v1.7

Target Shooter Clicker

Points: 0

Total PPS: 0

Touch Gun Touch Gun Target

Touch Gun Level: 0

Awoken Touch Gun Level: 0

Super Awoken Touch Gun Level: 0

Points Per Click: 1

Pistol Pistol Target

Pistol Firerate Level: 0 (1,000)

Pistol Potency Level: 0 (1 points)

Pistol Points Per Second: 1

SMG SMG Target

SMG Firerate Level: 0 (200)

SMG Potency Level: 0 (1 points)

SMG Points Per Second: 5

Shotgun Shotgun Target

Shotgun Firerate Level: 0 (1,500)

Shotgun Potency Level: 0 (4 points)

Shotgun Multi-Fire Level: 0 (3 shots)

Shotgun Points Per Second: 8

Sniper Rifle Sniper Rifle Target

Sniper Rifle Firerate Level: 0 (4,000)

Sniper Rifle Potency Level: 0 (120 points)

Sniper Rifle Critical Shot Level: 0 (25%)

Sniper Rifle Critical Damage Level: 0 (2x)

Sniper Rifle Points Per Second: 30

AK-47 AK-47 Target

AK-47 Firerate Level: 0 (500)

AK-47 Potency Level: 0 (150 points)

AK-47 Points Per Second: 300

Rocket Launcher Rocket Launcher Target

Rocket Launcher Firerate Level: 0 (5000)

Rocket Launcher Potency Level: 0 (1250 points)

Rocket Launcher Splash Radius Level: 0 (500)

Rocket Launcher Splash Damage Level: 0 (0.4x)

Rocket Launcher Points Per Second: 350

Tommy Gun Tommy Gun Target

Tommy Gun Firerate Level: 0 (150)

Tommy Gun Potency Level: 0 (600 points)

Tommy Gun Accuracy Level: 0 (50%)

Tommy Gun Points Per Second: 3000

Double Barrel Double Barrel Target

Double-Barrel Firerate Level: 0 (2000)

Double-Barrel Potency Level: 0 (6000 points)

Double-Barrel Multi-Fire Level: 0 (2 shots)

Double-Barrel Points Per Second: 6000

Uzi Uzi Target

Uzi Firerate Level: 0 (75)

Uzi Potency Level: 0 (4500 points)

Uzi Points Per Second: 60000

Hunting Rifle Hunting Rifle Target

Hunting Rifle Firerate Level: 0 (3000)

Hunting Rifle Potency Level: 0 (250000 points)

Hunting Rifle Critical Shot Level: 0 (40%)

Hunting Rifle Critical Damage Level: 0 (1.5x)

Hunting Rifle Points Per Second: 83333

Musket Musket Target

Musket Firerate Level: 0 (1500)

Musket Potency Level: 0 (750000 points)

Musket Range Level: 0 (9)

Musket Points Per Second: 375000


More weapons coming soon!

Upgrades

Points: 0

Total PPS: 0

Cost: 500

Doubles touch gun efficiency

Cost: 5,000

Doubles touch gun efficiency

Cost: 50,000

For every weapon potency upgrade level you get, it increases the efficiency of the touch gun by 0.5

Cost: 200,000

Triples touch gun efficiency

Cost: 6,000,000

Quintuples touch gun efficiency

Cost: 50,000,000

Unlocks a new, strong upgrade option for the touch gun

Cost: 100,000,000

For every weapon potency upgrade level you get, it increases the efficiency of the touch gun by 5

Cost: 500,000,000

Quadruples touch gun efficiency

Cost: 3,000,000,000

Triples touch gun efficiency

Cost: 30,000,000,000

Quadruples touch gun efficiency

Cost: 150,000,000,000

For every weapon potency upgrade level you get, it increases the efficiency of the touch gun by 50

Cost: 750,000,000,000

Quintuples touch gun efficiency

Cost: 5,000,000,000,000

Increases the pistol's points per shot by 10% for every touch gun upgrade level you purchase!

Cost: 50,000,000,000,000

Unlocks a new, super-strong upgrade option for the touch gun

Cost: 200,000,000,000,000

For every weapon potency upgrade level you get, it increases the efficiency of the touch gun by 500

Cost: 500,000,000,000,000

Quadruples touch gun efficiency

Cost: 10,000,000,000,000,000

Sextuples touch gun efficiency

Cost: 50,000,000,000,000,000

Every potency upgrade level increases the touch gun's efficiency by 5%

Cost: 250,000,000,000,000,000

For every weapon potency upgrade level you get, it increases the efficiency of the touch gun by 10,000

Cost: 750,000,000,000,000,000

Octuples touch gun efficiency

Cost: 1,000

2x points per shot and damage

Gives the pistol larger ammunition

Cost: 2,000

2x HP

Added resistance improves the pistol's overall hitpoints

Cost: 40,000

3x points per shot and damage

Makes the pistol's calibre larger, along with its barrel, to hit targets much harder

Cost: 80,000

2x HP

Armoured body allows the pistol to resist more attacks

Cost: 200,000

-150ms reload speed

Added simple reloading mechanism makes the pistol fire more frequently

Cost: 1,000,000

3x points per shot and damage

Makes the gunshots much louder, pressuring targets much easier. Do not try this at home!

Cost: 1,500,000

2x HP

More reinforced skin allows the pistol to resist even more attacks

Cost: 20,000,000

4x points per shot and damage

Gives all fired shots the ability to penetrate metal. It's very effective to counter metallic targets.

Cost: 400,000,000

4x points per shot and damage

A more foolproof shooting mechanism allows more better use of shooting the targets

Cost: 750,000,000

2x HP

Adds fortifications onto the pistol's body, further enhancing its hitpoints.

Cost: 1,500,000,000

1.5x points per shot and damage; -100ms reload speed

Slightly rework the pistol's unload and reload mechanisms, making it hit slightly harder and much easier to manage

Cost: 25,000,000,000

5x points per shot and damage

Bullets are now capable of targeting more effectively even with terrible precision

Cost: 350,000,000,000

5x points per shot and damage

Strengthens the gunpower to make targets no longer get in your way

Cost: 7,500,000,000,000

6x points per shot and damage

Bullets can one-shot even a tank, making it just as effective as a tank counter.

Cost: 100,000,000,000,000

6x points per shot and damage

Breakthrough helps pistol with his daily shooting activities, rendering any target useless when he's around

Cost: 1,000,000,000,000,000

4x points per shot and damage

Bullets are now made of gold making it rich and deadly simultaneously

Cost: 10,000

2x points per shot and damage

Improves the swerving of the mini bullets for more consistent targeting

Cost: 20,000

2x HP

Added resistance improves the smg's overall hitpoints

Cost: 300,000

3x points per shot and damage

Increased versatility allows the smg to melt through weaker targets with ease

Cost: 800,000

2x HP

Armoured body allows the smg to resist more attacks

Cost: 4,000,000

3x points per shot and damage

Bullets can pressure so hard when they connect onto their targets

Cost: 15,000,000

-20% firerate time

Aims more like a boss, wickedly, reducing its firerate significantly

Cost: 20,000,000

2x HP

More reinforced skin allows the smg to resist even more attacks

Cost: 100,000,000

4x points per shot and damage

Minibullets have a chance to bash through everything in its path, which makes it awesome and fearsome

Cost: 1,250,000,000

4x points per shot and damage

You'll no longer need to manually aim your SMG as it'll do it precisely by itself - automatic!

Cost: 1,750,000,000

2x HP

Adds fortifications onto the smg's body, further enhancing its hitpoints.

Cost: 8,750,000,000

-15% firerate time

Makes your sub-machinegun (SMG) like a sub-light machinegun (SLMG), being capable of firing around 16 bullets per second at minimum!

Cost: 45,000,000,000

5x points per shot and damage

Minibullets can shred through metallic objects with only a few rounds, rendering even a metal shield useless

Cost: 650,000,000,000

5x points per shot and damage

No target is capable of escaping the barrage of powerful minibullets!

Cost: 12,500,000,000,000

6x points per shot and damage

Even worse for the targets - as they now cannot dodge the wrath of the minibullets!

Cost: 175,000,000,000,000

6x points per shot and damage

Added blue stripes onto the bullets to mean 'water', fooling those who are victim of the disguise

Cost: 2,000,000,000,000,000

4x points per shot and damage

Now guaranteed to shoot constant bullets tenaciously and twenty-four seven.

Cost: 100,000

+2 bullets per shot

Adds two more barrels onto the shotgun

Cost: 150,000

2x HP

Added resistance improves the shotgun's overall hitpoints

Cost: 750,000

2x points per shot and damage

Increases the overall power of a burst

Cost: 3,000,000

2x HP

Armoured body allows the shotgun to resist more attacks

Cost: 30,000,000

3x points per shot and damage

Stronger scatterburst is capable of taking out even a motor car in just a few shots

Cost: 400,000,000

3x points per shot and damage

What if the burst goes MEGA? Well, it'll obviously be even more stronger!

Cost: 500,000,000

2x HP

More reinforced skin allows the shotgun to resist even more attacks

Cost: 10,000,000,000

2x bullets per shot

Each barrel now fires bullets doubly, allowing for more deadly close-range pressure

Cost: 50,000,000,000

4x points per shot and damage

Upping from Mega to Giga, like it's computer science!

Cost: 30,000,000,000

2x HP

Adds fortifications onto the shotgun's body, further enhancing its hitpoints.

Cost: 500,000,000,000

4x points per shot and damage

Omega shots? Like is it really me or is it really shooting out Greek-like bullets?

Cost: 7,000,000,000,000

5x points per shot and damage

Now your shotgun burst becomes Tera, which is even more complex and outstanding than the previous Giga version.

Cost: 90,000,000,000,000

5x points per shot and damage

The scatterburst is ultimately powerful allowing to eradicate any target in path

Cost: 500,000,000,000,000

2x bullets per shot

Fires even more scatterburst at the enemy, essentially making every shotgun barrel a 'quad'.

Cost: 4,000,000,000,000,000

6x points per shot and damage

Ultimatum not enough? Close obliteration will keep any target in check and instantly destroy them.

Cost: 40,000,000,000,000,000

6x points per shot and damage

Scatterburst fires aggressively at the targets to get what they deserve

Cost: 1,250,000

+1x critical damage

More focussed precision allows for a much deadlier snipe

Cost: 2,250,000

2x HP

Added resistance improves the sniper rifle's overall hitpoints

Cost: 7,500,000

2x points per shot and damage

Shots can essentially cripple its target to slow them down and deal a lot of damage

Cost: 25,000,000

2x HP

Armoured body allows the sniper rifle to resist more attacks

Cost: 80,000,000

+2x critical damage

Targets that get headshotted will take serious damage from its nasty crits

Cost: 555,000,000

3x points per shot and damage

More aggressive sniping makes it a long-range target destroyer, but with precaution

Cost: 1,000,000,000

2x HP

More reinforced skin allows the sniper rifle to resist even more attacks

Cost: 3,333,000,000

+10% critical chance

Shots will mostly crit even if it hits a strong spot like reinforced armour

Cost: 15,000,000,000

3x points per shot and damage

Tracers become enhanced allowing for more confirmed casualties even against stronger targets

Cost: 60,000,000,000

2x HP

Adds fortifications onto the sniper rifle's body, further enhancing its hitpoints.

Cost: 150,000,000,000

2x points per shot and damage; 1.5x critical damage

The sniper's scope is now capable of seeing through walls and even weapons from target assassins

Cost: 1,000,000,000,000

4x points per shot and damage

Tracers now shock its target if they didn't get fully one-shot, stunning them in place and more damage from electrocution

Cost: 10,000,000,000,000

4x points per shot and damage

Lethal tracers can punish any target like it was a free death sentence; insane damage output

Cost: 80,000,000,000,000

3x points per shot and damage; +5% critical chance

Your sniper's scope now uses heat dating to help with its infrared sensors to detect targets even inside buildings with anti-infrared walls

Cost: 300,000,000,000,000

6x points per shot and damage

Tracers are so sharp that it can get multiple target kills at once!

Cost: 3,000,000,000,000,000

4x points per shot and damage; 1.5x critical damage; +10 range

Added closed-circuit television on the sniper's scope allows for better detection of targets and gathers evidence whenever a snipe failed. Useful for watching over the enemies.

Cost: 6,000,000

2x points per shot and damage

Bullets have heat tips allowing for much higher damage output

Cost: 9,000,000

2x HP

Added resistance improves the ak-47's overall hitpoints

Cost: 150,000,000

3x points per shot and damage

Shots now sound like buzzing bees making it annoying for the targets to deal with

Cost: 225,000,000

2x HP

Armoured body allows the ak-47 to resist more attacks

Cost: 2,500,000,000

3x points per shot and damage

Makes the bullets rip through targets even when powerful; massive damage

Cost: 35,000,000,000

4x points per shot and damage

More violent shots can melt through high-health targets without a hassle

Cost: 20,000,000,000

2x HP

More reinforced skin allows the ak-47 to resist even more attacks

Cost: 500,000,000,000

4x points per shot and damage

Bullets move overbearingly fast to get more high damage onto their targets

Cost: 3,000,000,000,000

2x points per shot and damage

Bullets have increased velocity thanks to adding minijets on them making it nearly impossible to avoid during crossfire

Cost: 800,000,000,000

2x HP

Adds fortifications onto the ak-47's body, further enhancing its hitpoints.

Cost: 30,000,000,000,000

5x points per shot and damage

Upgraded minijets now makes the ak-47's shots move at the speed of light

Cost: 300,000,000,000,000

5x points per shot and damage

Gives your ak-47 shots some spikes to deal painfully high damage to those who got caught

Cost: 4,500,000,000,000,000

6x points per shot and damage

The bullets are this mad to all targets so they now hit ferociously for very high damage!

Cost: 67,500,000,000,000,000

6x points per shot and damage

Pressure in the ak-47's barrel is created by simultaneous firing, preserving its ammunition while defending against close-range targets very easily

Cost: 750,000,000,000,000,000

4x points per shot and damage

Wind is now created upon simultaneous firing, pushing back any melee target from the ak-47's sight

Cost: 7,500,000,000,000,000,000

5x points per shot and damage

Shots now crush like logs, destroying most enemies with ease.

Cost: 45,000,000

2x points per shot and damage

More powerful rockets now comes with a bang

Cost: 60,000,000

2x HP

Added resistance improves the rocket launcher's overall hitpoints

Cost: 500,000,000

+20% splash damage

Explosions are more violent making any target that is caught in its splash radius super weak

Cost: 750,000,000

2x HP

Armoured body allows the rocket launcher to resist more attacks

Cost: 3,000,000,000

3x points per shot and damage

Explosions now repeatedly explode for more confirmed target damage

Cost: 50,000,000,000

+150 splash radius

Larger explosions makes it harder to dodge for the average target. Super-effective against massive groups though.

Cost: 90,000,000,000

2x HP

More reinforced skin allows the rocket launcher to resist even more attacks

Cost: 100,000,000,000

3x points per shot and damage

Gives all your rockets additional gunpowder for more stronger explosions

Cost: 1,000,000,000,000

4x points per shot and damage

Explosions have added shrapnel to eradicate any escaping target vehemently

Cost: 2,500,000,000,000

2x HP

Adds fortifications onto the rocket launcher's body, further enhancing its hitpoints.

Cost: 10,000,000,000,000

4x points per shot and damage

Rockets were given napalm tips and insides to incinerate targets that were directly or indirectly hit by it

Cost: 50,000,000,000,000

+20% splash damage

The blast radius now repels all surviving targets back for more extra damage and time

Cost: 200,000,000,000,000

5x points per shot and damage

The warheads have super keen tips making them super deadly alongside its blast radius upon impact

Cost: 1,500,000,000,000,000

2x points per shot and damage; +150 splash radius

The rocket launcher can self-destruct if it takes too much of a beating, plus more powerful rockets

Cost: 15,000,000,000,000,000

5x points per shot and damage

Added strong petrol inside the rockets' bodies along with its napalm for safety checks for a powerful napalm bomb. It's just unstoppable!

Cost: 150,000,000,000,000,000

6x points per shot and damage

Any rocket that is fired will now join together for the fun!

Cost: 350,000,000

+10% accuracy

More precise accuracy helps the tommy gun get more consistent shots of targets

Cost: 600,000,000

2x HP

Added resistance improves the tommy gun's overall hitpoints

Cost: 1,250,000,000

2x points per shot and damage

Its fast-firing shots can add tight pressure if they connect onto its targets

Cost: 5,000,000,000

2x HP

Armoured body allows the tommy gun to resist more attacks

Cost: 5,000,000,000

Reduces the accuracy penalty from missed shots from 50% to 33%

Good target shooters will be awarded with no penalty, while for bad target shooters, it makes sense for this upgrade to help with that scenario.

Cost: 30,000,000,000

3x points per shot and damage

Capable of swifting between lanes while the upgraded bullets can easily ambush targets.

Cost: 60,000,000,000

2x HP

More reinforced skin allows the tommy gun to resist even more attacks

Cost: 150,000,000,000

3x points per shot and damage

More violent burst can rip through targets if they're unprepared

Cost: 1,500,000,000,000

4x points per shot and damage

Upgraded firing mechanism allows for massive bursting capabilities

Cost: 5,000,000,000,000

2x HP

Adds fortifications onto the tommy gun's body, further enhancing its hitpoints.

Cost: 17,500,000,000,000

4x points per shot and damage

Prevents any target from getting into the tommy gun's sight range, because it's just overpoweringly dangerous!

Cost: 200,000,000,000,000

5x points per shot and damage

Fires powerful rippers that can delete non-armoured targets if possible

Cost: 2,500,000,000,000,000

5x points per shot and damage

An overpowering barrage that cannot be stopped nor dodged. You'll never get defeated especially with the spray tanking other shots.

Cost: 15,000,000,000,000,000

3x points per shot and damage; +10% accuracy

Now your unstoppable barrage becomes even more unstoppable with deadly accuracy.

Cost: 133,000,000,000,000,000

6x points per shot and damage

Shots discharged from the tommy gun can give even smaller targets a massive migraine, essentially adding another offensive measure.

Cost: 1,667,000,000,000,000,000

6x points per shot and damage

If wind pressure can get so far, then discharged blowback is a no-brainer for a quick-firing weapon like Tommy Gun! It's ability to push anything back when firing makes it like an armed vacuum cleaner.

Cost: 1,000,000,000

2x points per shot and damage

Duplex shots can serve quite a dangerous beating to your targets

Cost: 1,500,000,000

2x HP

Added resistance improves the double barrel's overall hitpoints

Cost: 10,000,000,000

3x points per shot and damage

Barrels can rotate between arcs to catch the target off-guard by the unexpected twist

Cost: 20,000,000,000

2x HP

Armoured body allows the double barrel to resist more attacks

Cost: 200,000,000,000

2x bullets per shot

Fires double with double, as always.

Cost: 1,000,000,000,000

3x points per shot and damage

DB becomes energized when ferociously attacked, causing targets to get obliterated on sight

Cost: 1,000,000,000,000

2x HP

More reinforced skin allows the double barrel to resist even more attacks

Cost: 50,000,000,000,000

2x bullets per shot

Even more double sounds nice, isn't it?

Cost: 150,000,000,000,000

4x points per shot and damage

Dual shots are clumped together combining their damage potential into one shot

Cost: 75,000,000,000,000

2x HP

Adds fortifications onto the double barrel's body, further enhancing its hitpoints.

Cost: 1,000,000,000,000,000

4x points per shot and damage

Clumped shots become tighter allowing for much heavier damage output

Cost: 10,000,000,000,000,000

5x points per shot and damage

Strong force causes targets to 'get out of misery' when they're getting blown up to smithereens.

Cost: 85,000,000,000,000,000

5x points per shot and damage

A worse force for the targets to really handle, as it could damage their ears from DB himself.

Cost: 650,000,000,000,000,000

2x bullets per shot

I agree with the double, so let's double on!

Cost: 5,000,000,000,000,000,000

6x points per shot and damage

DB now uses brute force to eradicate enemy targets easily - especially with the bulldozer!

Cost: 55,000,000,000,000,000,000

6x points per shot and damage

Uses an illegal force to prevent certain targets from arriving. It's basically a force of a kind but instantly destroys targets.

Cost: 7,500,000,000

2x points per shot and damage

More improvised spread can allow for better target control

Cost: 8,750,000,000

2x HP

Added resistance improves the uzi's overall hitpoints

Cost: 55,000,000,000

3x points per shot and damage

Since it's already the fastest-firing handgun, it's even more quick-firing thanks to an iteration with the trigger and unloading system!

Cost: 75,000,000,000

2x HP

Armoured body allows the uzi to resist more attacks

Cost: 350,000,000,000

3x points per shot and damage

Uzi's shots can tinily rip past stuff with pleasure

Cost: 3,000,000,000,000

4x points per shot and damage

Bullets spread in a circular angle when fired causing carnage to their targets

Cost: 4,000,000,000,000

2x HP

More reinforced skin allows the uzi to resist even more attacks

Cost: 35,000,000,000,000

4x points per shot and damage

Spews more powerful minibullets that causes virtually lethal damage to a beefed-up target

Cost: 150,000,000,000,000

2x points per shot and damage

Uzi uses a new tactic - bullet drizzle? Welp, it essentially means a bullet shower, so nothing's safe in its path when showered in the sky!

Cost: 225,000,000,000,000

2x HP

Adds fortifications onto the uzi's body, further enhancing its hitpoints.

Cost: 1,500,000,000,000,000

5x points per shot and damage

Inescapable drizzle guarantees confirmed damage on their offenders

Cost: 15,000,000,000,000,000

5x points per shot and damage

You want some? Then come get some, by trying to avoid a bazillion minibullets!

Cost: 225,000,000,000,000,000

6x points per shot and damage

Minibullets can split into nanobullets that are very miniscule but still offers the same pain

Cost: 3,000,000,000,000,000,000

6x points per shot and damage

Simple mechanism makes it outstandingly easy to use effectively, making this a noob-friendly handgun.

Cost: 35,000,000,000,000,000,000

4x points per shot and damage

Spews a terrifying storm of minibullets that can even cause collateral damage from pure destruction

Cost: 400,000,000,000,000,000,000

5x points per shot and damage

Improved bullet storm has stronger fletchers, meaning more nanobullets come out from them on impact. The ultimate nightmare!

Cost: 35,000,000,000

2x points per shot and damage

Hunting systems are significantly better to make more efficient use of target hunting

Cost: 45,000,000,000

2x HP

Added resistance improves the hunting rifle's overall hitpoints

Cost: 125,000,000,000

+0.5x critical damage

Damage becomes a lot wicked when it manages to snipe the target's head

Cost: 250,000,000,000

2x HP

Armoured body allows the hunting rifle to resist more attacks

Cost: 400,000,000,000

3x points per shot and damage

Targets cannot avoid the tenacious nature of the hunting rifle

Cost: 3,000,000,000,000

3x points per shot and damage

Targets that are secretly 'criminals' will be given a portable 'death sentence' for their bravery.

Cost: 6,000,000,000,000

2x HP

More reinforced skin allows the hunting rifle to resist even more attacks

Cost: 25,000,000,000,000

4x points per shot and damage

Like its title, targets will have to fear the hunter's wrath!

Cost: 175,000,000,000,000

4x points per shot and damage

Increases the length of the tracers making them much more potent at taking down stronger targets

Cost: 650,000,000,000,000

2x HP

Adds fortifications onto the hunting rifle's body, further enhancing its hitpoints.

Cost: 1,250,000,000,000,000

2x points per shot and damage; 2x critical damage; -5% critical chance

Tracers that are made of titanium can take out tanky targets easily, however the drawback is they move slightly slower.

Cost: 8,750,000,000,000,000

5x points per shot and damage

Capable of annihilating a monstrous gruffalo.

Cost: 75,000,000,000,000,000

5x points per shot and damage

Leaves static marks on targets that survived its deadly tracers. It'll inflict even more damage to them!

Cost: 550,000,000,000,000,000

3x points per shot and damage; 1.5x critical damage

Extreme hunting skills makes this rifle truly the best when there's trouble around.

Cost: 5,500,000,000,000,000,000

6x points per shot and damage

Enough to annihilate a brutal hydra dragon.

Cost: 57,500,000,000,000,000,000

6x points per shot and damage

No adversary's safe from tracers that turn enemies into dust!

Cost: 100,000,000,000

2x points per shot and damage

Slugs hit harder depending on the size of the target

Cost: 150,000,000,000

2x HP

Added resistance improves the musket's overall hitpoints

Cost: 1,500,000,000,000

3x points per shot and damage

Gives all slugs metallic properties for more heavy damage

Cost: 2,500,000,000,000

2x HP

Armoured body allows the musket to resist more attacks

Cost: 10,000,000,000,000

3x points per shot and damage

Updated metallic properties makes slugs slam weaker targets with ease

Cost: 125,000,000,000,000

4x points per shot and damage

Musket's muzzle not only has strong smoke when firing its slug, but the slug is faster and irresistible!

Cost: 75,000,000,000,000

2x HP

More reinforced skin allows the musket to resist even more attacks

Cost: 750,000,000,000,000

+10 attack range

Longer muzzle can fire long-ranged slugs, which outranges more ranged targets.

Cost: 1,750,000,000,000,000

4x points per shot and damage

Slugs can smash through things like a fast cannonball

Cost: 3,000,000,000,000,000

2x HP

Adds fortifications onto the musket's body, further enhancing its hitpoints.

Cost: 20,000,000,000,000,000

5x points per shot and damage

Slugs are reinforced with lead, which can even inflict poison on their surviving targets which can spread like a wildfire.

Cost: 250,000,000,000,000,000

5x points per shot and damage

More potent lead poisoning and acidulous slugs on top makes any target afraid to touch even the Musket himself!

Cost: 3,500,000,000,000,000,000

6x points per shot and damage

Adds pierce onto the shots which can bring status effects through multiple targets at once.

Cost: 40,000,000,000,000,000,000

6x points per shot and damage

Tinkered firing mechanisms makes the Musket usable for up to three decades straight without breaking.

Cost: 450,000,000,000,000,000,000

4x points per shot and damage

Slugs gradually grow the longer they fly midair

Cost: 5,000,000,000,000,000,000,000

5x points per shot and damage

Fires colossal slugs that even benefits from oversizing, making them slug-normous!

Battle

Points: 0

Total DPS: 0

Wave: 0

Game Status: In Progress

Pistol:

Pistol HP: 10

Pistol Damage: 1

Pistol Range: 6

Pistol Firerate: 1000

Pistol Walking Speed: 50

Pistol DPS: 1

SMG:

SMG HP: 20

SMG Damage: 1

SMG Range: 5

SMG Firerate: 200

SMG Walking Speed: 60

SMG DPS: 5

Shotgun:

Shotgun HP: 50

Shotgun Damage: 4

Shotgun Range: 3

Shotgun Multishot: 3

Shotgun Firerate: 1500

Shotgun Walking Speed: 75

Shotgun DPS: 8

Sniper Rifle:

Sniper Rifle HP: 30

Sniper Rifle Damage: 40

Sniper Rifle Range: 10

Sniper Rifle Critical Chance: 25%

Sniper Rifle Critical Damage: 2x

Sniper Rifle Firerate: 4000

Sniper Rifle Walking Speed: 30

Sniper Rifle DPS: 10

AK-47:

AK-47 HP: 80

AK-47 Damage: 75

AK-47 Range: 7

AK-47 Firerate: 500

AK-47 Walking Speed: 55

AK-47 DPS: 150

Rocket Launcher:

Rocket Launcher HP: 60

Rocket Launcher Damage: 500

Rocket Launcher Range: 9

Rocket Launcher Splash Radius: 300

Rocket Launcher Splash Damage: 0.4x

Rocket Launcher Firerate: 5000

Rocket Launcher Walking Speed: 25

Rocket Launcher DPS: 100

Tommy Gun:

Tommy Gun HP: 120

Tommy Gun Damage: 300

Tommy Gun Range: 7

Tommy Gun Accuracy: 50%

Tommy Gun Firerate: 150

Tommy Gun Walking Speed: 65

Tommy Gun DPS: 2000

Double Barrel:

Double Barrel HP: 250

Double Barrel Damage: 2000

Double Barrel Range: 4

Double Barrel Multishot: 2

Double Barrel Firerate: 2000

Double Barrel Walking Speed: 70

Double Barrel DPS: 2000

Uzi:

Uzi HP: 300

Uzi Damage: 1500

Uzi Range: 4

Uzi Firerate: 75

Uzi Walking Speed: 90

Uzi DPS: 19800

Hunting Rifle:

Hunting Rifle HP: 200

Hunting Rifle Damage: 45000

Hunting Rifle Range: 10

Hunting Rifle Critical Chance: 40%

Hunting Rifle Critical Damage: 1.5x

Hunting Rifle Firerate: 3000

Hunting Rifle Walking Speed: 35

Hunting Rifle DPS: 20000

Musket:

Musket HP: 300

Musket Damage: 375000

Musket Range: 9

Musket Firerate: 1500

Musket Walking Speed: 50

Musket DPS: 187500

Tutorial

Welcome to Target Shooter Clicker! Here's how to play...

1. Getting Your First Weapon: It's simple. Click on "Earn Points" to activate your touch gun to earn points. You may upgrade your touch gun to increase the amount of points it gives per click. After earning 10 points, you can finally buy the Pistol to start your shooting-range tycoon! Remember that you can purchase more weapons once you rack up enough points.

2. Weapon Stats: Each weapon has its own and unique stats. Some weapons have basic stats. Some weapons have unique stats, such as the Shotgun being able to pelt more projectiles at the target range. "Firerate" improves the weapon's firing speed, increasing their overall PPS (Points Per Second) and gets gradually expensive overtime, but also has a maximum level cap to prevent making weapons shoot hypersonically. "Potency" improves the weapon's overall power, increasing the amount of points it gets from shooting a target, additively based on the weapon's current Points Per Shot.

3. Big Upgrades: On the "Upgrades" tab, you'll find plenty of improvements for your weapons. Improving your weapons increases their Points Per Shot, their firerate and their special stats. They do come with such a hefty cost but only one-time purchases so definitely worth getting.

4. Settings: If you feel like turning off the gunshots, changing your numberformat or saving your game data, it's possible to configure them through the "Settings" tab.

5. Battle: Upon reaching there, there's four subtabs: Battle, Stats, Loadout and Encyclopaedia. Battle is for battling against a horde of monsters in an automatic RPG system, but you'll need at least one weapon equipped in your loadout to play. Stats is for checking all the current weapon stats in battle, as well as being able to upgrade some of their stats, such as HP. Loadout is for assigning purchased weapons in your battle loadout, so you can battle against waves of monsters. And finally the Encyclopaedia allows you to check what enemies you've encountered, such as viewing their stats.

6. Prestige: If you're rich enough, then it's finally time to Prestige your progress! When prestiging your progress will be soft-reset, however you'll keep your earned achievements, your total statistics and your multiplier. Your multiplier doubles for every prestige level invested into, the more rich, the more merrier!

7. You're Ready To Go!: Keep upgrading your weapons, installing big improvements on them and become the Ultimate Shooting Range Master!

Changelog

12th June 2024:

Update 1.7:

- Introducing: Battle Equipment! Give your weapons some extra measures by assigning some nice and juicy equipment onto them to make them stronger! Each weapon slot has three equipment slots, albeit you can unlock two extra slots by spending some points for each loadout slot.
-- Monsters have an assigned chance to drop equipment, and bosses are guaranteed to drop one when defeated. However higher waves will increase the drop rates significantly.
-- There's three different stat boosts from our equipments: HP, Damage and Attack Rate. So choose what's best equipped for each weapon class.
- 12th branch of non-hp big upgrades added for all weapons.
- 4th branch of hp big upgrades (Fortified Body) added for all weapons.
- Added 6 new achievements (Monster Slayer, Boss Slayer, Survivor, Armed Tank, Tera Shot, Medallist)
- Added upgrade descriptions for each big upgrade
- Update adjustments:
-- We've heard your feedback about how flawed TSC is currently is - so we'll be doing some significant fixes and changes to help keep things spick and span.
-- Client update:
--- Weapons' and enemies' stats initialized should properly accurate through in-game updates.
-- Balance changes:
--- The points achievements were adjusted to use your lifetime points for achievement tracking. Don't worry - it'll be the same but more consistent!
--- Weapons past Shotgun now have tweaked damage values from their "Points Per Shot" stat. However potency upgrades still upgrades damage by 50% reduced effectiveness from "Points Per Shot".
--- Double Barrel: Points Per Shot & Damage increased from 6,000 -> 9,000 per shot!
--- Uzi: Points Per Shot & Damage increased from 4,500 -> 6,000 per shot!
--- Hunting Rifle: Points Per Shot & Damage increased from 250,000 -> 300,000 per shot!
--- Musket: Points Per Shot & Damage increased from 750,000 -> 1,333,000 per shot!
-- Bug fixes:
--- Fixed a bug in Battle mode where projectile collisions were inconsistent especially against faster enemies. Not only that this bugfix will also resolve a bug where weapons are unable to hit enemies that were very close due to the accuracy/collision changes.
--- Fixed an issue where Prestige was giving too much points from enemy defeats
--- Fixed a bug where some hp upgrade costs weren't properly saved
--- Tabs can no longer be switched while battle is ongoing. This is to prevent cheesing from many scenarios.

3rd June 2024:

Update 1.6.2:

- Fixed an issue where prestige and encountered enemies weren't properly saved through local storage
- Fixed an issue where lifetime points won't statistically count through killing enemies

2nd June 2024:

Update 1.6.1:

- We've updated our main UI, to make it a lot more user-friendly
-- The weapons and targets no longer have ASCII art assets sadly, so we've ended up using the more modern designs!
- Fixed a bug where weapons and enemies weren't properly initialized upon game updates
- Fixed an issue where rocket launcher's splash radius could be further upgraded past level 5
- Fixed an issue where the points text would be incorrectly positioned through the target when shot
- Added a maximum level cap on musket's range upgrade

1st June 2024:

Update 1.6:

- Added a new enemy: Armoured. Armoured enemies have slightly lower hitpoints and damage output than Tanks, but they can resist 50% less damage from all bullets. However, tracers shot from snipers and rockets fired from rocket launchers will still deal the full damage potential to them.
-- They'll appear once you hit wave 11 and above.
- 11th branch of big upgrades added for all weapons, specifically for increasing their points per shot and damage for the endgame.
- 3rd branch of HP big upgrades has been added for all weapons (Thicker Body), specifically to retain consistency throughout Battle mode.
- 3 new touch gun big upgrades added (Healthy Fingers, Quadrillion Fingers, Tap Expert).
- Added an "Encyclopaedia" subtab in battle, to view the current discovered enemies and their stats
- Added 2 new stats: Total Touch Gun Clicks and Total Enemies Killed.
- Updated the tutorial
- Balance adjustments:
-- Battle mode:
--- All enemies now drop twice as much points from being defeated.
--- Weapons with "Multi-Fire" and "Accuracy" stats should properly work and take into account in battle.
--- Fixed a bug where starting a wave and then saved/loaded game progress would unintentionally increase the wave count without beating the former wave
--- Boss: Damage and HP both reduced by 25%. This is to make the early waves more easier and applicable.
--- Tank: Hit speed increased by 25% (1000ms -> 1250ms). Tanks were still too tough to deal with!
-- Big Upgrades:
--- HP: Moved "Armoured Body" into the 4th upgrade row (from 5th) but is a lot cheaper now! The first HP upgrade "More Resistant" was also made cheaper.
--- SMG: Further reduced big upgrade costs, starting from the big upgrade "Strong Hold".
--- Shotgun: Further reduced big upgrade costs, starting from the big upgrade "Powerful Burst".
--- Sniper Rifle: Further reduced big upgrade costs, starting from the big upgrade "Deadly Precision".
--- AK-47: Further reduced big upgrade costs, starting from the big upgrade "Heat-tipped Bullets".
--- Rocket Launcher: Further reduced big upgrade costs, starting from the big upgrade "Potent Rockets".
-- Prestige:
--- Prestiging now also increases the maximum hp of all weapons based on the current multiplier (also multiplies the hp stat upgrades!)

30th May 2024:

Update 1.5.2:

- Fixed a bug where healer enemies were unable to heal
- Fixed touch gun upgrades related to every potency level count misbehaving in values
- Balance adjustments:
-- Reduced many touch gun big upgrade costs
-- Rocket Launcher: Increased points per shot and damage from 1,250/625 to 1,750/875!

Update 1.5.1:

- Target Shooter Clicker is now available on itch.io and Kongregate!
- Balance adjustments:
-- We've added 2 new big upgrades for all weapons, specifically for their HP stat, as the later waves outscaled it wayyy too fast
-- The new HP stat upgrade price scaling has been reduced from 40% to 30% for all weapons.
--- Additionally, we've beefed up the HP stats for the more expensive weapons!
-- We've also rebalanced the big upgrade costs for all weapons, as they're too expensive to get for the average player
-- Enemies:
-- Tank: Damage reduced by 50%.
-- Boss: Damage reduced by 66.7%.
-- Tommy Gun:
--- Reduced the costs to get "Firerate" and "Potency" upgrades from 15,000,000/10,000,000 to 12,000,000/8,000,000!
-- Uzi:
--- Reduced the costs to get "Firerate" and "Potency" upgrades from 1,500,000,000/1,000,000,000 to 1,000,000,000/750,000,000!

29th May 2024:

Update 1.5:

- Introducing: Battle Mode! Choose your loadout between 6 different weapons and start battling against a horde of Target Zombies! Additionally the "Stats" subtab was added to defer between stats for each weapon in battle as well as the "Loadout" subtab for selecting your weapon classes!
- Additionally, we've added a brand-new weapon into the game: Musket! This historical firearm will allow to wield a massive amount of points from target shots, as well as having such a long-range attack for battle!
-- The Musket also comes with 10 perfectly-designed big upgrades, as well as a "Range" stat upgrade to allow for the pressure in Battle!
- Added 3 new prestige levels: Jade, Ruby and Aquamarine!
- Added 10 new achievements
- Added a "Total PPS" counter
- Added a "Total Achievements" statistic
- Balance changes:
-- Shotgun buffed:
--- Firerate upgrade cost reduced from 5,000 to 3,750 and Potency upgrade cost reduced from 10,000 to 7,500!
-- Sniper Rifle buffed:
--- Firerate upgrade cost reduced from 37,500 to 32,500 and Potency upgrade cost reduced from 75,000 to 65,000!
- Fixed rocket launcher's splash damage being based on its splash radius and also not properly scaling with prestige
- Fixed an issue with the finger pistols upgrade behaving unpredictably

25th May 2024:

Update 1.4.2:

- Fixed an issue with prestige not properly updating the multipliers on reset
- Fixed an issue where some weapon stat upgrades were unable to be purchased due to an oversight
- Fixed rocket launcher's splash radius being too minimal, so we've increased it significantly to help with consistent splash damage
- Fixed an issue where tommy gun's accuracy won't properly increase through big upgrades. This also occurred with the sniper rifles with critical shot chance.
- Fixed a gamebreaking bug where weapon shooting would still persist after resetting or prestiging your game progress

24th May 2024:

Update 1.4.1:

- Added localization settings (Spanish, French, Polish), will properly be implemented in the future
- Added functionality to the new "Prestige" feature, there's 5 different levels to permanently boost your weapons' damage and points per shot!
-- NOTE: prestiging will reset your progress, so think again if you really want the new boosts!
- Added 2 more big upgrades for the touch gun
- Fixed the "Total Lifetime Points" statistic only taking into account with the normal points counter
- Balance changes:
-- Pistol buffed:
--- Larger Calibre big upgrade cost reduced from 200,000 to 50,000!
--- Easier Reloading big upgrade cost reduced from 875,000 to 325,000!
--- Louder Firing big upgrade cost reduced from 5,000,000 to 2,000,000!
--- All other big upgrades past Louder Firing now costs 50% less!

22nd May 2024:

Update 1.4:

- We've reworked the entire codebase relating to weapons - making it easier to implement new weapons for future updates!
- Added a new "Prestige" tab, which will be properly implemented in future updates
- Added 3 more big upgrades for Uzi and Hunting Rifle
- Added a "Total Weapons Purchased" statistic to track total process of in-game weapons purchased
- Balance changes:
-- Rocket Launcher buffed: Points Per Shot from 1,000 -> 1,250 per rocket!
-- Double Barrel buffed: Points Per Shot from 4,000 -> 6,000 per bullet!
-- Uzi buffed: Points Per Shot from 3,000 -> 4,500 per bullet!
-- Hunting Rifle buffed: Points Per Shot from 180,000 -> 250,000 per tracer!

3rd May 2024:

Update 1.3.1:

- Balance changes: We've reduced the "Potency" and "Firerate" costs on Uzi and Hunting Rifle! Also we've added 2 more big upgrades onto them!
- Balance changes: We've also buffed both sniper weapons' Points Per Shot significantly, so check it out!
- Fixed an issue with the numberformat settings behaving strangely.
- We're slowly crawling into Battle mode - stay tuned on that!

29th April 2024:

Update 1.3:

- Added 2 new weapons: Uzi and Hunting Rifle!
- Touch Gun now has a properly working shooting target, so unleash those fingers against it!
- Added 3 new Touch Gun big upgrades
- Added a "Points Per Second" counter to display the current points production of each individual weapon every second
- We're slowly opening the gates to Battle mode! I wonder what's lurking inside?
- Fixed the touch gun upgrades "Thousand Fingers", "Million Fingers" and "Billion Fingers" only counting the increments based on Pistol's total potency level
- Improved the upgrades UI

27th April 2024:

Update 1.2:

- Added achievements
- Fixed statistics not working properly.
- Added more big upgrades; now every weapon has 10 big upgrades based on their type!
- Touch Gun has now received 12 total big upgrades, also we've fixed a bug with its Awaken Upgrades!

26th April 2024:

Update 1.1:

- New weapon: Double Barrel!
- Revamped the upgrades menu; each weapon has its own minitab to navigate to their big upgrades. Not only that a lot of new big upgrades were added and adjusted.
- Fixed tommy gun's missed shots displaying improperly
- Balance changes: The big upgrade prices for Pistol, SMG, Shotgun, Sniper, AK-47 and Rocket Launcher were lowered!
- Added a statistics tab to view the total amount of lifetime points you've made; note that the statistics may be reset by resetting the game data.
- They'll also calculate the total amount of firerate and potency upgrade levels you've bought in-game!

22nd April 2024:

Update 1.0

Initial release of Target Shooter Clicker.

Settings

Sound Settings

Number Format

Language Settings

Progress Settings

Save/Load Game Data

Clear Game Data

Achievements

Statistics

Total Lifetime Points: 0

Total Touch Gun Clicks: 0

Total Weapons Purchased: 0/0

Total Big Upgrades Purchased: 0/0

Total Achievements Achieved: 0/0

Total Enemies Killed: 0

Weapon Upgrade Levels

Prestige

Your current Prestige Level: None

Points Per Shot and Damage Multiplier: x1

Next Prestige Cost: 1 billion points