shopkeeper
There is a mysterious shopkeeper who barters upgrades, and you craft ammo and healing items from scavenged materials. Saber has not shown the upgrade tree yet. Until then: keep crafting materials, sell nothing you might need, and do not waste ammo on enemies you can execute.
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