Guides

Serious Sam: Shatterverse Shatterverse Weapons

Desert Eagle, shotgun, Thompson, Orb-gated classics, ranks, ~50 affixes, and why the minigun still overheats.

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Weapons Guide

Serious Sam: Shatterverse wants you to feel the old toys and then wait for them. You start every run with a Desert Eagle, a shotgun, and the M1A2 Thompson. Everything else — sniper, minigun, double-barrel, laser, grenade toys, ray guns — is either a chest roll or a Catalyst Orb purchase that persists between runs. Unlimited ammo is real. Magazines, reload, and overheat are also real. This page is the gun plan. Disc synergies sit in builds and boons. Ranked keep-or-drop calls sit on the weapon tier list.

The playtest trailer on this page is the right tone: big arenas, classic silhouettes, Unreal Engine 5 instead of Serious Engine. It does not show you the Orb invoice. Launch players did, and they were not gentle. Gated classics are one of the three launch complaints next to repetition and uneven bosses.

The starter trio

Desert Eagle is your opener and your tap-fire tool. It is not a panic gun. Pace the shots, use it on distant hoppers and on lieutenant weak windows, and swap off when a pack is already in shotgun range. A bad affix on the Deagle is still fine for hour one; do not spend a shop visit replacing it with another pistol that is slightly less bad.

The shotgun is the reason you still backpedal. Hold range where pellets matter. Reload between packs, not during a Werebull charge you could have dashed. Double-barrel, once unlocked, is the greedy cousin: harder punish, harsher miss. Until then, the starter shotgun plus execute heals will carry Serious.

The M1A2 Thompson is the run’s workhorse. Short bursts, reload discipline, and a willingness to swap to shotgun when something enters your personal space. If you only learn one gun in the first hour, learn this one. It is also the gun you should put on a convenient slot in the controls guide so you are not wheel-scrolling while a Kamikaze screams.

Dual-wield exists because Behaviour knew the franchise would riot without it. Alien Sam’s Quad Wield is the extreme version of that idea. It does not replace reload. It multiplies how fast you empty magazines.

Catalyst Orbs and unlock gates

Catalyst Orbs are permanent. You earn them in arenas, from enemy drops, and from Codex discoveries (new enemies, biomes, lieutenants, and the mini-challenges attached to those entries). Launch-week reports put a curious run around 50–60 Orbs if you actually explore. Extra Sams cost about 35. Sniper and minigun sit around 150 each, and the laser is commonly reported as gated behind sniper then minigun. That chain is the “why is the minigun a grind in a Serious Sam game” argument in the Mixed Steam reviews (~47% of ~301).

Buy order that does not feel miserable:

  1. A second Sam, so the gun you unlock has a kit to live on. Roster is on the Sam roster.
  2. One gun you will swap to on every run (double-barrel or a crowd toy), not the full classic set.
  3. Weapon ranks on the guns you already shoot.
  4. The 150-Orb toys once Serious is already a clear, not as a substitute for learning execute heals.

Chests during a run roll extra guns with color tiers. Per-player loot means nobody steals your drop. Still, Act I chests often roll worse than the Thompson you already ranked. Do not greed a purple that is a statistical downgrade. Keep the affix you understand.

Ranks and the ~50 affixes

Guns have ranks you can push with Orbs between runs. Ranks are boring and good: more reliable damage, less swing. Affixes are the spicy half. There are nearly fifty. They roll on found guns and some only appear in later acts. Examples players actually feel: faster projectiles, tighter spread at the cost of pellet count, bleed stacks, reload cuts, extra explosion radius (Cartoon Sam already cheats this).

Pick affixes that match the gun’s job. Spread reduction on a shotgun that now fires fewer pellets can be a trap. Bleed on a lieutenant with a long health bar is better than bleed on Gnaars you should execute anyway. Faster projectiles help the Desert Eagle more than they help a minigun you are already overheating.

Do not chase a perfect affix in biome one. The run is 45 minutes and the lieutenant does not care that you rerolled a stapler trinket. Shop between arenas if the gun is a genuine upgrade. Otherwise spend gold and Dust on heals and trinkets that shorten dash or lengthen ultimate.

Overheat, reload, and fire discipline

Minigun and laser overheat. That is not flavor text. Hold the trigger and you will stand in a Highlander slam with a glowing brick. Feather. Burst. Reload even though the ammo counter never hits zero. The Thompson does not overheat, which is why it remains the honest gun while you save Orbs.

Reload is the hidden skill check for every other weapon. Unlimited ammo made some players treat Shatterverse like a hose. It is not. A reload in cover is a heal you did not have to execute for. A reload in the open is a wipe. Bind reload where you can hit it during a strafe. Controller players should not put reload on a face button they also use to jump if they can avoid it.

Grenade launchers and plasma / ray toys exist to break clumps and to make Cartoon Sam look like a pyromaniac. They are not a replacement for the starter trio on Serious. Use them as a fourth slot, not as an identity until Mental.

What to hold on each lieutenant

Lava Golem: a gun you can fire on the move. Shotgun when it closes, Thompson or laser (if you own it and can feather) on the recovery. Do not snipe from a lava puddle.

Reptiloid Highlander: burst on the weak window, shotgun on the leap recovery. Alien Sam belongs here.

Kleer God: anything you can strafe with. Adds die first. A scoped sniper is how you eat a bone sweep. Details on the boss guide.

Rogue NETRICSA: fast-swap guns, because hacks waste time. Keep the Thompson as the fallback.

Inverse Sam: close-range honesty. Double-barrel if you have it, shotgun if you do not. Do not pride-duel with the Deagle while his shotgun is already in your ribs.

Spending without lying to yourself

The classic arsenal is here. It is just behind a currency wall that Croteam campaigns never used this way. That is a design choice, not a rumor, and it is fair to dislike it. It is also fair to say that once the minigun is yours, Shatterverse starts to sound like the series. If you only have 80 Orbs, they belong on a Sam or a rank, not on half of a 150-Orb gate.

After the guns make sense, stack Intel discs that feed them: reload, heat reduction if you live on laser, execute heal if you still panic. That is builds and boons, not this page. If you still cannot find a gun you like, you may not like the loop — the launch review is the place for that argument, and the getting started guide is the place if you have not finished a Serious clear with the trio you already own.

FAQ

Frequently Asked Questions

Quick answers to the most common Shatterverse questions.

What guns do I start with?

Desert Eagle, shotgun, and M1A2 Thompson. Ammo is unlimited but they still reload. Unlock the rest with Catalyst Orbs. First-hour spending is in the getting started guide.

Why is the minigun locked?

Classic guns sit behind Orb gates. Players report sniper and minigun around 150 Orbs each, with the laser gated after both. That grind is a real launch complaint — see the launch review and the weapon tier list.

Do minigun and laser really overheat?

Yes. Feather the trigger. The Thompson does not overheat, which is why it carries early runs. Fire binds and strafe habits are on the controls guide.

How do ranks and affixes work?

Ranks are permanent Orb upgrades. Affixes roll on found guns — nearly fifty, some act-locked. Pick affixes that match the gun's job, then stack discs in builds and boons.

Which gun should I use on Kleer God?

Something you can strafe with. Kill adds first. A scoped sniper is how you eat a sweep. Patterns are on the boss guide.