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
Available Equipments
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!