PRAGMATA features 15 weapons split across four categories, each with distinct mechanics, unlock conditions, and upgrade paths. Unlike most action games, non-Primary weapons are consumed permanently once their ammo runs dry, making every shot count.
1. How PRAGMATA’s Weapon System Works
Not all weapons in PRAGMATA behave the same way. The game divides Hugh’s arsenal into two fundamental types: durable Primary Units that never break, and expendable weapons across the Attack, Tactical, and Defense categories that disappear permanently once their ammo hits zero.
1.1. Primary Units vs. Breakable Units
Hugh is always equipped with a Primary Unit. These weapons have infinite durability and automatically replenish ammo, making them a reliable fallback when all other weapons are depleted.
Every other weapon category operates on breakable durability: once a non-Primary weapon’s ammo hits zero mid-mission, that unit is permanently destroyed and removed from Hugh’s inventory. The only way to recover it is to print a fresh copy at the Shelter before the next run.
Here is how each durability type works in practice:
- Primary Units: Infinite durability, auto-recharge ammo, always available regardless of sector progress.
- Attack, Tactical, and Defense Units: Permanently lost on ammo depletion; must be reprinted at the Shelter to reuse.
- Grip Gun: The only weapon in any category that both auto-recharges and cannot be permanently destroyed under any circumstances.
1.2. How to Unlock Weapons at the Unit Printer
Weapons first appear as temporary field pickups scattered through each sector’s sub-areas. Picking one up and firing it once triggers an automatic schematic scan, registering the blueprint at the Shelter’s Unit Printer.
However, registering a schematic is not the same as owning the weapon. A physical print at the Shelter is required before a weapon can be assigned to a loadout slot.
Follow these steps to permanently unlock any weapon:
- Find the weapon as a field pickup in its designated sector and sub-area.
- Pick it up and fire it once to automatically register the schematic at the Unit Printer.
- Return to the Shelter between missions.
- Print the weapon at the Unit Printer using available resources.
- Assign it to the relevant slot at the Tram Terminal Loadout screen before the next sector.
Beyond unlocking, the Unit Printer is also where all weapon upgrade levels are purchased. Investing in the right upgrades early significantly changes how weapons perform in Sectors 3 through 5.
2. All Weapons List
Below is a full breakdown of all 15 Units, their categories, ammo types, and where to find them for the first time.
| Weapon | Category | Ammo | Where to Find Them |
|---|---|---|---|
| Grip Gun | Primary | Infinite (recharge) | Starting weapon |
| Pulse Carbine | Primary | Infinite (heat-based) | Sector 3: Terra Dome, Plant Factory |
| Shockwave Gun | Attack | Breakable | Sector 1: Solar Power Plant, Power Distribution Center |
| Charge Piercer | Attack | Breakable | Sector 2: Mass Production Array, Side Alley |
| Photon Laser | Attack | Breakable | Sector 3: Terra Dome, Soil Research |
| Homing Missiles | Attack | Breakable | Sector 4: Lunum Mines, Mine Entrance |
| Jackhammer | Attack | Breakable | Complete the game (NG+ / post-game) |
| Stasis Net | Tactical | Breakable | Sector 1: Solar Power Plant, Power Distribution Center |
| Riot Blaster | Tactical | Breakable | Sector 2: Mass Production Array, Shopping District |
| Sticky Bombs | Tactical | Breakable | Sector 3: Terra Dome, Eco Modeling Lab |
| Code Generator | Tactical | Breakable | Specialist Stamp Board, Triple Bingo |
| Hacking Mines | Tactical | Breakable | Director's Stamp Board, Triple Bingo |
| Decoy Generator | Defense | Breakable | Sector 2: Mass Production Array, Lim Recycling Facility |
| Impact Barrier | Defense | Breakable | Sector 4: Lunum Mines, Crane Operation Yard |
| Drone Hive | Defense | Breakable | Associate Stamp Board, Triple Bingo |
3. Primary Units
Primary Units form the backbone of Hugh’s loadout. They never break and always have ammo available, making them a consistent source of damage across all sectors. Two Primary Units are available across the full playthrough, each with a distinct firing mechanic and a separate use case.
3.1. Grip Gun
Hugh’s starting sidearm and the only weapon always present regardless of loadout. It fires hard-hitting individual shots at mid-range, auto-recharges over time, and cannot be permanently destroyed.
- Ammo: 6 rounds, auto-recharging (no field pickups needed)
- Range: Mid-range
- Fire mechanic: Individual shots; rapid fire triggers overheat, forcing a brief cooldown
- Optimal technique: Controlled burst fire to manage heat, especially during boss fights
- Unlock: Starting weapon, available from the beginning
Firmware Updater upgrade milestones for the Primary Unit category:
- Lv. 1 to Lv. 2: Damage increases from 35 to 44
- Lv. 3 to Lv. 4: Recoil improves from 0.26 to 0.15
- Lv. 4 to Lv. 5: Adds a seventh ammo capacity slot
- Later upgrades: Damage reaches 53
All Primary Unit upgrades apply to both the Grip Gun and the Pulse Carbine once the latter is unlocked.
It excels at dealing consistent damage during the Open State window after a successful hack. Pair it with the Expose hacking node to extend that window and land more shots before the enemy closes.
3.2. Pulse Carbine
An assault rifle-class Primary Unit unlocked mid-way through Sector 3: Terra Dome in the Plant Factory sub-area. It generates substantially more heat in enemies than the Grip Gun, making it the dominant choice for heat-focused builds.
- Ammo: Infinite (heat buildup system, no manual reload)
- Range: Mid-to-long range
- Fire mechanic: Sustained fire builds heat until the weapon vents automatically, then continues
- Key drawback: Strong left-pulling recoil; use controlled bursts when monitoring the hacking grid simultaneously
- Unlock: Sector 3, Terra Dome, Plant Factory sub-area
Notable Firmware Updater milestone:
- Lv. 8: Heat Gauge Buildup increases from 1.44 to 1.80, strengthening synergy with heat-focused builds
Primary Unit swaps can only be made at the Shelter Tram Terminal Loadout screen before sector entry, not mid-mission.
For players running Heat hacking node builds, the Pulse Carbine is the stronger Primary Unit from mid-game onward. Its sustained output during Open State windows outperforms the Grip Gun in any build that stacks heat-damage modifiers.
4. Attack Units
Attack Units prioritize raw burst damage over everything else. They hit hard, deplete quickly, and reward knowing when to deploy them rather than treating them as sustained-fire sources.
With the Sector 3 slot expansion in place, Hugh can carry two simultaneously, opening up weapon-swap strategies during cooldowns and Open State windows.
| Level | Weapon | Upgrade Effect |
|---|---|---|
| Lv. 1 | Shockwave Gun | Equip unlock |
| Lv. 2 | Shockwave Gun | Increased Damage |
| Lv. 3 | Shockwave Gun | Increased Rate of Fire |
| Lv. 4 | Shockwave Gun | Increased Damage Capacity |
| Lv. 5 | Shockwave Gun | Increased Damage |
| Lv. 6 | Shockwave Gun | Increased Rate of Fire |
| Lv. 7 | Shockwave Gun | Increased Ammo Capacity |
| Level | Weapon | Upgrade Effect |
|---|---|---|
| Lv. 1 | Charge Piercer | Equip unlock |
| Lv. 2 | Charge Piercer | Increased Damage |
| Lv. 3 | Charge Piercer | Increased Damage + Charge Speed |
| Lv. 4 | Charge Piercer | Unlocks Double Charge |
| Lv. 5 | Charge Piercer | Increased Damage + Decreased Recoil |
| Lv. 6 | Charge Piercer | Increased Damage + Increased Charge Speed |
| Lv. 7 | Charge Piercer | Unlocks Triple Charge |
| Level | Weapon | Upgrade Effect |
|---|---|---|
| Lv. 1 | Photon Laser | Equip unlock |
| Lv. 2 | Photon Laser | Increased Damage |
| Lv. 3 | Photon Laser | Increased Ammo Capacity |
| Lv. 4 | Photon Laser | Increased Damage + Hit Interval |
| Lv. 5 | Photon Laser | Increased Damage |
| Lv. 6 | Photon Laser | Increased Ammo Capacity |
| Lv. 7 | Photon Laser | Increased Damage + Hit Interval |
| Level | Weapon | Upgrade Effect |
|---|---|---|
| Lv. 1 | Homing Missiles | Equip unlock |
| Lv. 2 | Homing Missiles | Increased Damage |
| Lv. 3 | Homing Missiles | Increased Charge Speed |
| Lv. 4 | Homing Missiles | Increased Lock-On Targets |
| Lv. 5 | Homing Missiles | Increased Damage + Heat Buildup |
| Lv. 6 | Homing Missiles | Increased Charge Speed |
| Lv. 7 | Homing Missiles | Increased Lock-On Targets |
4.1. Shockwave Gun
The first Attack Unit available, found at Sector 1’s Power Distribution Center. It fires a radial energy burst at close range, delivering the best early-game burst DPS when used immediately after a successful hack.
- Type: Close-range radial burst (sci-fi shotgun)
- Strengths: High single-hit damage, strong stagger power, best at point-blank range
- Unlock: Sector 1, Solar Power Plant, Power Distribution Center
It remains a strong candidate for the second Attack Unit slot even after the Charge Piercer is acquired. Thrust in close after opening an enemy with a hack and fire at point-blank range for the highest burst return in the early game.
4.2. Charge Piercer
Found at the Side Alley in Sector 2: Mass Production Array. It fires a chargeable piercing round that increases in damage the longer the trigger is held, and can pierce through multiple enemies in a line for AoE value.
- Type: Chargeable single shot, linear pierce
- Strengths: Highest alpha-strike potential before post-game, AoE through grouped enemies
- Key drawback: Slow charge time early on; significantly improved at Lv. 3 and Lv. 6
- Unlock: Sector 2, Mass Production Array, Side Alley
Boss fights are where the Charge Piercer earns its place. Combine it with the Freeze Hack node to extend the Open window, then release a fully charged Triple Charge shot for the highest alpha-strike damage available before post-game content.
4.3. Photon Laser
Found in the Soil Research sub-area of Sector 3: Terra Dome. It delivers sustained continuous-fire damage to single targets at range, making it the best Attack Unit for prolonged weak-point exploitation.
- Type: Continuous-fire energy beam
- Strengths: Sustained single-target DPS; damage increases the longer the beam is held on target
- Drawback: Mobility is reduced while firing, making repositioning difficult during extended beam use
- Key synergy: Exposing the hacking node extends the Open window, giving more beam time per hack
- Unlock: Sector 3, Terra Dome, Soil Research
Against bosses with exposed weak points requiring sustained fire, the Photon Laser is the top pick. It is specifically recommended for the final boss on Lunatic difficulty and works best as part of a Jackhammer + Photon Laser rotation in post-game content.
4.4. Homing Missiles
Found at the Mine Entrance in Sector 4: Lunum Mines. Fires lock-on rockets that target multiple enemies simultaneously when the trigger is held to charge, making it the best crowd-clearing Attack Unit for wave encounters.
- Type: Charge-to-lock multi-target rockets
- Strengths: Best AoE Attack Unit; charge duration determines the number of simultaneous lock-ons
- Key drawback: Ammo-inefficient in isolated single-enemy fights
- Unlock: Sector 4, Lunum Mines, Mine Entrance
Multi-enemy wave encounters in Red Zones are where Homing Missiles perform best. Prioritize the Lv. 4 and Lv. 7 Lock-On Targets upgrades first, and pair with the Multihack hacking node for simultaneous multi-target control.
4.5. Jackhammer
A post-game exclusive unlocked only after completing the main story and entering NG+ or Unknown Signal Mode. It is the highest single-target damage weapon in the game and a core component of the optimal Lunatic difficulty build.
- Type: Post-game exclusive heavy Attack Unit (pile bunker mechanic)
- Strengths: Highest single-target damage output in the entire arsenal; deals full damage regardless of Open State
- Mechanic: Hold the right trigger until the first hit connects, then continue holding to execute the pile bunker follow-up; watch for the weapon flash, which signals the timing window for the extra hit. The follow-up carries pierce properties
- Key drawback: Low ammo count; not designed for sustained use across full sectors
- Availability: Unit Printer only after triggering NG+ or Unknown Signal Mode
- Unlock: Complete the main story
For final boss rematches and Unknown Signal Mode challenges, fire the Photon Laser during the Open State and switch to the Jackhammer for heavy burst once the Overdrive Protocol stun expires.
5. Tactical Units
Tactical Units trade raw damage for offensive utility: crowd control, hacking enhancement, and enemy disruption. They interact directly with the hacking system in ways no other category does, and the right Tactical pairings will outperform equivalent Attack investment in complex scenarios.
With two Tactical slots available from Sector 3 onward, combining complementary Units is strongly advised.
| Level | Weapon | Upgrade Effect |
|---|---|---|
| Lv. 1 | Stasis Net | Equip unlock |
| Lv. 2 | Stasis Net | Increased Rate of Fire |
| Lv. 3 | Stasis Net | Increased Ammo Capacity |
| Lv. 4 | Stasis Net | Increased Net Radius |
| Lv. 5 | Stasis Net | Increased Rate of Fire + Max Active |
| Lv. 6 | Stasis Net | Increased Ammo Capacity |
| Lv. 7 | Stasis Net | Increased Net Radius + Heat Buildup |
| Level | Weapon | Upgrade Effect |
|---|---|---|
| Lv. 1 | Riot Blaster | Equip unlock |
| Lv. 2 | Riot Blaster | Increased Enemy Down Time |
| Lv. 3 | Riot Blaster | Increased Damage + Ammo Capacity |
| Lv. 4 | Riot Blaster | Increased Blast Radius |
| Lv. 5 | Riot Blaster | Increased Enemy Down Time |
| Lv. 6 | Riot Blaster | Increased Damage + Ammo Capacity |
| Lv. 7 | Riot Blaster | Increased Blast Radius |
| Level | Weapon | Upgrade Effect |
|---|---|---|
| Lv. 1 | Sticky Bombs | Equip unlock |
| Lv. 2 | Sticky Bombs | Increased Rapid Fire |
| Lv. 3 | Sticky Bombs | Decreased Recoil |
| Lv. 4 | Sticky Bombs | Increased Ammo Capacity |
| Lv. 5 | Sticky Bombs | Increased Rapid Fire |
| Lv. 6 | Sticky Bombs | Decreased Recoil + Increased Ammo Capacity |
| Lv. 7 | Sticky Bombs | Increased Hacking Matrix Shrink Time |
| Level | Weapon | Upgrade Effect |
|---|---|---|
| Lv. 1 | Code Generator | Equip unlock |
| Lv. 2 | Code Generator | Increased Ammo |
| Lv. 3 | Code Generator | Increased Bullet Range |
| Lv. 4 | Code Generator | Increased Nodes |
| Lv. 5 | Code Generator | Increased Error Node Disable Time |
| Lv. 6 | Code Generator | Increased Blast Damage + Bullet Range |
| Lv. 7 | Code Generator | Increased Nodes + Error Node Disable Time |
5.1. Stasis Net
Found at the Power Distribution Center in Sector 1: Solar Power Plant. It fires a spherical electromagnetic net that temporarily immobilizes all enemies within its radius, creating clean windows for hacking and positioning.
- Type: AoE immobilization net
- Effect: Temporarily freezes all enemies caught in the blast radius
- Key synergy: Offense Mode hacking deals continuous damage during immobilization; Lv. 4 Net Radius widens reliable coverage
- Priority upgrades: Lv. 3 Ammo Capacity and Lv. 4 Net Radius
- Unlock: Sector 1, Solar Power Plant, Power Distribution Center
In any multi-enemy scenario, the Stasis Net is the first Tactical Unit to reach for. It is particularly powerful against the SectorGuard boss, where immobilizing it creates a safe window to target the fuel tank’s weak point during the hack window.
5.2. Riot Blaster
Found in the Shopping District of Sector 2: Mass Production Array. It fires a shockwave blast that knocks enemies back and down, creating brief offensive windows that function similarly to immobilization.
- Type: AoE shockwave knockback
- Effect: Damages, knocks back, and downs enemies briefly; downed state enables hacking or follow-up attacks
- Priority upgrades: Down Time upgrades at Lv. 2 and Lv. 5; longer downed windows directly extend hacking time
- Unlock: Sector 2, Mass Production Array, Shopping District
Against groups of mobile or rush-style enemies, the Riot Blaster creates reliable openings that would otherwise be difficult to find. It works well in the second Tactical slot alongside the Stasis Net, covering a range of crowd scenarios.
5.3. Sticky Bombs
Found in the Eco Modeling Lab in Sector 3: Terra Dome. Attaches to enemies and compresses their hacking grid matrix, reducing the number of nodes Hugh needs to navigate to complete the hack faster.
- Type: Hacking-assist attachment
- Effect: Attaches to enemies and shrinks the hacking grid matrix; also deals damage on explosion; effects stack when multiple bombs are attached to the same target; fewer nodes, faster hack completion
- Key drawback: No standalone combat value; purely a hacking support tool
- Priority upgrade: Lv. 7 Increased Hacking Matrix Shrink Time
- Unlock: Sector 3, Terra Dome, Eco Modeling Lab
Sticky Bombs become increasingly valuable in late-game sectors and Red Zones where grid complexity spikes. Pair with the Expose hacking node for extremely fast hack windows against any priority target.
5.4. Code Generator
Unlocked by earning a Triple Bingo on the Specialist (third) Cabin Stamp Board. It spawns additional Open nodes in the hacking grid, disables error nodes, and increases hack damage for the duration, fundamentally improving every hack performed while active.
- Type: Hacking grid enhancer
- Effect: Spawns additional Open nodes, disables error nodes for a duration, and increases hack damage
- Key strength: Addresses the two biggest late-game hacking obstacles simultaneously
- Key synergy: Offense Mode hacking node for maximum hack damage per Open window
- Unlock: Specialist Stamp Board, Triple Bingo
In final sectors and Red Zones where error nodes become the primary hacking obstacle, the Code Generator removes that friction entirely and pairs directly with Offense Mode for maximum hack damage output per window.
5.5. Hacking Mines
Unlocked by earning a Triple Bingo on the Director‘s (fourth) Cabin Stamp Board. Deploys mines that automatically hack any enemy that triggers them, bypassing the manual grid entirely.
- Type: Passive auto-hack mines
- Effect: Enemies that trigger a mine are hacked automatically with no grid completion required
- Key strength: Eliminates the hacking loop entirely for mine-triggered enemies
- Note: Full upgrade data beyond Lv. 1 is limited in current sources and may require in-game verification
- Unlock: Director’s Stamp Board, Triple Bingo
Highly situational, but strong in Unknown Signal Mode’s Hidden Chamber challenges, where enemy density makes manual hacking across multiple targets impractical. Deploy in chokepoints to maximize trigger frequency.
6. Defense Units
Defense Units handle survival and repositioning rather than direct damage. Each of the three available units operates on a different logic: one distracts, one blocks, and one attacks autonomously.
All three share compact three-level upgrade trees, making them fast and inexpensive to fully invest in compared to every other category.
6.1. Decoy Generator
Found at the Lim Recycling Facility in Sector 2: Mass Production Array. Projects a holographic copy of Hugh that draws nearby enemies toward it, pulling aggro and creating free repositioning and hacking windows.
- Type: Holographic decoy/aggro redirect
- Effect: Spawns a hologram that draws all nearby enemies, clearing pressure on Hugh temporarily
- Key strength: Costs almost nothing to fully upgrade; three-level tree completes with minimal resources
- Unlock: Sector 2, Mass Production Array, Lim Recycling Facility
Unit Printer upgrade path (3 levels):
- Lv. 1 Equip unlock
- Lv. 2 Increased Duration
- Lv. 3 Increased Duration
In chaotic Red Zone encounters where swarming is the primary threat, deploying the Decoy Generator immediately relieves pressure. Use the distraction window to reposition, complete a hack, or recover before re-engaging.
6.2. Impact Barrier
Found at the Crane Operation Yard in Sector 4: Lunum Mines. Deploys a physical shield that blocks incoming projectiles and some enemies for a set duration, functioning as a direct defensive countermeasure rather than a distraction tool.
- Type: Physical deployable shield
- Effect: Blocks projectiles and some enemy movement for the barrier’s active duration
- Key strength: Provides direct cover for hacking or charging the Charge Piercer without taking hits
- Unlock: Sector 4, Lunum Mines, Crane Operation Yard
Unit Printer upgrade path (3 levels):
- Lv. 1 Equip unlock
- Lv. 2 Increased Duration
- Lv. 3 Increased Duration + Shield Strength
Against ranged-heavy enemy groups in Sectors 4 and 5, the Impact Barrier provides reliable cover that the Decoy Generator cannot. Deploy it to hold position while completing hacks or charging weapons behind it.
6.3. Drone Hive
Unlocked by earning a Triple Bingo on the Associate (second) Cabin Stamp Board. Deploys a swarm of autonomous drones that independently seek out and attack nearby enemies, actively contributing DPS rather than simply drawing fire.
- Type: Autonomous attack drone swarm
- Effect: Deploys drones that independently target and attack nearby enemies
- Key difference from Decoy Generator: Active DPS contribution rather than passive aggro pull
- Unlock: Associate Stamp Board, Triple Bingo
Unit Printer upgrade path (3 levels):
- Lv. 1 Equip unlock
- Lv. 2 Increased Drone Reserves
- Lv. 3 Increased Drone Reserves + Max Active Time
In Unknown Signal Mode and Lunatic difficulty runs where constant enemy pressure demands autonomous damage mitigation, the Drone Hive earns its slot.
Consider replacing the Decoy Generator with it in the second half of the game once sustaining pressure on multiple fronts matters more than simple aggro redirection.
7. Weapon Priority and Recommended Loadouts
Prioritizing the right weapons in PRAGMATA early avoids wasted prints and ensures Hugh is ready for the difficulty spike in Sectors 4 and 5.
The loadout recommendations below reflect the best weapons for general playthroughs, though Lunatic and Unknown Signal Mode runs may shift certain priorities.
7.1. Weapon Priority Tier List
| Weapon | Priority | Reason |
|---|---|---|
| Shockwave Gun | Essential | First Attack Unit; best early burst; remains viable late |
| Stasis Net | Essential | Most versatile control; critical for boss and hack synergy |
| Charge Piercer | Essential | Highest burst ceiling; mandatory for mid-to-late boss fights |
| Sticky Bombs | Recommended | Indispensable once grids become complex in Sectors 3 through 5 |
| Decoy Generator | Recommended | Low cost, high situational utility in Red Zones |
| Photon Laser | Recommended | Sustained damage; best paired with weak-point opportunities |
| Code Generator | Recommended | Late-game hacking boost; worth farming the Specialist Stamp Board |
| Riot Blaster | Situational | Strong against rush enemies; role overlaps with Stasis Net |
| Homing Missiles | Situational | Best in wave encounters; ammo-inefficient in isolated fights |
| Drone Hive | Situational | High value in Unknown Signal; limited early-game impact |
| Jackhammer | Post-Game | Unlocked post-game; best Attack Unit overall once available |
7.2. Dual-Slot Loadout After Sector 3
Once the slot expansion at Sector 3’s Firmware Updater terminal is active, Hugh can carry two Attack Units and two Tactical Units simultaneously. Swapping between them in the field uses the D-pad:
- Attack Units: Tap Left on the D-pad twice to cycle between two equipped Attack weapons.
- Tactical Units: Tap Right on the D-pad twice to cycle between two equipped Tactical weapons.
- Primary Units: Can only be changed at the Shelter Loadout screen before entering a sector.
The recommended dual-slot loadout for general play:
- Attack: Shockwave Gun + Charge Piercer
- Tactical: Sticky Bombs + Stasis Net
- Defense: Decoy Generator
For Lunatic difficulty and Unknown Signal Mode, swap the Decoy Generator for the Drone Hive and shift to a Jackhammer + Photon Laser Attack pairing once both are printed.



























