← Field manual

BUILD LAB

Six slots. One problem at a time.

Weird Gun Game lets players fuse parts from different weapons. The useful question is not ‘Is this part strong?’ but ‘What does the complete weapon do now?’

Official Weird Gun Game artwork of a mixed-part custom rifle
Official Weird Gun Game artwork

COMMON PRIMARY SLOTS

Build around a job, not a collection.

Common slots reported by secondary reference material are barrel, core, magazine, sight, grip, and stock. Current availability can change with updates.

01

Barrel

Compare how the completed weapon handles damage, range, recoil, and spread.

02

Core

Community documentation describes the core as setting the weapon's base stats and firing behavior; judge how every other part supports it.

03

Magazine

Check ammo and reload behavior in the finished build, not in isolation.

04

Sight

Choose a view that helps you read the ranges you actually fight at.

05

Grip

Use it to support the handling problem your match test exposed.

06

Stock

Recheck control and mobility across the full build after changing it.

READ THE WHOLE CARD

Turn stats into match questions.

Damage

Can the build finish fights without breaking every other priority?

Recoil + spread

Can you keep shots where you expect under real pressure?

Fire rate

Can you manage the pace without losing control or emptying at the wrong time?

Reload

Does downtime fit the cover and rhythm of the current mode?

Range

Does the build stay useful at the distances the map is giving you?

Mobility

Can you move into, through, and out of the fights you choose?

Exact values and item availability are update-sensitive. Verify current numbers inside the game before committing resources.

PUT IT TO WORK

Now test the build in the loop.

Continue to Core Loop →