How many Scavland weapons are there?
Steam: 25+ firearms in the EA pitch, plus melee. Full roster TBA. We will not invent rows.
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
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.
| Fact | Detail |
|---|---|
| Game | Scavland · NoShadow · Steam 3373500 |
| EA pitch | 25+ weapons · 300+ attachments · customize components |
| Combat | Firearms, melee, stealth, suppression (official) |
| Jam rule | Jams worse under 50% condition (wiki) |
| Field fix | Gun Cleaning Oil · +15% condition (wiki; re-check tooltip) |
| Bench | Workbench wants scrap metal and weapon springs (full recipe TBA) |
| Progression | Gear, plates, rubles, faction standing — no skill tree |
| Named roster | Text table only · TBA-verify · no entity images yet |
| Not this page | Fake DPS, complete caliber math, class builds |
| Verified | September 6, 2026 |
Matched by build plan, shared topics, and guide progression — not random related links.
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.
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.
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.

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.
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.
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.

| Name | Notes | Status |
|---|---|---|
| Starting Makarov | Community starter pistol — feed it first | TBA-verify |
| Mikhail 47 | Named rifle in official/community lists | TBA-verify |
| Thread Cutter | Named firearm — inspect in-game | TBA-verify |
| Svarsh Miracle | Named firearm — inspect in-game | TBA-verify |
| 63 Dragoon | Named; may overlap “Dragoon” label | TBA-verify |
| Dragoon | Listed separately from 63 Dragoon until confirmed | TBA-verify |
| 3-Line Nagant (03) | Named; bolt/revolver family TBA | TBA-verify |
| 2HMG | Heavy mount nickname — weight/ammo TBA | TBA-verify |
| Bahadir 918 | Named; pair with 920 until catalogs merge | TBA-verify |
| Bahadir 920 | Named; pair with 918 until catalogs merge | TBA-verify |
| PM1270 | Named; likely pistol-family — confirm UI | TBA-verify |
| PM Nikolay | Named; likely pistol-family — confirm UI | TBA-verify |
| M4 | Community/list name — not a DPS rank | TBA-verify |
| Zavod | Named — factory label vs unique gun TBA | TBA-verify |
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.
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.
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.
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.
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.
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.
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.
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.
Customize parts on attachments, then stop jams on repair.
Hubs: wiki · guides. First loop: beginner guide.
Steam: 25+ firearms in the EA pitch, plus melee. Full roster TBA. We will not invent rows.
Nowhere honest. Condition, ammo, and extract beat fake damage tables. Re-check inspect stats in your build.
No. They are TBA-verify names. Text table only until capture.
No classes. Attachments change the same gun. Standing unlocks trader parts.
Community: starting Makarov. Use whatever you can feed. Stash a backup pistol before bunkers.
Wiki: worse under 50% condition. Field oil (+15% wiki), then workbench scrap and springs.
Matched by build plan, shared topics, and guide progression — not random related links.