Chapter 1
Guns in Build 42
A gun is the strongest tool in the game. It is also the loudest. Learn both halves or it will get you killed.
This guide is about a video game. Real guns are never toys.
The deal you make with every shot
What you gain
- You hit zombies from far away.
- One shotgun blast can drop a whole group.
- It is the only good way to hunt deer.
What you pay
- Every zombie nearby hears it and comes.
- Every bullet is gone forever.
- A beginner's shots do little damage.
What changed from older versions
Old guides will steer you wrong. Build 42 rebuilt guns from the ground up.
| Before | Now in Build 42 |
|---|---|
| The game picked your target for you. | You aim yourself with an aiming circle. |
| A hit was just a hit. | Body parts matter. Headshots do 3 times the damage. |
| Zombies fell over the same way each time. | Shot zombies stumble and stagger with real physics. |
| No books for Aiming or Reloading. | Both skills now have 5 skill books each. |
| 14 guns. | 20 guns, and several old ones were renamed. |
The shooter's journey
- BuildPick a job and traits that start you with Aiming.
- FindGet a gun, the right ammo and magazines.
- LearnMaster the keys before you need them.
- AimStand still. Let the circle shrink.
- PlanKnow where you run after the noise.
- TrainLevel up on small groups.
- CareFix jams. Repair worn guns.
Chapter 2
Build your shooter
Aiming is the slowest skill to train, because training costs bullets. Starting with a few levels saves hundreds of rounds.
The 2 gun skills
Aiming
Makes you better with every gun. You earn XP by hitting targets. Misses teach nothing.
Reloading
Makes loading faster. You earn XP by pushing rounds into magazines and guns.
The 6 things Aiming improves
| Stat | In plain words |
|---|---|
| Accuracy | How often your shots land. |
| Precision | How often you get a critical hit. Criticals do at least 2 times the damage. |
| Range | How far away you can hit something. |
| Firing angle | How wide your cone of fire is. |
| Aiming time | How fast your aim settles. |
| Recoil | How fast you can shoot again. |
Higher Aiming also makes your guns jam less.
Best picks on the character screen
Police Officer (job)
The biggest head start. You begin with +4 Aiming, +1 Reloading and +1 Nimble.
Veteran (job)
You begin with +2 Aiming and +2 Reloading. You also get Desensitized. That trait stops almost all panic. Panic is the number 1 aim killer.
Target Shooter (trait)
A cheap trait that gives +1 Aiming. It stacks with a job.
Hunter (trait)
Gives +1 Aiming, plus Sneaking, Tracking and Butchering. Perfect if you also want to hunt.
Watch out: Reluctant Fighter
This trait gives you free points. But you earn only 75% XP in Aiming and all melee skills. It used to be called Pacifist. A shooter should skip it.
Watch out: point costs change
The game makers still tune jobs and traits. Always read the numbers on your own character screen.
Read the books first
Books multiply your XP. Aiming and Reloading books are weaker than other skill books. They are still worth reading before you spend ammo.
| Book volume | Works at levels | Aiming or Reloading boost | Most other skills get |
|---|---|---|---|
| Volume I | 0 to 2 | 1.5 times | 3 times |
| Volume II | 3 to 4 | 2.5 times | 5 times |
| Volume III | 5 to 6 | 4 times | 8 times |
| Volume IV | 7 to 8 | 6 times | 12 times |
| Volume V | 9 to 10 | 8 times | 16 times |
Secret: the level 5 wall
Aiming and Reloading XP comes fast below level 5. At level 5, your XP gain drops to about one third. So levels 0 to 5 feel quick. Levels 5 to 10 are a long road.
Secret: TV can teach you to shoot
Some VHS tapes give Aiming XP. They only help for your first 3 levels. Watch them early, before the power goes out.
Chapter 3
Know your guns
There are 20 guns. They fall into 4 families. Each family has a job.
Pistols
Light. One hand. Fit in a holster. Quick to reload with spare magazines. Weak damage until your Aiming is good.
Revolvers
They never jam. You load rounds one by one, so reloading is slow.
Shotguns
The beginner's best friend. Each shell fires 9 pellets and can hit many zombies. Also the loudest guns.
Rifles and carbines
Long reach. Bullets can pass through a zombie. They take scopes. Best for high Aiming and for hunting.
Gun picker: what is your situation?
All 20 guns
Damage is a range from weakest to strongest hit. Range and noise are in tiles.
| Gun | Ammo | Holds | Damage | Range | Noise | Good to know |
|---|---|---|---|---|---|---|
| M9 Pistol | 9x19mm | 15 | 0.6 to 1.0 | 15 | 100 | Most common pistol. Biggest pistol magazine. |
| M1911 Pistol | .45 ACP | 7 | 0.9 to 1.2 | 12 | 70 | Hits harder than the M9. Much quieter. |
| B-F Pistol | .44 Magnum | 8 | 1.0 to 1.6 | 17 | 120 | The strongest pistol. |
| SN38 Revolver | .38 Special | 5 | 0.5 to 0.8 | 8 | 60 | The quietest gun. Weak. Never jams. |
| Patrol Revolver | .357 Magnum | 6 | 0.95 to 1.4 | 12 | 100 | Never jams. |
| Magnum | .44 Magnum | 6 | 1.0 to 1.6 | 18 | 120 | Big stopping power. Never jams. |
| JS-2000 Shotgun | 12g shells | 5 | 1.5 to 2.2 | 12 | 200 | The classic pump shotgun. Hits up to 9 targets. |
| JS-3T Tactical Shotgun | 12g shells | 7 | 1.5 to 2.2 | 12 | 200 | Holds the most shells. Takes a Red Dot. |
| Double Barrel Shotgun | 12g shells | 2 | 1.5 to 2.2 | 15 | 200 | Only 2 shots. Longest shotgun reach. Never jams. |
| Sawed-off JS-2000 | 12g shells | 5 | 1.3 to 2.0 | 10 | 200 | Lighter. Shorter reach. Still needs 2 hands. |
| Sawed-off Double Barrel | 12g shells | 2 | 1.2 to 1.8 | 8 | 200 | Widest spread. Shortest reach. |
| MSR700 Rifle | 5.56x45mm | 5 | 1.0 to 1.6 | 30 | 150 | Bolt-action hunting rifle. |
| MSR788 Rifle | 7.62x51mm | 4 | 1.2 to 2.0 | 40 | 170 | The classic deer rifle. |
| MSR7T Tactical Rifle | 7.62x51mm | 4 | 1.2 to 2.0 | 40 | 170 | Like the MSR788, with more critical hits. |
| M1A Rifle | 7.62x51mm | 20 | 1.2 to 2.0 | 40 | 170 | Power, reach and a 20-round magazine. |
| M16 Assault Rifle | 5.56x45mm | 30 | 1.0 to 1.6 | 30 | 150 | The only full-auto gun. Can hit 2 targets. |
| JS-14 Rifle | 5.56x45mm | 20 | 1.0 to 1.6 | 30 | 150 | One shot per click. Can hit 2 targets. |
| L92 Carbine | .357 Magnum | 10 | 1.0 to 1.6 | 24 | 120 | Lever-action. |
| L94 Rifle | .30-30 | 6 | 1.2 to 2.0 | 30 | 160 | Lever-action. Hits like the big rifles. |
| Trapper Carbine | .45 ACP | 7 | 1.0 to 1.4 | 20 | 70 | The quietest long gun by far. |
Watch out: sawed-off shotguns still need 2 hands
Sawing a shotgun makes it lighter and spreads pellets wider. It does not turn it into a one-hand gun.
Old name, new name
Many videos use the old names. This table helps you translate.
| Old name | Name in Build 42 now |
|---|---|
| D-E Pistol | B-F Pistol |
| M14 Rifle | M1A Rifle |
| M36 Revolver | SN38 Revolver |
| M625 Revolver (.45 ammo) | Patrol Revolver (now uses .357 Magnum) |
| .308 ammo | 7.62x51mm Round |
| .223 ammo | The MSR700 now uses 5.56x45mm |
Chapter 4
Ammo and magazines
A gun with the wrong ammo is a heavy stick. Match them before you leave home.
Every bullet is treasure
You cannot craft bullets in the normal game. Every round you own was found as loot. When it is gone, it is gone. So never waste shots on a zombie you could hit with a bat.
Which ammo feeds which gun
| Ammo | Guns that use it |
|---|---|
| 9x19mm | M9 Pistol |
| .45 ACP | M1911 Pistol, Trapper Carbine |
| .44 Magnum | B-F Pistol, Magnum |
| .38 Special | SN38 Revolver |
| .357 Magnum | Patrol Revolver, L92 Carbine |
| 12g shells | All 5 shotguns |
| 5.56x45mm | MSR700, M16, JS-14 |
| 7.62x51mm | MSR788, MSR7T, M1A |
| .30-30 | L94 Rifle |
Watch out: .38 does not fit the Patrol Revolver
In real life, a .357 revolver can fire .38 rounds. In the game it cannot. The ammo must match exactly.
Magazines: the part beginners forget
Some guns need a magazine. That is a metal box that holds the rounds. No magazine means no shooting, even with a full ammo box.
Needs a magazine
The game has 7 magazine types: M9, M1911 Auto, B-F, M16, M1A, MSR700 and MSR788. A gun's tooltip names the magazine it takes.
Loads round by round
Revolvers, shotguns, and the L92 and L94 lever-action guns. You push rounds straight into the gun.
Fill your magazines at home
Filling a magazine takes time. A fight is the wrong moment. Right-click a magazine. Choose to insert bullets. Your survivor loads them one at a time.
You can do this while walking. You cannot do it while running.
Secret: spare magazines are your real ammo count
Swapping a full magazine in takes a moment. Refilling one takes ages. Carry 3 or 4 full magazines for your main gun. Keep them in your main inventory.
Secret: open the boxes
Ammo is found in boxes. Right-click a box to open it into loose rounds. Boxes take less space, so open them only when you need to load.
Chapter 5
Controls and handling
Fumbling keys gets survivors eaten. Practice these in a safe place first.
These are the default keys on a keyboard. You can change them in the options.
What "racking" means
Racking pulls the slide or pump. It moves a round into the firing chamber. If you reload calmly, your survivor racks for you. If you are rushed, the chamber may be empty. Then the gun only clicks. Press X and it is ready.
The reload wheel
Hold R with a gun in your hands. A wheel appears. From here you can load rounds into a spare magazine. You can also unload the gun.
Holsters
A pistol or revolver can ride in a holster. A holstered gun weighs less on you. It is also quick to draw. A double holster carries 2.
Single shots or full auto
The M16 has 2 fire modes. Single fires 1 round per click. Auto keeps firing while you hold the button. Auto burns a 30-round magazine in seconds. Use Single unless a horde is on top of you.
Shooting from a car
- Press V to open the car wheel.
- Open your window.
- Aim and fire as normal.
Watch out: the driver cannot steer while aiming
The car keeps rolling while you shoot. Slow right down first. Check the road ahead is clear. Shots from a moving car are also less accurate.
Chapter 6
How aiming works
Build 42 shows you how good your shot is before you fire. Learn to read the circle and you stop wasting bullets.
The aiming circle
Hold the right mouse button with a gun. A circle appears at your cursor. It tells you 2 things:
- Size. A big circle is a sloppy shot. A small circle is a steady shot.
- Color. Over a target, it shifts from red (bad) through orange to green (good).
The circle shrinks while you stand still and keep aiming. So patience is free accuracy.
Try it: what makes the circle grow?
This toy shows the idea, not the game's exact numbers.
The 4-beat shot
- StopPlant your feet. Moving ruins aim.
- HeadPut the circle on the head.
- WaitLet it shrink and turn green.
- FireOne shot. Then check around you.
Why the head?
Bullets now hurt different body parts by different amounts. This matches how melee works.
Head
3 times the damage. This is how you drop a zombie in one shot.
Body
Normal damage. It may take 2 or more shots.
Arms and legs
Far less damage. Mostly a wasted bullet.
The game helps a little. If your circle covers the head, it checks for a headshot first.
Secret: zombies and animals follow different rules
The official wiki says this for version 42.20.4. Against zombies, a shot on target lands. Your skill and mood decide how hard it hits. Against animals and other players, your skill also decides if it hits at all. That is why deer feel so much harder than zombies.
Use each gun's special trick
- Shotguns: aim at the middle of a tight group. One shell can hit up to 9 targets.
- Rifles: bullets pierce. Line zombies up in a row for a 2-for-1.
- Pistols: let them come close. Short range is where pistols shine.
Watch out: far shots punish beginners
Distance makes every problem worse. A panicked shot at 20 tiles is far worse than the same shot at 3 tiles. With low skill, let targets walk closer.
Chapter 7
What ruins your aim
Your survivor is a person, not a robot. A scared, hurting, tired person shoots badly.
| Aim killer | What it does | The fix |
|---|---|---|
| Moving | The circle stays big. | Stop first. Shoot. Then move. |
| Panic | The worst one. The penalty grows with each panic level. It grows again with distance. | Take Beta Blockers. Back away until calm. Or play a Veteran. |
| Pain | Hurt arms and hands shake the gun. | Bandage wounds. Take Painkillers. |
| Tiredness | Your vision narrows. You miss threats. | Sleep before a planned gun fight. |
| Bad weather | Wind, fog and rain all hurt aim. | Pick a clear day. |
| Darkness | You cannot shoot what you cannot see. | Fight by day. Or fit a Gun Light. |
| Heavy headgear | Big helmets and masks limit your view. | Swap to lighter headgear for shooting. |
Watch out: Beta Blockers fix panic, not stress
Many players mix these up. Beta Blockers calm panic. They do nothing for the Stressed moodle.
Secret: why Veterans are gun experts
The Veteran's Desensitized trait blocks panic from everything except nightmares. No panic means steady aim in the middle of a horde. Other survivors need pills for that.
Secret: the sandbox has gun sliders
Custom Sandbox has a Firearms section. One slider is the Firearm Moodle Multiplier. Sandbox: Firearm Moodle Multiplier It scales how much moodles hurt your hit chance. Setting it to 0 turns that penalty off. There are also sliders for gun noise, jams and weather.
Level by level: Aiming
The best single thing to do at each level. Read the matching book first when one exists.
| Level | Do this for most of your XP | Why |
|---|---|---|
| 0 to 1 | Shotgun on a tight pack of 3 to 5 zombies | Multi-target hits, fast early XP |
| 1 to 2 | Read Aiming I first, then shotgun sessions | Only 1.5x, but it stacks with every shot |
| 2 to 3 | Keep the shotgun. Fight from a car or fence | Escape route matters more than the gun |
| 3 to 4 | Read Aiming II. Switch to a pistol for headshots | Headshots pay triple since 42.12 |
| 4 to 5 | Pistol headshots on singles pulled by noise | Fewer bullets per XP as accuracy climbs |
| 5 to 6 | Read Aiming III before you cross 5 | XP drops to about 37% after level 5 |
| 6 to 7 | Rifle from a rooftop at slow zombies | Long range, safe, every hit is XP |
| 7 to 8 | Read Aiming IV. Rifle sessions with beta blockers | Panic hurts aim more than anything |
| 8 to 9 | Keep shooting. Combine with Reloading grind | Both skills share the fights |
| 9 to 10 | Read Aiming V. Big clears only when the base is safe | The last levels cost thousands of rounds |
Before every gun fight
Your gun
Your survivor
Your plan
Your ticks are saved in this browser, on this device only.
Chapter 8
Noise: the dinner bell
Killing the zombie in front of you is easy. Surviving the 50 that heard it is the real test.
Every gun has a noise number. That is how many tiles away zombies can hear the shot. Sandbox: Firearm Noise Multiplier They all start walking toward it.
Watch out: there are no silencers
The normal game has no suppressor of any kind. If a video shows one, that player is using a mod.
The 5 noise rules
- Never shoot at home. You will pull the whole town to your front door.
- Shoot, then move. Zombies walk to where the sound was. Do not be there.
- Always have an exit. Park your car nearby, facing the way out.
- Count your rounds. Leave while you still have ammo, not after.
- Use noise on purpose. A shot can pull zombies away from a place you want to loot later.
Secret: the quiet trio
The SN38, the M1911 and the Trapper Carbine are far quieter than anything else. The M1911 and Trapper even share .45 ACP ammo. Together they make a great low-noise kit.
Chapter 9
Weapon parts
Parts make a good gun better. They will not fix low skill, so train first.
How to fit a part
Put the gun, the part and a screwdriver in your main inventory. Not in a bag. Right-click the gun. Choose Upgrade. Pick the part.
To take a part off, right-click the gun and choose Remove Upgrade. Parts can be moved between guns as often as you like.
The 11 parts
| Part | What it does | Goes on |
|---|---|---|
| x2 Scope | +7 tiles of far range. Closest good shot moves out 6 tiles. | Rifles |
| x4 Scope | +13 tiles of far range. Closest good shot moves out 8 tiles. | Rifles |
| x8 Scope | +20 tiles of far range. Closest good shot moves out 10 tiles. | Hunting rifles |
| Red Dot Sight | Your aim settles faster. | Some rifles and the JS-3T |
| Laser Sight | +5 hit chance and faster aiming. Adds 0.6 weight. | Pistols and some rifles |
| Tritium Pistol Sights | Better sights made for handguns. | Pistols |
| Gun Light | A flashlight on your gun. | Pistols, and any gun whose Upgrade menu lists it |
| Recoil Pad | You can fire the next shot sooner. | Rifles and shotguns |
| Ammo Straps | You reload a little faster. | Rifles and shotguns |
| Choke Tube (Full) | Tighter pellet spread. Better for far targets. | Shotguns |
| Choke Tube (Improved) | Wider pellet spread. Better for crowds up close. | Shotguns |
Watch out: big scopes are useless indoors
Scopes push your closest good shot outward. With an x8 scope, a zombie beside you is almost impossible to hit. Take the scope off before you enter a building.
Watch out: laser or light, not both
On pistols, the Laser Sight and the Gun Light use the same slot. You must choose one.
Secret: a light is also a beacon
A Gun Light lets you aim in the dark. Many players believe light also helps zombies spot you. Switch it off when you are sneaking.
Chapter 10
Jams, wear and repair
Guns break down like everything else. Knowing the fix turns a panic into a 1-second pause.
Jams
You pull the trigger. You hear a click. Nothing fires. That is a jam.
Clear a jam
Press X to rack the gun. The stuck round pops out. You can shoot again.
Secret: a revolver is the perfect backup
When your main gun jams with zombies in your face, you need a gun that cannot fail. Keep a revolver in a holster for that moment.
Wear
Each shot has a small chance to wear the gun down. For a hunting rifle it is about 1 in 200. Higher Aiming and Maintenance make that chance smaller. A gun at zero condition is broken.
Repair
There is no gun repair kit. You fix a gun with another gun of the same family as spare parts. You also need some Aiming skill.
| To repair | You need |
|---|---|
| MSR7T Tactical Rifle | Aiming level 4, plus another MSR7T or an MSR788 |
| Any shotgun | Another shotgun. Sawed-offs and the JS-3T count. |
Right-click a worn gun to see what it accepts.
Secret: never throw away a broken gun
A broken gun is spare parts for its twin. Keep junk guns in a crate at base. Take the parts off them first.
Chapter 11
Training plan: 0 to 10
Aiming XP only comes from hits. So the whole plan is about making hits easy and safe.
How the XP works
- You earn XP for each target a shot hits. Misses give nothing.
- Damage does not matter for XP. A weak hit counts the same as a strong one.
- You no longer get XP for every shotgun pellet. That old trick is gone.
- Below level 5, XP comes about 3 times faster than after it.
Get ready (before any shooting)
Preparation multiplies every bullet you spend later. Read Aiming Volume I. Watch any shooting VHS tapes. Collect a shotgun, 50 or more shells, Beta Blockers and a melee weapon.
Levels 0 to 2: small groups, close range
Drive somewhere far from your base. Find a group of 3 to 8 zombies. Let them bunch up and walk toward you. Stand still. Fire into the middle from close range. Back up. Repeat.
Watch out: there is no safe shooting cage
Old guides say to shoot from behind fences or crates. On normal settings, zombies break those down. Always keep a way out.
Levels 3 to 5: add a pistol
Read Volume II. Keep using the shotgun on groups. Start using a pistol on single zombies at short range. Practice the 4-beat shot: stop, head, wait, fire.
Levels 5 and up: bring out the rifles
This is the slow stretch. Read each new book as you reach its level. Rifles now feel great. The M1A and M16 can clear whole streets. Line zombies up so bullets pierce 2 at once.
Secret: train Reloading for free
Reloading XP comes from pushing rounds into magazines. You can load and unload the same magazine at home, in total safety. Read the Reloading book first. It costs zero bullets.
Secret: Fast Learner helps here too
The Fast Learner trait gives 130% XP in every skill. That includes Aiming. It pairs well with a gun job.
Chapter 12
Where to find guns
Guns are rarer in Build 42 than they used to be. Knowing where to look saves dangerous trips.
Police stations
Gun lockers and armory rooms. Pistols, shotguns, ammo and parts. Usually crowded with zombies.
Gun stores
The best loot in the game for shooters. Often locked up tight. West Point has a big one.
Ranger stations and hunting lodges
Hunting rifles and scopes. Far from town, so fewer zombies.
Army surplus and checkpoints
A chance at military rifles and their magazines.
Pawn shops and prisons
Both can hold rifles. Prisons are extremely dangerous.
Vehicles
Check police cars and ranger trucks. Look in the glove box and the trunk.
Homes sometimes hide a gun in a bedroom wardrobe. The chance is small, so do not count on it.
Watch out: nothing is guaranteed
All loot is random. A gun store can be nearly empty. Never risk your life for a building that might have a rifle.
Secret: found guns come with extras
A gun you find may already have ammo inside. It may even have a scope or a light fitted. Always check it before you store it.
Chapter 13
Tips, tricks and fixes
20 tips from the firing line
Before the fight
- Pick a job or trait with Aiming. It saves hundreds of bullets.
- Read the matching book before you spend ammo.
- Fill every magazine at home.
- Carry a melee weapon. Guns are for problems melee cannot solve.
- Keep a revolver as a backup. It never jams.
During the fight
- Stop moving before you shoot.
- Aim for the head. It does 3 times the damage.
- Wait for a small green circle.
- With low skill, let zombies come close.
- Aim shotguns at the middle of a group.
- Line zombies up for rifles. Bullets pierce.
- Gun clicks? Press X.
- Panicked? Back off and take Beta Blockers.
- Use Single fire on the M16. Auto eats ammo.
After the fight
- Move away at once. More zombies are coming.
- Never lead the crowd back to your base.
- Reload and refill magazines once you are safe.
- Take scopes off before going indoors.
- Keep broken guns as spare parts.
- Store ammo in boxes. Open them only when loading.
Fix-it table
| Problem | Likely cause | Fix |
|---|---|---|
| The gun clicks but will not fire. | A jam, or an empty chamber. | Press X to rack it. |
| I cannot reload. | Wrong ammo, or no magazine. | Check the gun's tooltip. Match the ammo and magazine exactly. |
| My shots do almost nothing. | Low Aiming, body shots, or panic. | Aim at heads. Calm down. Get closer. |
| The circle never gets small. | You are moving, scared or hurt. | Stand still. Treat panic and pain first. |
| I cannot hit close zombies with my rifle. | A big scope is fitted. | Remove the scope, or switch to a pistol. |
| There is no Upgrade option. | The screwdriver or part is in a bag. | Move both to your main inventory. |
| Zombies keep coming forever. | Your shots are calling them. | Stop shooting. Leave the area. |
| My Aiming barely goes up. | You miss a lot, or you passed level 5. | Use a shotgun on groups. Read the next book. |
| My gun jams all the time. | It is worn out. | Repair it with a matching gun. Or carry a revolver. |
| I cannot hit deer. | Animals need real accuracy. | Raise Aiming. Fit a scope. Stand still and wait. |
Chapter 14
Shooter's test
7 questions. Get them all right and you are cleared for the range.
Chapter 15
Words and sources
Shooter's word list
- Aiming circle (reticle)
- The circle at your cursor while aiming. Small and green is good.
- Round
- One bullet, ready to fire.
- Magazine
- A metal box that holds rounds and slides into the gun.
- Chamber
- The spot inside the gun where a round sits just before firing.
- Rack
- Pulling the slide or pump to move a round into the chamber. It also clears jams.
- Jam
- A stuck round. The gun clicks but does not fire.
- Bolt-action, pump-action, lever-action
- Guns where you work a handle between shots. They fire slower but are simple.
- Critical hit
- A lucky, extra-strong hit that does at least 2 times the damage.
- Pierce
- When a bullet passes through one target and can hit another.
- Noise radius
- How many tiles away zombies can hear the shot.
- Moodle
- The small icons that show how your survivor feels, like Panic or Pain.
- Desensitized
- The Veteran's trait. It blocks almost all panic.
- Sandbox
- The settings screen where you change the game's rules.
How sure are we?
Every fact here was checked in September 2026 for game version 42.20.4. The order of trust was: official patch notes first, then the official wiki, then player data and reports.
The game still gets updates. A few things may differ in your game:
- The big gun table. Damage, range and noise come from a fan site that reads the game files for version 42.19. The MSR788 numbers matched a second source. Your tooltips are the final word.
- Which parts fit which guns. This changed during Build 42. Trust your Upgrade menu.
- Missing old parts. Older guides list an Iron Sight, Sling, Fiberglass Stock and Bayonet. Players report these are not in the current parts list.
- Zombies versus animals accuracy. This comes from one line on the official wiki for 42.20.4. It may change again.
- Job and trait numbers. These were last confirmed on versions 42.19 to 42.20.
- Default keys. They can differ if you changed your settings or use a controller.
Sources
- The Indie Stone, official patch notes for 42.8.0 (physics), 42.12.0 (body part damage for guns) and 42.13.0 (headshot priority)
- PZwiki (the official wiki): Aiming, Reloading, Firearm, Skill, Panic, Desensitized, Reluctant Fighter, M9 Pistol, M1911 Pistol, Patrol Revolver, MSR788 Rifle, MSR7T Tactical Rifle, Laser Sight, Red Dot Sight, x8 Scope, and the Aiming and Reloading skill books
- PZfans weapon data for version 42.19 (gun table, noise values, weapon parts)
- Steam Community guides and discussions on the Build 42 aiming circle