Scavland weapons

Scavland Weapons

Scavland weapons: 25+ guns, 300+ attachments, TBA-verify named rifles, and why jams under 50% condition beat a heavy gun you cannot feed on first raids.

25+ guns — condition before greed.

~7 min read

At A Glance

This Scavland weapons page is how a Vulture in Zalesye picks a gun that still fires when a mutant or hostile survivor closes distance. Scavland from NoShadow (Steam App 3373500, Early Access September 4, 2026) advertises 25+ weapons and 300+ attachments. Ammunition is scarce. Guns jam. There is no skill tree and no class that magically makes a dry rifle useful. Verified September 6, 2026.

PC (Windows) · Full controller · Steam Deck designed. Single-player (co-op planned). Store copy: customize your arsenal, change components, experiment. This wiki will not invent a complete DPS sheet. Named guns below are TBA-verify from official and community lists. Pair every choice with repair and attachments. Steam: listing.

FactDetail
GameScavland · NoShadow · Steam 3373500
EA pitch25+ weapons · 300+ attachments · customize components
CombatFirearms, melee, stealth, suppression (official)
Jam ruleJams worse under 50% condition (wiki)
Field fixGun Cleaning Oil · +15% condition (wiki; re-check tooltip)
BenchWorkbench wants scrap metal and weapon springs (full recipe TBA)
ProgressionGear, plates, rubles, faction standing — no skill tree
Named rosterText table only · TBA-verify · no entity images yet
Not this pageFake DPS, complete caliber math, class builds
VerifiedSeptember 6, 2026

Kit the gun

Matched by build plan, shared topics, and guide progression — not random related links.

How many Scavland weapons exist in Early Access?

Official Early Access copy for Scavland lists 25+ weapons and 300+ attachments. That is a floor, not a spreadsheet. Act I is the first region; later acts are planned to add more guns, recipes, and bunkers. If a third-party dump shows forty-two rows with damage-per-second, treat it as unverified until you see the same names in your inspect UI.

Scavland weapons include firearms plus melee. Steam also lists stealth and weapon suppression as combat tools. A suppressed shot is still a shot: you spend ammo you may not replace on the walk home. Melee exists so you are not helpless when the mag is empty, not because this wiki ranked a knife against a 2HMG.

What “25+” does not mean

It does not mean we will pad this page to twenty-five invented rows with made-up recoil. It means the live build has a large enough pool that chasing one named drop is a greed trap. Find what you can feed. Log names when you inspect them. Come back when this wiki has capture-backed icons — tables stay text only until then.

Where guns come from

World loot, hostile survivors, bunker rooms, and traders. Vendor stock is reputation-gated — factions — not a skill node. High-density junk on loot is how you buy ammo and springs instead of a fashion rifle.

Why do Scavland weapons jam?

Steam says weapons can jam. Community wiki notes agree the problem gets worse when condition is under 50%. That is the number this page will repeat until a patch notes a different threshold. A jam in a procedural bunker doorway is how death recovery starts.

Field Gun Cleaning Oil is the mid-raid patch: wiki quotes +15% condition. Re-read your tooltip every patch. Oil is not a full workbench restore. Scrap metal and weapon springs belong at the bench before you drop a hatch — details on repair.

Scavland bunker firefight with ammo counter and muzzle flash

Condition is a loadout slot

Treat durability like ammo. If the bar is ugly, you either oil, leave, or accept that the next click may click nothing. Do not “clear” a jam by dumping the mag into dirt unless the UI actually asks for a reload/clear action — wasting rounds is how Scavland weapons become clubs.

Suppression and noise

Unsuppressed fire is a long sound ripple at night (community: far larger than the flashlight cone). If you must shoot near a settlement, muzzle devices from attachments matter more than a heavier caliber you cannot prove.

Which named guns are TBA-verify?

The table is a capture checklist, not a tier list. Names appear in official and community lists. Roles, calibers, and damage stay TBA. Do not merge 63 Dragoon and Dragoon, or Bahadir 918 and 920, until the inspect screen proves they are one gun. No DPS.

Scavland weapon inspect tooltip on Medved Monster with jam note and stats
NameNotesStatus
Starting MakarovCommunity starter pistol — feed it firstTBA-verify
Mikhail 47Named rifle in official/community listsTBA-verify
Thread CutterNamed firearm — inspect in-gameTBA-verify
Svarsh MiracleNamed firearm — inspect in-gameTBA-verify
63 DragoonNamed; may overlap “Dragoon” labelTBA-verify
DragoonListed separately from 63 Dragoon until confirmedTBA-verify
3-Line Nagant (03)Named; bolt/revolver family TBATBA-verify
2HMGHeavy mount nickname — weight/ammo TBATBA-verify
Bahadir 918Named; pair with 920 until catalogs mergeTBA-verify
Bahadir 920Named; pair with 918 until catalogs mergeTBA-verify
PM1270Named; likely pistol-family — confirm UITBA-verify
PM NikolayNamed; likely pistol-family — confirm UITBA-verify
M4Community/list name — not a DPS rankTBA-verify
ZavodNamed — factory label vs unique gun TBATBA-verify

Starting Makarov

Community reports a starting Makarov-style pistol. If your first raid is a bunker with a dry rifle, you played the screenshot, not the loop. Keep pistol ammo in the stash even after you find a named primary.

Heavy names are not first-loop guns

2HMG and other heavy labels imply ammo weight you may not want on a daylight junk run. A clean light gun plus oil beats a famous mount you cannot lift out of Mist. Verify weight in UI; this page will not guess kilograms.

What belongs on an early Scavland weapons loadout?

Early Scavland weapons loadouts are boring on purpose: a fed sidearm, a primary you already found ammo for, Gun Cleaning Oil, and a gas-mask filter. The beginner guide and survival pages exist because the first extract is a logistics problem, not a buildcraft problem.

Attachments you actually looted beat a theorycraft optic. If the night cone is short, a flashlight and a quiet route beat a scope you cannot use in fog. If you are walking contracts, pack for the job type — mutant bounties and human squad hunts are loud; contracts is not a reason to bring a 12% relic.

Ammo is the real unlock

A silent empty rifle is dead weight. Buy or loot the caliber you already own before you buy a new family. Trader prices move with standing. Do not assume every merchant sells every round.

Melee and stealth are tools, not classes

Official combat includes melee and stealth. Playstyle pages are P1. Until then: knife for empty-mag panic, stealth for night cones, guns for when stealth fails. There is still no dual-class.

How do attachments change a gun without a class?

Steam: collect firearms and attachments throughout the world and customize them. Change components. Experiment. Scavland weapons stay the same item with different parts — stocks, magazines, optics, muzzle devices, grips, and more, inside that 300+ pool. Compatibility is per gun. Grey slots are the wrong family, not a bug you cheat around.

Swap parts in the safehouse. A half-installed muzzle during a jam is how you donate the pack. Deep slot talk lives on attachments; this page only insists that parts do not replace repair. A customized jam is still a jam.

When should I stash a relic instead of carrying it?

The safehouse stash is 100% safe on death. The backpack is not. A named Mikhail 47 or Svarsh Miracle at rotten condition is a bench project, not a belt trophy for mist or bunkers. Stash it, run a cheap clean gun, come back with springs.

If you die on a greed run, death recovery wants a cheap kit, not your only named rifle in the bag. Second-death overwrite of the world pack is a common extraction pattern — verify in your build — so do not bet the unique gun on a flashlight night hike.

Which gun mistakes dump a backpack?

Taking an unfed heavy into a procedural bunker. Ignoring the 50% condition cliff. Skipping oil “because the raid is short.” Shooting unsuppressed next to friendlies. Treating community names as a complete official roster. Inventing DPS so you “know” Thread Cutter is better than a clean starter pistol.

Co-op is planned, not in Act I. You cannot ping a friend to cover your jam. Extract while the gun still works. Then spend junk on ammo, oil, and springs — not on a second relic you also cannot repair.

What next

Customize parts on attachments, then stop jams on repair.

Hubs: wiki · guides. First loop: beginner guide.

FAQ

How many Scavland weapons are there?

Steam: 25+ firearms in the EA pitch, plus melee. Full roster TBA. We will not invent rows.

Where is the DPS list?

Nowhere honest. Condition, ammo, and extract beat fake damage tables. Re-check inspect stats in your build.

Do named guns like Mikhail 47 have official stats here?

No. They are TBA-verify names. Text table only until capture.

Can I dual-class a gun?

No classes. Attachments change the same gun. Standing unlocks trader parts.

What starter gun should I use?

Community: starting Makarov. Use whatever you can feed. Stash a backup pistol before bunkers.

When do guns jam more?

Wiki: worse under 50% condition. Field oil (+15% wiki), then workbench scrap and springs.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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