Mortar and Pistol

Medieval fantasy bullet heaven — magic-powered guns, alchemical weapons, elemental affinities.

A vampire-survivors-style bullet heaven where magic comes from guns, not wands. Every weapon is a purpose-built magical firearm. Pick a hero, grab weapons, attune to an element, and transmute your arsenal into something devastating.

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Heroes

Each hero starts with a weapon, an elemental affinity, and a unique passive.

The Wizard
Mid-range precision

Weapon: Bolt Rifle

Element: Lightning

Passive: +10% fire rate

Enchanted long-barrel rifle. Arcane formulas focus magic into a single devastating piercing bolt.

The Alchemist
AoE & debuffs

Weapon: Scatter Flask

Element: Poison

Passive: +12% AoE radius

Modified blunderbuss that fires unstable flasks. Shatters into volatile shrapnel on impact.

The Bombardier
Heavy explosions

Weapon: Powder Keg

Element: Fire

Passive: +15% damage

Massive iron mortar that drops primed explosive kegs. The fuse burns, then everything goes up.

The Assassin
Speed & burst

Weapon: Twin Barrels

Element: Wind

Passive: +15% move speed

Dual compact pistols with wind vents. Fires both barrels in rapid succession — one-two punch.

Weapons

Character Weapons

Each hero starts with a unique weapon. Exclusive — not in the level-up pool.

Bolt Rifle

Wizard · BEAM

Pulsed hitscan beam pierces enemies in a line. Long range.

20-40 dmg · 0.8-1.2/s · scales pierce + area

Scatter Flask

Alchemist · BURST

Flask shatters into 4-8 shrapnel on impact. Chaotic AoE.

14 + 4×shrapnel · 0.7-1.0/s

Powder Keg

Bombardier · MINE

Drops barrel at position. Fuse burns, then massive detonation. Extra kegs thrown in arc.

25-60 dmg · 0.5-0.7/s · 90px radius

Twin Barrels

Assassin · BURST-FIRE

2 rapid shots (0.1s apart). Fast projectiles, quick cooldown.

10-22 ×2 · 1.2-1.8 bursts/s

Pool Weapons

Available to all heroes through level-ups. Currently archived — awaiting upgrade rework.

Weapon Type Damage Rate Mechanic
Bayonet Rush MELEE 14-30 1.2-2.0/s Magic-blade. 120° cone sweep.
Mortar Burst AOE 8-20 0.5-0.7/s Potion shell detonation. 80px radius.
Arc Discharge CHAIN 12-28 0.8-1.2/s Lightning rounds arc. 2-6 chains.
Ember Shells ORBIT 7-15 Fire rounds orbit at 180°/s.
Blight Flask DOT 5-13/tick 0.4-0.6/s Poison zone. Ticks 0.5s for 3-5s.
Seeker Rounds BARRAGE 15-27 0.4-0.6/s Homing bullets. 2-4 per volley.

Transmutations

Weapon at Lv5 + paired passive = auto-transmute.

Bayonet+GunpowderReaper's Bayonet
360° sweep, 120px, 40 dmg, 2.5/s
Mortar+ClockworkCarpet Bomber
150px, 30 dmg, 1.5/s, multi-detonation
Arc+BirdshotStorm Conduit
8 chains, 180px hop, 25 dmg
Ember+QuicksilverInferno Ring
6 orbiters, 90px, 18 dmg, 270°/s
Blight+Focus LensPlague Barrage
120px, 12/tick, 6s, toxic trail
Seeker+Extra PowderBullet Storm
6 seekers, 60px splash, screen-wide

Elemental Affinities

One active at a time. Modifies ALL equipped weapons.

Fire
Dmg: -15% · Rate: +25%
Attacks apply burn DoT — 3/s for 3s
Earth
Dmg: +25% · Rate: -20%
Projectiles +30% larger, AoE +20%
Lightning
Dmg: -10% · Rate: +15%
Pierce +2, chain hop +40px
Wind
Dmg: -25% · Rate: +40%
Speed +20%. Suffocate — halves healing
Poison
Dmg: -20%
Poison DoT — 5/s for 4s, stacks
Void
Dmg: -30% · Rate: -15%
Reduces max HP instead of current. Returns after 5s
Light
Dmg: -10%
Projectiles 2x faster, reload +30%

Weapon × Element Matrix

Special interactions (stretch goals).

Fire Earth Ltn. Wind Psn. Void Light
Bolt Rifle fork trail
Scatter Flask slow zone DOT shrapnel
Powder Keg fire ground vacuum
Twin Barrels chain shot triple-tap
Bayonet burn trail knockback
Mortar huge radius vacuum
Arc 2x chains instant
Ember fire trails poison wake
Blight slow zone 2x poison
Seeker chain splash singularity

Passives

Passive acquisition system currently under rework.

Gunpowder
+10% dmg/lv
Max: +50%
Clockwork
+8% atk speed/lv
Max: +40%
Quicksilver
+10% proj speed/lv
Max: +50%
Birdshot
+1 pierce/lv
Max: +5
Wind Vents
+8% speed/lv
Max: +40%
Lodestone
+15% pickup/lv
Max: +75%
Focusing Lens
+8% AoE/lv
Max: +40%
Extra Powder
+1 proj/lv
Max: +5

Combat

Alchemical Blink (Dash)

Space / bumper. Brief alchemical dissolve, reappear ahead. I-frames on first 0.08s. Afterimage trail.

Stat Value Notes
Distance 100px ~2x character width
Duration 0.12s Near-instant
Cooldown 2.0s Rewards timing
I-Frames 0.08s Dash through attacks

Hero Dash Variants

Arc Step

Wizard — Lightning trail damages enemies passed through (5 dmg)

Caustic Roll

Alchemist — Drops a small poison puddle at start position

Blast Jump

Bombardier — Knockback on enemies near start position

Smoke Dash

Assassin — 30% longer distance (130px). Pure speed

Enemies (Planned)

Husks

Shambling magic-warped creatures.

Base

Ironclads

Alchemically hardened. Slow, high HP.

Tank

Wisps

Fast, fragile. Swarms of 8-10.

Swarmer

Hexborn

Ranged. Unstable magic bolts.

Ranged

Splitters

Burst into 2-3 Wisps on death.

Splitting

Bosses & Elites

Elites spawn from 3:00+. Bosses at 5:00 and 10:00.

Elite Types

5x HP, 1.5x size, 10x XP. Each adds one mechanic.

Shielded

50% DR from front. Must flank or use AoE.

Gold glow

Volatile

Explodes on death — 80px radius, 15 dmg.

Pulsing red

Spawner

Spawns 2 Wisps every 3s while alive.

Green trail

Magnetic

Pulls XP gems toward itself. Steals your experience.

Purple vortex

Boss Encounters

The Iron Warden
5:00 — Slow, armored, summons minions

HP: 800 + (kills × 0.5)

Ground Slam: 120px AoE, spawns 4 Ironclads

Shield Wall: 75% DR for 3s, minions speed +50%

Charge: Dash at 200 speed, leaves damage trail

Drop: Lodestone Pulse + 200 XP

The Storm Weaver
10:00 — Fast, erratic, area denial

HP: 1500 + (kills × 0.5)

Wisp Burst: Spawns 8 Wisps in a ring

Lightning Trail: Zigzag dash, damaging zones

Static Field: 200px pushback pulse, 15 dmg + stun

Drop: Lodestone Pulse + 400 XP + free level-up

Arena Features

Interactive elements in the arena. Reasons to move beyond dodging.

Breakable Crates

8-12 on map. 15 HP. Respawn 15-20s after destroyed.

60%

XP cluster (3-5 gems)

20%

Heal pickup

15%

Lodestone Pulse

5%

Arcane Dust (+5)

Alchemical Braziers

2 active at once. Walk into to consume. Respawn elsewhere after 45s.

Speed Brazier

+30% move speed for 8s

Power Brazier

+20% damage for 8s

Shield Brazier

Block next hit (up to 15s)

Progression

The Forge — Meta Progression

Permanent upgrades with Arcane Dust. Makes every run matter, even losses.

Source Amount
Base (per run) 10
Per minute survived 5
Per 100 enemies killed 3
Per boss defeated 25
Victory bonus 50
First victory (per hero) 100

Forge Enhancements

5 levels each. Apply to ALL future runs.

Tempered Barrels
+5% damage/lv
Max: +25%
Oiled Mechanisms
+4% fire rate/lv
Max: +20%
Alchemist's Vigor
+10 max HP/lv
Max: +50 HP
Swift Boots
+4% move speed/lv
Max: +20%
Magnetic Core
+10% pickup range/lv
Max: +50%
Lucky Loadout
+1 reroll/lv
Max: +5
XP Attunement
+5% XP gain/lv
Max: +25%

Achievement Unlocks

Pool Weapons

Complete 1 run with each hero → un-archives all 6 pool weapons

Weapon Talents

Max character weapon 3 times → talent upgrades in pool

Hard Mode

Win with any character → 1.5x difficulty, 1.5x Dust

Elemental Mastery

Win with each element → dual-element attunement

Alchemist's Journal

Kill 1000 enemies → per-weapon stats in end screen

True Ending

Beat Storm Weaver on Hard → 20-min run + third boss

End-of-Run Stats

Summary

Time, level, kills, total damage, bosses defeated.

Default tab

Weapons

Per-weapon damage bar chart. Ranked. Color-coded.

Key feature

Build

Full loadout: weapons, passives, element. Stat contribution.

Detail view

Technical

Audio Design

Pitch Ramping

XP pickups in rapid succession play at ascending pitch. +1 semitone per pickup, cap at +8. Reset after 0.5s gap.

Kill Variants

3-4 death sound variants per enemy type. Random selection prevents fatigue.

Overkill Feedback

3x+ overkill → beefier death sound. Lower pitch, louder. Transmuted weapons feel devastating.

Per-Weapon SFX

Each weapon type gets unique fire + hit sounds. No shared sfx_shoot.

VFX Clarity System

Priority Examples At Budget Cap
Critical Player, boss, HP bars, HUD Never culled
High Projectiles, dash trail, boss attacks Particle count -50%
Medium Impact effects, death bursts Skipped entirely
Low Ambient particles, orbiter trails First to cull

Budget cap: 150 active GPUParticles2D emitters. Z-index: ground(0) → pickups(5) → enemies(10) → player(15) → projectiles(20) → UI(100).

Roadmap

Survivor-Like Systems Research

Comparative analysis of upgrade, progression, and meta systems across the genre. Click to expand.

Vampire Survivors
Weapons: 6
Passives: 6
Max Lv: 8
Evo: Wep+Pas+Chest

Level-up: 3-4 choices from combined weapon + passive pool. Reroll, Banish, and Skip (limited uses, upgradeable via meta).

Characters: 50+ characters, each with exclusive starting weapon + stat bonuses (e.g., Antonio: Whip + 20% Might).

Evolution: Weapon at Lv8 + specific Passive at any level + open Treasure Chest = evolved weapon. Passive is kept.

Meta (PowerUps): Gold spent on permanent stat boosts: Might, Armor, Max HP, Recovery, Cooldown, Area, Speed, Duration, Amount, MoveSpeed, Growth, Greed, Luck, Reroll/Banish/Skip uses.

Arcanas: 22 run modifiers selected at start and at 11-min intervals. Fundamentally change mechanics.

Stats: Might, Armor, Max HP, Recovery, Cooldown, Area, Speed, Duration, Amount, MoveSpeed, Luck, Growth, Greed, Curse, Magnet, Revival.

HoloCure
Weapons: 6
Stamps: 6
Max Lv: 7
Evo: Wep+Stamp+Chest

Level-up: 3-4 choices (4 with meta upgrade). Same pool mechanics as VS.

Characters: 50+ with exclusive starting weapon + Special Attack (active ability on ~30-60s cooldown).

Collab: Weapon Lv7 + Stamp Lv7 + Collab Chest. Stamp is consumed, freeing a slot.

Meta: HoloCoins for stat upgrades (10 levels each), Enhanced Level-Up (4 choices), Starting Weapon Level, GachaPon (cosmetics).

Unique: Special Attacks add skill expression. Super Collabs (two collabs merge) for endgame power.

Stats: HP, ATK, SPD, CRT, Haste, Move Speed, Pickup Range, HP Regen, Knockback, Size, EXP Bonus.

Survivor.io
Weapons: ~6
Passives: ~6
Evo: Auto-merge
Platform: Mobile

Level-up: 3 choices. Heavily weighted toward active skill upgrades.

Evolution: Two specific skills at max level auto-merge. No chest trigger needed.

Equipment: Permanent gear with rarity tiers (Common → Mythic). Provides persistent stat bonuses.

Meta: Equipment upgrading + Talent tree + Hero levels + Multiple currencies (gold, gems, materials).

Key differentiator: Mobile-first, auto-aim, simplified controls. Equipment is semi-permanent meta gear.

Brotato
Weapons: 6
Passives: Unlimited
Evo: None
Upgrades: Shop

UNIQUE: Shop-based. Buy weapons and items from a shop between waves. No randomized level-up choices.

Can buy duplicates — stack 6 shotguns! Reroll shop costs gold (increasing).

40+ characters with unique passives that fundamentally change playstyle.

Wave-based: 20 waves of escalating enemies. Gold economy is central.

Meta: Character unlocks and Danger levels only. No permanent stat upgrades.

Stats: HP, Regen, Life Steal, Damage, Melee/Ranged/Elemental Damage, Attack Speed, Crit, Engineering, Range, Armor, Dodge, Speed, Luck, Harvesting.

20 Minutes Till Dawn
Weapons: 1
Passives: Skill tree
Evo: None

Choose 1 weapon at start from ~10 options (Shotgun, Revolver, Dual SMGs, etc.).

Level-up: 3 choices from a branching skill tree. Categories: Bullet, Fire, Ice, Lightning, Dark, Summoner, General.

No passive items — everything is skill nodes. Creates deep build paths: "fire shotgun" vs "ice sniper" vs "summon army".

Meta: Character/weapon unlocks + Rune system. No permanent stat upgrades.

Halls of Torment
Abilities: 5
Traits: Unlimited
Meta: Quests + Blessings

Level-up: 3 choices mixing abilities and traits. Trait dependency chains (must pick A before B unlocks).

Quest-based meta: "Kill 1000 skeletons" unlocks new abilities. Goal-oriented progression.

Blessings: Permanent stat upgrades purchased between runs, gated behind quest completion.

Risk of Rain 2
Items: Unlimited
Equipment: 1
Key: Stacking

Items stack. Picking up a second Soldier's Syringe gives double the attack speed. No caps.

No level-up choices — items from chests and drops. Rarity tiers: White, Green, Red, Yellow, Lunar, Equipment.

Difficulty scales with time. Speed vs power tension — risk spending time looting vs rushing boss.

Characters: ~14 Survivors with 4 active abilities each. Alt skills unlocked via challenges.

Meta: Character unlocks, Alternate skills, Artifacts (run modifiers), Lunar Coins.

Hades
Weapons: 6×4 aspects
Boons: Slot-based
Meta: Mirror + Keepsakes

Boons from Olympian gods modify specific slots (attack, special, cast, dash, call). Duo Boons require two gods.

Daedalus Hammer: 2 per run, fundamentally change weapon behavior ("your attack now fires 3 shots").

Mirror of Night: 24 dual-choice permanent passives. Meaningful meta decisions.

Keepsakes: 1 equipped passive, swappable between biomes. Upgraded by repeated use.

Room choice: Pick which reward to pursue each room. Rich narrative integration.

Cross-Game Comparison

Feature VS HC S.io Brotato 20MTD HoT RoR2 Hades
Weapon Slots 6 6 ~6 6 1 5 1
Passive Slots 6 6 ~6 Tree 1
Weapon Max Lv 8 7 Varies Tiers Auto 5 N/A N/A
Evolution W+P+Chest W+S+Chest Auto Aspects
Level-Up Choices 3-4 3-4 3 Shop(4) 3(tree) 3 N/A Room
Reroll Yes Yes($) Yes Yes
Banish Yes Sell Scrap
Char Weapon Excl. Excl. Choose Yes 4 skills Choose
Meta Stats Gold Coins Equip Bless Mirror
Run Duration 30m 20m ~10m 20 waves 20m ~15m Varies ~30m

Key Patterns

6+6 Slot Model

Standard across the genre. Creates meaningful build tension: new weapon vs upgrade vs passive.

Evolution as Build Puzzle

Players plan backward from desired combos. The chest trigger adds a moment of payoff.

Three Tiers of Progression

In-Run (resets) / Meta (permanent stats) / Unlocks (one-time). Every game has all three.

Skill Expression vs RNG

Reroll, Banish, Skip, Shop. The best games give players tools to fight bad luck.

Character Identity

Exclusive weapon + stat bonus + unique ability. M&P already does exclusive weapons.

Passive Acquisition

6 approaches: Level-up pool (VS), Shop (Brotato), Skill tree (20MTD), Drops (RoR2), Quests (HoT), Equipment (S.io).