Atomfall - Combat System#
Combat Mode Overview#
| Mode |
Strengths |
Weaknesses |
Best Used For |
| Melee |
Silent, uses no ammo, high burst damage |
Close range only, risky against gun-wielding enemies |
Stealth kills and saving ammo |
| Firearms |
Ranged strikes, high damage, fast kills |
Consumes ammo, generates noise |
Open ground and multiple enemies |
| Stealth |
Safe, efficient, lets you avoid fights entirely |
Time-consuming, ineffective on some enemies |
Exploring and gathering intel |
Melee Weapon System#
Melee Weapon Types#
| Weapon |
Damage |
Attack Speed |
Range |
Durability |
How to Get It |
| Fists |
Very low |
Very fast |
Very short |
Infinite |
Default |
| Wooden stick |
Low |
Fast |
Short |
Low |
Craftable from the start |
| Iron pipe |
Medium |
Medium |
Medium |
Medium |
Common loot |
| Machete |
High |
Medium |
Medium |
Medium |
Specific locations |
| Fire axe |
High |
Slow |
Long |
High |
Fire stations |
| War hammer |
Very high |
Very slow |
Long |
Very high |
Late-game crafting |
| Dagger |
Medium |
Very fast |
Very short |
Low |
Stealth route |
| Shock baton |
Medium |
Fast |
Short |
Medium |
Military bases |
Melee Combat Techniques#
| Technique |
Input |
Effect |
Recommended Situations |
| Light attack |
Left mouse button |
Fast but low damage |
Keeping enemies at bay |
| Heavy attack |
Hold left mouse button |
Slow but high damage |
Breaking guard or finishing off |
| Sprint attack |
Attack while sprinting |
Bonus damage and knockback |
Opening an engagement first |
| Block |
Right mouse button |
Reduces damage taken |
Against powerful attacks |
| Dodge |
Space + direction |
Quick movement to evade attacks |
Dodging heavy blows and throwables |
| Backstab |
Attack from behind while sneaking |
Instantly kills most human enemies |
Clearing camps stealthily |
Melee Weapon Upgrades#
| Upgrade |
Materials |
Effect |
Rating |
| Blade honing |
Whetstone |
Boosts cutting damage |
★★★★★ |
| Weighted head |
Scrap metal |
Boosts blunt damage |
★★★★ |
| Wrapped grip |
Cloth |
Improves attack speed |
★★★★ |
| Balance adjustment |
Tools |
Lowers stamina cost |
★★★ |
| Anti-corrosion coating |
Chemicals |
Improves durability |
★★★★ |
Firearms System#
Firearm Types#
| Weapon |
Damage |
Fire Rate |
Range |
Magazine |
Ammo Type |
| Revolver |
High |
Slow |
Medium |
6 rounds |
.357 Magnum |
| Semi-auto pistol |
Medium |
Medium |
Medium |
12 rounds |
9mm |
| Shotgun |
Very high |
Very slow |
Short |
6 rounds |
12-gauge |
| SMG |
Low |
Very high |
Short |
30 rounds |
9mm |
| Hunting rifle |
High |
Slow |
Very long |
5 rounds |
.308 Winchester |
| Assault rifle |
Medium |
High |
Long |
30 rounds |
|
| Makeshift pistol |
Low |
Medium |
Short |
6 rounds |
Any ammo |
Firearm Combat Techniques#
| Technique |
Description |
When It Applies |
| Headshot aiming |
Aim for the head for bonus damage |
All human enemies |
| Cover shooting |
Fire from behind cover to reduce damage taken |
Firefights |
| Fast reloads |
Use cover to reload |
Mid-combat |
| Fire mode switching |
Swap between single and automatic to fit the fight |
Single fire at range, automatic up close |
| Hip fire vs. aiming |
Hip fire is less accurate but keeps you mobile |
Hip fire up close, aim down sights at range |
| Suppressor use |
Lowers gunfire noise to avoid drawing more enemies |
A must for stealth builds |
Ammo Types#
| Ammo |
Common Weapons |
Rarity |
Notes |
| 9mm |
Pistols, SMGs |
Common |
The easiest ammo to find |
| .357 Magnum |
Revolver |
Rare |
High damage — use sparingly |
| 12-gauge |
Shotgun |
Common |
The king of close-quarters combat |
| .308 Winchester |
Hunting rifle |
Rare |
For sniping — treasure every round |
| 5.56mm NATO |
Assault rifle |
Rare |
The main late-game ammo |
Stealth System#
Stealth Mechanics#
| Mechanic |
Description |
Influencing Factors |
| Detection range |
The maximum distance at which enemies can spot you |
Light, noise, posture |
| Noise level |
The sound you make while moving and acting |
Movement speed, ground surface, gear |
| Vision |
Enemies’ vision range and angle |
Time of day, lighting, obstacles |
| Alert states |
How enemies escalate from suspicion to full alert |
Being spotted, noise, discovered bodies |
Recommended Stealth Gear#
| Gear |
Effect |
How to Get It |
| Suppressed weapons |
Greatly reduces gunfire noise |
Crafting or specific locations |
| Dark clothing |
Lowers visibility |
Bought from traders or looted |
| Soft-soled shoes |
Reduces footstep noise |
Specific drops |
| Night-vision goggles |
See in the dark |
Military bases |
| Dagger |
Backstab weapon for stealth |
Hidden locations |
Stealth Tactics#
| Tactic |
How to Execute |
Effect |
| Pick them off one by one |
Wait for enemies to separate, then assassinate them one at a time |
Clear a whole camp without dying |
| Diversion |
Throw objects to make noise and lure enemies away |
Pass through danger zones safely |
| Body disposal |
Drag bodies into the shadows to hide them |
Keeps other enemies from noticing |
| Route planning |
Watch patrol routes and find the gaps |
Get through without killing anyone |
| Stay in the dark |
Move through poorly lit areas |
Lowers the odds of being spotted |
Enemy Types#
Human Enemies#
| Enemy |
Weapons |
Health |
Behavior |
Weakness |
Drops |
| Bandits |
Melee/pistol |
Low |
Patrol, guard |
Headshots, backstabs |
Ammo, food |
| Armed militants |
Shotgun/rifle |
Medium |
Actively aggressive |
Headshots |
Weapons, ammo |
| Soldiers |
Assault rifle |
High |
Coordinated tactics |
Flashbangs, backstabs |
Military supplies, ammo |
| Snipers |
Hunting rifle |
Low |
Ranged suppression |
Fragile up close |
Scopes, ammo |
| Scientists |
None/pistol |
Very low |
Flee/call for help |
Any attack |
Codes, documents |
Mutated Creatures#
| Creature |
Traits |
Health |
Attacks |
Weakness |
Strategy |
| Mutant dogs |
Fast, pack animals |
Low |
Biting |
Fire |
Keep your distance and kill them one by one |
| Mutant rats |
Small and swarm in groups |
Very low |
Gnawing |
Area weapons |
Shotgun or Molotov cocktails |
| Mutant humans |
High health, melee |
High |
Heavy strikes |
Headshots, fire |
Kite them |
| Radiation ghosts |
Translucent, radioactive |
Medium |
Radiation waves |
Rad pills + ranged attacks |
Wear radiation protection |
| Giant mutants |
Huge size, massive health |
Very high |
Charges, area attacks |
Specific weapons (see the boss guide) |
Requires thorough preparation |
Tactical Guide#
Counters for Different Situations#
| Situation |
Recommended Strategy |
Notes |
| Indoor combat |
Shotgun + flashbangs |
Watch for ambushes around corners |
| Open ground outdoors |
Rifle + sniper scope |
Clear snipers first |
| Night combat |
Night-vision goggles + suppressed weapons |
Use the darkness to stay hidden |
| Swarmed by a crowd |
Flashbang + break out |
Don’t get bogged down fighting |
| Mixed enemies |
Kill gun-wielding enemies first |
Melee enemies can be kited |
| Boss fights |
See the boss guide |
Stock up on supplies |
Combat Resource Management#
| Resource |
Check Before Combat |
Manage During Combat |
| Ammo |
Confirm you have enough |
Swap weapons before running dry |
| Med kits |
Carry at least 3 |
Use when health drops below 30% |
| Throwables |
Carry flashbangs and Molotov cocktails |
Use them when surrounded |
| Stamina |
Confirm stamina is full before fighting |
Don’t drain it — keep energy for dodges |
Recommended Combat Builds#
| Build |
Core Weapons |
Skill Focus |
Style |
| Stealth assassin |
Dagger + suppressed pistol |
Stealth, backstabs, suppression |
Clear everything without being spotted |
| Melee berserker |
Battle axe + shotgun |
Melee damage, stamina, defense |
Charge in without fearing damage |
| Precision marksman |
Hunting rifle + semi-auto pistol |
Ranged damage, headshots, stability |
Call out targets one by one from afar |
| All-rounder |
Assault rifle + machete |
Balanced development |
Handles all kinds of combat situations |
Advanced Combat Techniques#
| Technique |
Description |
| Animation canceling |
Cancel attack recovery animations by switching weapons or dodging |
| Slow motion |
The game enters slow motion at critical moments — use it to read the situation |
| Environmental play |
Explosive barrels, oil drums, and electrical boxes can all be exploited |
| Aggro management |
Some enemies won’t chase far — use this to lure and kill them one by one |
| Weapon swapping |
Don’t wait until one weapon runs dry — swap during lulls in the fight |
Weapon Playstyles in Detail#
The Stealth Playstyle#
The core idea is clearing the field first rather than trading blows head-on. Your main-hand dagger handles backstabs while a suppressed pistol in the off-hand cleans up isolated enemies. Put skill points into stealth and backstab damage first, stay crouched while moving, and circle behind patrol routes to strike.
The Melee Berserk Playstyle#
Relies on heavy melee damage and stamina recovery to trade blows head-on. Main-hand a battle axe or fire axe, with a shotgun in the off-hand for emergencies. Open with a sprint attack, follow with heavy attacks to finish, and pull back to catch your breath when stamina runs low.
The Ranged Sniper Playstyle#
Leans on range superiority to call out targets one by one. Main-hand a hunting rifle with a scope, off-hand a semi-auto pistol to fend off anyone who closes in. Take high ground before engaging and clear snipers and armed enemies first.
The Balanced All-Rounder Playstyle#
An assault rifle paired with a machete covers both ranges, ideal for the sudden fights you stumble into while exploring. Spread skill points evenly across the tree instead of making extreme trade-offs.
Enemy-Specific Counters#
| Enemy |
Recommended Weapon |
Key Points |
| Bandits |
Any melee weapon or pistol |
A backstab kills instantly — watch out for groups traveling together |
| Armed militants |
Hunting rifle or rifle |
Open distance and go for the head; avoid close-quarters brawls |
| Soldiers |
Shotgun plus flashbangs |
Flash first, then rush in — avoid trading gunfire |
| Snipers |
Rifle or suppressed pistol |
When you hear a shot, find high ground first |
| Mutant dogs |
Shotgun or Molotov cocktails |
Use area damage when they swarm |
| Mutant rats |
Molotov cocktails |
Clears a whole group at once |
| Mutant humans |
Kite with a rifle |
Keep moving — never let them close in |
| Radiation ghosts |
Ranged attacks plus rad pills |
Put on protective gear before engaging |
| Input Combo |
Effect |
Best For |
| Sprint attack into heavy attack |
Break guard with the opener, finish with high damage |
Duels against high-health enemies |
| Block into dodge |
Absorb damage, then create distance |
Escaping when ganged up on |
| Backstab into headshot |
Instantly kill key enemies |
Clearing camps stealthily |
| Throwable into rush |
Cause stun, then close in |
Crowd control in group fights |
Status Effects and Buffs#
| Status |
Effect |
Cure or Prevention |
| Poison |
Drains health over time |
Use an antidote and stop eating contaminated food |
| Radiation sickness |
Lowers max health |
Take rad pills and wear protective gear |
| Bleeding |
Extra health loss while moving |
Bandage the wound |
| Burning |
Ongoing fire damage |
Roll to put out the flames |
| Fear |
Camera shake, limited control |
Kill the source or get away from the creature |
Pre-Combat Checklist#
| Check |
Standard |
Notes |
| Ammo |
At least two magazines for your primary weapon |
Avoid running dry mid-fight |
| Medical |
Three med kits and two bandages |
Leaves room for error |
| Throwables |
One flashbang and one Molotov each |
For sudden ambushes |
| Stamina |
Enter with full stamina |
Keeps dodges available |
| Rad pills |
Take one before fighting in radiation zones |
So you don’t get distracted mid-fight |