Today we’re bringing you what is likely the final devlog before the upcoming Weapon Update — and this time the spotlight falls on powerful new energy and kinetic weapons entering HIRAETH.
In the previous update you saw familiar tools rebuilt under the new Weapon Framework. This time, we’re stepping into true new territory: fresh weapon designs, advanced systems, and late‑game gear that expands the possibilities of combat, crafting, and progression.
Magnetically‑contained plasma bolts with overwhelming thermal punch
The ION Rifle is a high‑power energy weapon built around the Plasma Emitter Gadget No.3 — a compact, precision‑engineered device capable of launching dense, superheated plasma packets with extreme accuracy. This is not a weapon you simply find in the world: it must be crafted, and only after securing the proper schematics and reaching the required skill level.
While the footage below doesn’t fully showcase its potential, the ION Rifle stands as one of the most powerful energy tools in HIRAETH. It delivers devastating thermal impact at short to mid range, with ultra‑precise projectile behavior and a unique firing profile that rewards careful aim and positioning.
A rare, end‑game‑grade weapon — and a glimpse of what the new Weapon Framework makes possible.
HIRAETH’s new top‑tier electromagnetic weapon Ultra‑dense kinetic impact with unmatched precision (optics WIP)
The MLD A9 is the latest addition to HIRAETH’s weapon ecosystem — a high‑end, end‑game electromagnetic launcher built for players who want raw, unfiltered kinetic power. Instead of combustion or propellant, the A9 uses pulsed magnetic fields to accelerate conductive metal cores to extreme velocities, delivering devastating impact force with exceptional precision.
This is not a weapon you casually stumble upon. The MLD A9 requires advanced crafting, rare components, and the appropriate skill tier to assemble. It’s designed as a late‑game tool for players who have mastered the new Weapon Framework and are ready to wield something truly formidable.
While the optics system is still WIP, the core functionality is already fully operational — and brutally effective. The A9 excels at medium‑range precision shots, punching through targets with overwhelming kinetic force and maintaining reliability even in the harshest environments.
A powerful, end‑game electromagnetic device — and a showcase of how far the new framework can go.
NOTE: Models and optics for the new weapons are still undergoing refinement, but the systems themselves are fully functional. The current visuals represent the intended direction, and future updates will continue polishing the final look and feel.
A familiar Auto Shotgun reborn as a modular hybrid launcher
The HAL 2K takes the well‑known 12 mm Auto Shotgun and transforms it into a versatile hybrid platform capable of firing slug rounds, specialized payloads, and mini‑grenades. Built for flexible engagement ranges, it allows rapid switching between ammunition types and adapts instantly to changing combat scenarios.
With the introduction of the new Weapon Framework, the HAL 2K now supports three distinct ammunition classes: HE — high‑explosive mini‑grenades for controlled area damage EL — electric payloads that shock multiple targets on impact SLUG — the classic high‑velocity solid round for direct precision hits
A rugged, multi‑purpose tool — and a perfect example of how legacy weapons evolve under the new system.
Note: The HAL 2K is the foundational platform used to craft the new high‑tier weapons. With the right schematics and skills, it becomes the starting point for assembling the more advanced energy and electromagnetic systems.
A first glimpse at the power, speed, and flexibility of the new Weapon Framework. This early showcase highlights core functionality, but the full potential of these systems goes far beyond what’s shown here — visuals, optics, and final effects are still evolving.
As with other systems (such as vehicles), the new weapons may be relatively easy to obtain right after the Weapon Update. This is intentional for the transition period — players should be able to test, experiment, and provide feedback. However, the long‑term design will introduce tiered access and progression‑based availability. The table below outlines the initial plan for how these weapons will be distributed across the game’s progression layers.
TierWeaponsAccess TimeRole / NotesTier 0Crowbar (melee)Start of game
Pure survival, no ranged options
Tier 1T1 Bow, Crafted Laser Pistol FerretFirst 20–40 minutes
Improvised ranged weapons, stealth‑friendly, low power
Tier 2Service Pistol SMG30–60 minutes
First real firearms, limited ammo, mid‑power
Tier 3AR‑15, HAL2K (Slug/EL Bolt/HE)1–2 hours
Stable military gear, core combat tools
Tier 4Sniper Rifle, Plasma Rifle2–3 hours
Specialist weapons: precision or splash damage
Tier 5Railgun, Laser Rifle (future)3–5 hours
High‑tech end‑game, massive power with limitations
Clear power curve — each tier represents a meaningful upgrade
Survival pacing — early scarcity, mid‑game stability, late‑game dominance
Distinct weapon roles — no redundancy, every weapon has purpose
Sci‑fi progression — crafted tech → military hardware → experimental systems → high‑tech end‑game
Player reward loop — every new tier feels earned, not simply handed out
That’s all for today. This is the final development report before the release of the new Weapon Framework. As you’ve seen, all weapons are now fully functional — what remains is polishing their visuals, refining the optics, and integrating everything into the full HIRAETH ecosystem.
I’d love to push the update out as soon as possible, but realistically it looks like the release will land in early June.
Best regards, Paweł