DERELIKT is not a power-fantasy corridor shooter. The official pitch is explicit: ammunition, health and inventory space are limited, and every shot has a cost. The weapon list is still partly under wraps, so this page sticks to categories, the confirmed glyph system and clearly labelled preview observations.
What is confirmed
| Claim | Status | Basis |
|---|---|---|
| Traditional firearms are available. | Confirmed | Official store and press descriptions. |
| Outlandish weapon prototypes can be found. | Confirmed | PlayStation.Blog says prototypes are found as you progress. |
| Alien weapons exist. | Confirmed | Official feature list: traditional and alien weapons. |
| Ammo, health and inventory space matter. | Confirmed | Official store description. |
| A crowbar can be used in a fight. | Preview | Noisy Pixel demo preview. |
| Damage, vitality and dexterity glyph paths exist. | Interface shown | Official glyph screenshot; GOG confirms the system. |
| Glyph inspection costs health. | Preview | Noisy Pixel demo preview; not confirmed for final balance. |
Weapon categories, not invented names
The public material distinguishes three broad groups. None comes with an official damage number, fire rate, ammo capacity or rarity tier.
| Category | What is known | What is not |
|---|---|---|
| Traditional firearms | The station’s conventional arsenal; expected to be familiar FPS weapons. | Names, calibres, damage, magazine sizes, upgrades. |
| Prototype weapons | More outlandish tools found as you progress. | Which prototypes exist, how they are acquired, their values. |
| Alien weapons | Non-human technology is part of the arsenal. | Names, ammo type, behaviour, risks. |

Ammo is the real difficulty setting
The official copy says you have enough firepower to survive, but not enough to feel safe. That is the entire combat thesis. A fight you avoid, a corridor you leave alone and a weapon you save can matter more than a perfect headshot.
Demo previews describe running out of ammunition and switching weapons, or falling back on a crowbar. Use that as a planning warning, not as a damage table: the final balance can change.
- Carry a fallback. A conventional weapon plus a melee option is a safer baseline than one exotic gun with no ammo.
- Do not treat a prototype as an automatic upgrade. Unusual behaviour may be a liability in a small room.
- Let enemies walk away. Not every encounter needs to be cleared; resources are the constraint.
- Search before the next fight. Supplies and alternate routes are part of the same decision.
Inventory pressure: every slot is a compromise
Official screenshots show a grid inventory with weapons, ammunition boxes, medical supplies, tools and even a “Space Pop” can. The point is not the joke; it is that consumables and tools compete with guns for the same finite space.

Ask three questions before picking something up:
- Does it solve a problem I already have?
- Does it replace something heavier or less useful?
- Will I need the slot more when I reach the next safe room?
Glyph upgrades: DMG, VIT and DEX
GOG’s official feature list describes a “unique glyph upgrade system.” The interface shown in official media has three readable paths:
DMGOffensive upgrade path shown in the glyph interface.VITSurvivability upgrade path shown in the glyph interface.DEXHandling / agility upgrade path shown in the glyph interface.A Noisy Pixel preview adds an important trade-off: inspecting a glyph fragment costs a small amount of health and opens an upgrade slot. That makes the system a survival decision, not a free talent tree. The preview also describes choosing among three symbols affecting dexterity, vitality or damage. Exact effects are not public.

Why there is no DERELIKT tier list yet
A tier list needs weapon names, measured damage, ammo economy and encounter context. The full game is not out at the time of verification, and the official material does not publish those numbers. The demo gives a feel for the systems, not a final balance spreadsheet.
This page will grow into a real weapon database after launch, with tested values and clear methodology. Until then, the threat file and thedemo guide are more useful than a made-up ranking.
Practical demo tips
- Test the conventional weapons first; learn the recoil and reload rhythm before spending scarce ammunition.
- Keep a melee option ready for the moment a magazine runs dry.
- Read the glyph trade-off before spending health on an upgrade.
- Use the map and backtrack when a route is blocked; new equipment is part of progression.
- Do not force a fight just because a weapon is new.