A launch-ready structure for tracking weapon classes, shops, upgrades, and challenge requirements.
| Category | Status | What To Track | Completion Relevance |
|---|---|---|---|
| Handguns | Confirmed | Base pistols, ammo, suppressors, accuracy notes, early-game access. | Likely core combat tool and mission requirement. |
| Rifles | Expected | Assault rifles, carbines, attachments, store unlock timing. | Useful for combat challenges and late story missions. |
| Shotguns | Expected | Close-range damage, weapon shops, mission unlocks. | May matter for combat medals or activity scoring. |
| Melee | Pending | Knives, bats, tools, stealth use, collectible variants. | Completion role unknown until launch. |
| Throwables | Expected | Grenades, explosives, utility items, shop limits. | Potential challenge and mission utility. |
| Heavy Weapons | Pending | Launchers, special weapons, late-game access, restrictions. | Usually high-interest but not confirmed for 100% completion. |
When the game launches, each weapon entry should move from a broad category to an individual item page with price, unlock condition, region availability, upgrade slots, and whether it affects completion.