Scavland Weapons
Scavland weapon references covering confirmed firearm systems, upgrades, modifications, and ammo rules from patch notes — no invented gun DPS.
Weapons in Scavland are not a simple DPS spreadsheet. Official framing emphasizes more than 25 firearms and melee weapons, more than 300 attachments, scarce ammunition, possible jams, and tactics that include direct fire, melee, stealth, and suppression. After Update 0.8.0 (October 17, 2026), the round loaded in the magazine can matter as much as the platform — armor penetration was reworked so AP, HP, and FMJ play different roles against armored humans versus unarmored mutants.
This hub teaches you how to evaluate guns on this wiki, which child pages to open first, and how we will fill a roster without publishing fake stats.
Version context (editorial, 2026-10-31): Early Access launched September 4, 2026; on-wiki public references currently go through Hotfix 0.8.8 (October 19, 2026). Child pages were refreshed on 2026-10-31 to Early Access evidence labels.
Evidence labels (read before any “tier list”)
| Label | Meaning | Allowed on scav.land? |
|---|---|---|
| Confirmed from official notes as of DATE | Steam store or patch notes, linked | Yes |
| Wiki playtest log | Measured in a named build with method | Yes, when you have sessions |
| Editorial advice | Our recommendation, marked as interpretation | Yes |
| Unsourced damage / armor / drop chance | Blog-style invention | No |
There is no evidence-backed tier list on this wiki until controlled comparisons exist (same version, upgrade level, ammo type, enemy class, range, and resource cost). Ranking from screenshots alone creates false precision and hurts trust — including AdSense reviews that look for original, accurate content.
Child guides under Weapons
| Guide | URL | Role |
|---|---|---|
| Ammo types & armor penetration | /weapons/ammo-types-and-armor-penetration/ | Start here for combat rules after 0.8.0 — FMJ / AP / HP, enemy armor groups from notes, shotgun loads, bleed and price tables cited from patch notes |
| Weapons overview | /weapons/weapons-overview/ | High-level confirmed systems for EA 0.8.8 |
| Upgrades & modification | /weapons/weapon-upgrades-and-modification/ | Attachment philosophy + how we will test builds |
| Customization, parts & attachments | /weapons/weapon-customization-parts-and-attachments/ | 25+ weapons / 300+ attachments overview; 0.8.0 random parts; 0.8.8 stash strip |
Related non-weapons pages that change loadout choices: Beginner guide, Game modes, Hotfix 0.8.8 ammo memory, Crafting & repair, Shelters / trading.
Suggested reading order
- Ammo & armor penetration (0.8.0) — learn when AP helps (e.g. heavily armored humans such as Gunners in the notes) and when HP hurts you by adding armor to already-armored targets.
- This hub’s role framework — decide whether your next hour is anti-armor patrol, mutant hunt, stealth, or mixed.
- Upgrades & modification — understand that 300+ attachments are a search problem; log compatibility instead of copying influencer lists.
- Weapons overview — roster stubs and acquisition notes as they are verified.
- Trading / hideout — ammo prices moved in 0.8.0; economy discipline is part of gun choice.
- Only then fill personal “favorite gun” notes in your playtest log.
Combat roles (editorial framework — not a tier list)
Use roles to plan kits. Roles are questions, not hidden stats:
1. Generalist patrol
You expect mixed contacts and limited stash space. Prefer flexible platforms and magazines that remember ammo type (Hotfix 0.8.8 behavior described on the ammo guide) so a sidearm can stay on AP while a primary stays on FMJ.
2. Anti-armor human fights
When notes give a faction high ballistic armor (Gunners are the clearest 0.8.0 example on the ammo page), plan AP availability before you enter their territory. HP is the wrong instinct against already-armored humans.
3. Mutant / unarmored pressure
HP is named in the notes as the tool for unarmored targets and mutants — still verify each creature’s armor readout in play before you standardize a hunt kit.
4. Close-quarters / shotgun problem sets
Update 0.8.0 added distinct shotgun loads (Buckshot, Hollow Point Slugs, Sabot Hard-Cast as the AP-style option per the ammo guide). Treat shotgun choice as a rules decision (penetration, slug vs pellet, bleed) rather than a vibes decision.
5. Stealth and suppression fantasy
Store copy supports stealth and suppression as legitimate approaches. Until noise, detection, and jam data are logged, describe these as playstyles to test, not as guaranteed stealth-stat builds.
6. Melee contingency
Melee exists in the “25+ weapons” framing. Log reach, stamina cost, and slash-versus-ballistic situations separately; slash armor columns already appear for human groups in the 0.8.0 armor table on the ammo guide.
Scarcity, jams, and inventory discipline
Official description stresses scarce ammunition and weapon jams as survival pressure. Editorial implications that do not require invented jam percentages:
- Every magazine is a budget line, especially after 0.8.0 price increases listed in patch-note tables on the ammo guide.
- Sparks on impact (notes summarized on that guide) are a live feedback channel when penetration fails — learn to read them in a fight.
- Repair and durability matter more when heavier rounds and enemy AP wear armor faster (armor-wear discussion on the ammo guide). Link repairs to the upgrades guide rather than inventing repair kits here.
Attachments: how we will document 300+ parts
“More than 300 attachments” is a confirmation of depth, not a license to publish a fake compatibility matrix. Each future attachment entry should record:
- game version badge;
- slot category as shown in UI;
- host weapons observed;
- whether the change is reversible;
- materials / vendor path if known;
- one combat note (recoil feel, sight picture, ammo interaction) marked as playtest.
Until then, the upgrades child page stays methodology-first. Empty template tables live in data-table-templates.md.
Roster skeleton (fill after playtest — no fake numbers)
| Weapon (UI name) | Class | Caliber / melee | Magazines observed | Attachment slots seen | Acquisition evidence | Version | Notes |
|---|---|---|---|---|---|---|---|
| TBD | screenshot / trader / drop | 0.8.x | |||||
| TBD | |||||||
| TBD |
Do not pre-fill damage, fire rate, or rarity. If the UI shows a number, copy it with a version badge; if it does not, leave blank.
Ammo quick pointer (details stay on the deep page)
After 0.8.0, remember three official-rule takeaways already documented on-wiki:
- Penetration subtracts from armor rather than only scaling it.
- AP ≈ cutting through substantial human armor budgets described in the notes; HP adds armor to targets that already have some; FMJ remains the everyday baseline many enemies use.
- Armor is discussed with a cap in the notes; HP can interact with effective values in ways the deep page explains — read that page instead of compressing it into a misleading one-liner here.
Full tables (enemy armor groups, shotgun loads, price deltas): Ammo types and armor penetration.
Deep-page plan
| Priority | Work item |
|---|---|
| P0 | Publish this hub (≥800 words, no fake gun DPS) |
| P0 | Keep ads off thin stubs until each stub is expanded or excluded |
| P1 | Rewrite /weapons/weapons-overview/ to “confirmed as of 0.8.8 + playtest log TBD” |
| P1 | Expand upgrades guide with attachment logging checklist |
| P2 | Individual weapon pages only when UI names + measured fields exist |
| P2 | Cross-link economy changes when new patch notes touch ammo or vendors |
What not to publish (AdSense + player trust)
- Invented DPS rankings or “S-tier” lists without method
- Copied stat dumps from unknown third-party sheets without primary verification
- Pre-launch “awaiting Early Access verification” marketing tone now that EA is live — replace with dated confirmation + TBD playtest sections
- Drop rates or guarantee pity timers without logs
Related hubs
- Mechanics — radiation, abilities, trading loops
- Guides — beginner and modes
- Maps — where fights happen
- Methodology page
Primary sources
- Steam store — Scavland by NoShadow: https://store.steampowered.com/app/3373500/Scavland/
- Official patch notes for Update 0.8.0 and Hotfix 0.8.8 via Steam news (as cited on the ammo guide)
- On-wiki: Early Access update history

Scavland Weapon Customization, Parts and Attachments
Overview of Scavland's 25+ weapons, parts, and 300+ attachments from official notes — link upgrades and ammo pages, no fake DPS.
Last updated: 10/31/2026

Scavland Ammo Types and Armor Penetration Guide (Update 0.8.0)
How FMJ, AP and HP rounds work against armor in Scavland after Update 0.8.0, with enemy armor values, shotgun ammo, bleed and price changes.
Last updated: 10/31/2026

Scavland Weapon Upgrades and Modification Guide
What Scavland confirms about upgrading and modifying weapons in Early Access, plus how this wiki tests builds without fake DPS.
Last updated: 10/31/2026

Scavland Weapons Overview: Firearms, Upgrades and Testing
Scavland weapons reference: 25+ firearms/melee and 300+ attachments from official notes as of EA 0.8.8 — per-gun DPS still TBD.
Last updated: 10/31/2026