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Everyone Dies

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Everyone Dies
Release Date: January 2nd 2020
Developer: JPEG OF PAIN Games
Publisher: JPEG OF PAIN
Platforms: PC (Steam)
Genre: First Person Shooter/ Survival Horror

Everyone Dies is a wave-based survival horror shooter released in 2020. Set in the year 2027, the player controls one of three characters as they obtain weapons and defend themselves against the shambling undead in a number of small, arena-like locations.

The following weapons appear in the video game Everyone Dies:


The gameplay is, put lightly, a smaller-scale copy of the Zombies mode in later Call of Duty games; down to mechanics like the Mystery Box (here called the Weapon Randomiser) and Perk-a-Colas (here depicted as pills with temporary effects rather than drinks that give the effects until death). The game is quite simple – get weapons, upgrade them, survive – with a number of maps and zombie types to face off against. Guns can either be bought off of the wall (from which more ammo for the gun can be bought) or from the Weapon Randomiser (where ammo is either obtained from an expensive purchase point somewhere in the map, or randomly from Supply Drops).

The game employs an upgrade and attachment system; rather than upgrading the weapon via a machine, each gun “levels up” by killing zombies in a match, which resets after the game is over. Levels grant so-called WXP (Weapon XP) that allows the player to upgrade either the gun’s damage (2 WXP) or magazine capacity (1 WXP) up to three times; because of this, most weapons max out at level 9, though some shotguns max out at level 6. Attachments are instead purchased with XP (the game’s version of Points) – the player can purchase three types of sights (Reflex, Holo and a Scope), a vertical foregrip to reduce recoil, a laser sight for accurate hipfiring and a stock for tighter bullet spread. Not all weapons can take all of these attachments, however; in fact, some can’t take any at all.

Finally, the game employs a variety of melee weapons, unlocked with points gained after finishing matches – these, of course, will not be shown here.


Makarov PM

The Makarov PM pistol is the main starting weapon of the game, used by the default playable character. The weapon is between the M1911 and the Glock in terms of power and magazine capacity, being semi-automatic with a good firerate. It cannot take attachments, and feeds from an incorrect 12-round magazine by default (like the modernized Makarov PMM).

Makarov PM - 9x18mm Makarov
The Makarov in first person. Happily, the game comes with a Firing Range map to allow testing of all of the weapons, their upgrades and attachments outside of standard gameplay. Less happily, it needs to be purchased first.
Inspecting the weapon. All guns but one have this animation, allowing for a good look at the side and any purchased weapon skins.
Reloading the Makarov. Note that the hammer and safety switch are plum-coloured.

Colt M1911A1

A Colt M1911A1 appears through the Weapon Randomiser, simply referred to as the “M1911”. In absence of a higher calibre option, the 1911 is the “heavy pistol” out of the three; the highest damage, the lowest magazine capacity (the default a correct 7 rounds). Cannot take attachments.

Colt M1911A1 - .45 ACP
Holding the Colt
Giving it a good lookover.
Mashing in a new magazine after 7 rounds hit home. All guns in the game suffer from "Magic Slide Syndrome", only having one reload each regardless of remaining capacity.

Converted Glock 17

A Glock 17 with Glock 18 style compensator cuts appears in the Weapon Randomiser as simply the “Glock”. It is likely attempting to pass off as the Glock 18C (or, considering it fires in three round bursts, possibly the various Glocks from the Counter Strike games), but it is lacking the selector switch the Glock 18 has, so it is most likely a converted Glock 17. Despite the compensator cuts, it is not a Glock 17C, an official Glock 17 with Compensator cuts, as the 17C’s cuts are two narrow slits running down the front of the slide, not the 18C’s larger, square cut. Can take a laser sight.

A Glock 17 in OD Green - 9x19mm
Holding the Not-a-Glock-18
Inspecting the converted Glock.
Reloading the Glock.

Submachine Guns

Heckler & Koch MP7A1

The MP7 appears under its proper name, obtainable from the wall. The MP7 is a fast-firing backup option that, befitting its overly tactical status, can equip every type of attachment in the game. To that end, it starts as a primitive semi-pistol style (even lacking its integrated foregrip), with parts steadily added on with attachments.

Heckler & Koch MP7A1 with factory 20-round magazine and rifle sights flipped up - 4.6x30mm
Holding the primitive MP7
Inspecting the MP7. As noted above, the default version of the gun is barren of attachments, even missing its firegrip - though the attachment point is still there.
A fully kitted out MP7, for comparison.
Reloading MP7 before tugging on its charging handle.


The MAC-10 appears, obtainable from the Weapon Randomiser. The MAC is unique in that it comes with a riot shield, held in the off-hand and brought up when attempting to aim down sights. The shield blocks attacks from zombies, though only up to a point. Because of this, the MAC has no iron sights nor any attachments.

Ingram MAC-10 - 9x19mm
The MAC-10, with the riot shield in the off-hand.
Looking at the boxy SMG.

M1A1 Thompson

The M1A1 Thompson submachine gun appears under its full name, available from the Weapon Randomiser. Very much a middle of the road weapon, the Thompson fires fast and hits middlingly, perfect for clearing out waves of weaker enemies but struggles against the spongier zombies faced in later rounds. Can take a sight and a stock. It has odd proportions, such as a ridiculously long barrel, as well as a top rail that suggests it was based off of an Airsoft variant.

M1A1 Thompson with 20-round stick magazine - .45 ACP
Auto-Ordnance M1 Carbine "Tommy Gun" with 30-round stick magazine - .45 ACP
The Thompson in first person - note its abnormally long barrel.
A fact that is built upon by inspecting it. It just looks...wrong.
Reloading - as expected, the Thompson is treated as closed-bolt as opposed to open-bolt. While the actual bolt pulling is obscured, the sound implies closed-bolt operation.
Speaking of the reload, the game has a few glitches seeing as it was made by one guy; case in point, the Thompson can sometimes just...lose its magazine when inspecting it. It can still fire like this, of course, and the magazine returns upon a reload.



The AKS-74U appears in game from the Weapon Randomiser. There isn’t much to say about it, it performs in a similar fashion to the below AK rifles, though it fires faster with lesser damage and accuracy, which makes it a decent crowd-clearing tool. Oddly spawns without a stock until one purchases the relevant attachment – it is then added.

AKS-74U - 5.45x39mm
The AKS in the player's hands. It looks quite weathered, likely an older model.
Inspecting the 74u. As mentioned above, usually the AKS is bare-stocked when first picked up - this screenshot has the stock attachment purchased.
Reloading the AKS - the magazine is flipped out forwards, a new one rocked in and the bolt racked with the dominant hand.

M4A1 Carbine

The M4A1 appears in two distinct forms in the game, though one attempts to be otherwise. The first version is simply known as the “M4”, though is it clearly an A1 from its railed top and automatic fire. It is a wall weapon in most maps, and a good one at that - decent damage, high ammo reserve and it can take all attachments. It comes with a railed handguard as standard. The other version, the “M4A1-S”, can only be found in the Weapon Randomiser. It has factory stock furniture in grey, a carrying handle on a rail and a suppressor. It fires in three round bursts, though there is no delay between bursts, meaning it can approximate full auto fire with enough clicking.

The “M4” can take all attachments, the “M4A1-S” can only take a stock or a sight – the latter of which is placed on the carrying handle rather than replacing it.

Colt M4A1 with Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm
The "M4", though it is rather obviously not so.
Staring at the "M4". Here it can be see that the M4A1's modelling is...primitive, with a comically small bolt catch and no magazine bar at all.
Reloading the M4, finishing the reload with an optimistic thumbing of where the bolt catch should be.
The player character outfitting his gun for Modern Warfare, happily noticing that like that game's remaster, the M4 does gain a low-profile gas block when a sight is attached. Good attention to detail.
Colt M4 Carbine with 4 position collapsible stock - 5.56x45mm
The "M4A1-S".
Looking at the suppressed weapon. Its modelling isn't any better; in fact, comparing the two models makes the handle look look rather stretched on this one.
Reloading with a swift press of nothing.

Assault & Battle Rifles

AK Hybrid

A hybrid AK appears under the name “AKM”. It has the ribbed dust cover and the barrel trunnion of an AKM, but coupled with the milled receiver and the gas block of an AK-47. Much like the M4A1 it is good in basically any situation, especially for spraying into crowds considering zombie health scales rather dramatically in this game. It has a railed top cover just behind the iron sights, and as such can take a sight attachment, but sadly little more.

AK-47 - 7.62x39mm
AKM - 7.62x39mm
Looking at the AK-sorta-M. Note the small rail near the top.
Inspecting the AK.
And reloading it after blazing away at nothing.


The modernised AK-74M appears as a wall weapon in all maps, and acts as a side-grade to the AK. While less powerful than the AKM, and less accurate, it can take more attachments and its ammo is cheaper to replenish. Like the AKS, it spawns without a stock, one that must be added with the stock attachment.

AK-74M - 5.45x39mm
Looking at the oddly angular 74M.
Taking a better look reveals how barren and detail-less the AK-74M's receiver is. Again, no stock unless it is purchased, leading to a compact but less accurate package compared to the base AK.
Reloading the 74M. The animations are, somewhat expectedly, identical to the standard AK.


The ASh-12.7 prototype appears in the game as the “AsH 12.7”. As a rifle designed for close-quarters combat, the ASh-12 is in its element with the small maps and close-range combat of the game, though it is undermined for general use from its slow fire rate and 20-round magazines. Oddly, like the M4A1 is also has a secondary variant, dubbed the “AsH 12.7 MOD”. It has a non-removable silencer and sniper scope, but otherwise has no real advantage over the standard. The standard model can take all attachments, the Mod can only take a foregrip and stock.

ASh-12.7 prototype - 12.7x55mm
The ASh-12 in-game.
Inspecting the prototype ASh-12.
Reloading the ASh-12 after reducing one of the targets to such. The magazine is thrown away, then replaced, followed by a tug of the charging handle.
The Modded version. Exactly what genius decided to place a sniper scope on a close-quarters weapon in such stiflingly small maps is best left to discretion.


An M14 in a plastic stock appears, as a wall weapon. With the highest price of any wall weapon, a whopping 2000 XP, one would assume the weapon was worth it, and it is; the gateway between weaker wall weapons and stronger Weapon Randomiser weapons, the M14 fulfils a DMR role, taking down enemies from further away. It also appears in the tutorial. Can take a sight.

Springfield Armory M1A with synthetic stock - 7.62x51mm A close fit for the in-game M14.
The Plastic M14 at the Firing Range.
Staring at the M14's green plastic body.
Throwing out the magazine, for good measure.

Steyr AUG A3-CQC

The AUG A3 appears in-game as such, obtainable from the Weapon Randomiser. The A3 is one of the better rifles for the player to invest in; fires fast, hits hard, reloads quickly, and has lots of ammo to spare. It can also take a sight.

Steyr AUG A3-CQC with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm
The AUG, ready to blast targets.
Inspecting the AUG.
Reloading the AUG, punctuated with the oh-so-popular HK Slap on a non-HK weapon.


Sawn Off Double Barrel Shotgun

A fairly basic double barrel shotgun appears off the wall and from the Weapon Randomiser. While not exactly a Super Shotgun, it serves its purpose as an early-wave brute with good punch and a fast firing rate and reload. It also has pitiful range, which makes it suicidal to use against the bloated, exploding zombie types. Cannot take attachments and, somewhat obviously, its capacity cannot be upgraded.

Stevens 311R (sawed-off) - 12 gauge
The Double Barrel.
Taking a good look at the Boomstick.
Reloading both barrels at once, regardless of how many were actually fired.

Benelli M3

The Benelli M3 appears under such a name, operating in pump-action mode only and being obtainable from the Weapon Randomiser. Between the double barrel and below Saiga in terms of power, the M3 forms a relative niche in that is performs better dealing with the mid-tier special zombies and generally remains the most useful of the three for striking a balance between damage and shell conservation. Can take a sight and, oddly, its capacity cannot be upgraded.

Benelli M3 Super 90 - 12 gauge
The M3 in first person. Note that shell holder attached to the side that is, of course, never touched.
Looking closer at the M3.
Reloading the M3, shell by shell. Considering this takes some time as-is, one can probably guess why its capacity cannot be upgraded.

Saiga 12K

The Saiga 12K appears, obtainable in the Weapon Randomiser and fitted with an aftermarket railed handguard. High on shells but low on damage, the Saiga works best firing into the crowd at full chat, helped along by being the only shotgun out of the three to have an upgradable capacity. Can take all attachments, and like a few other weapons gains a physical, folding stock when the relevant attachment is purchased.

Saiga-12K with raised sight rib - 12 gauge
The aftermarket Saiga down at the range.
Getting a better look at the railed handguard.
Reloading the Saiga - it shares animations with full AKs.

Sniper Rifles

Lee-Enfield Mark III

The Lee-Enfield No. 4 Mark I incorrectly appears as the “Lee Enfield Mark 3”, though such a name is too long to be shown properly in-game. It can be bought off of the wall, often in the starting area of the map. An... unusual weapon, considering the rest of the armoury consists of more modern American or Russian weapons, the Enfield’s usage is questionable; it cannot take attachments, has low damage and a low cycling speed, with the only major advantages over its fellow bolt action rifle being a higher capacity and lower purchase price. It is reloaded by replacing the magazine; while this is technically possible (as Lee-Enfield rifles do have quick-detachable magazines), this was not actually done in combat, as each rifle was only issued with one magazine.

Lee-Enfield No. 4 Mark I - .303 British
The Enfield down on the range, a substantially better place for it to be used than on the battlefield. Note how, for whatever reason, it has both the receiver-mounted aperture sight of the No. 4 and the barrel-mounted tangent sight of the Mark 3 for which it is named; the design of the front sight and nose cap (more visible in the image below) distinguish it as a No. 4.
Staring at the Enfield. At least it's got some nice wood textures.
Tugging out the magazine of the Enfield, shoving a new one in, then working the bolt. It's hard to get this on-screen, as the animation occurs just barely above the bottom of the player's view.

Remington Model 700

The Remington 700 appears as such, available from the Weapon Randomiser. Like the Lee Enfield, it cycles slowly, but is more powerful than the Enfield, making it more useful out of the gate but being tempered by a lower default capacity and a non-removable sniper scope. Can take a laser sight. Incorrectly reloads with a box magazine, something that was only a feature on the M40A5 version.

Remington Model 700P LTR - 7.62x51mm NATO A close fit for the R700 in game, though it is a shade of green there.
The Remington in its plastic green glory.
Looking at the weapon.
A brief glance down the sight - for a budget shooter developed by one person, it surprisingly has a dual-rendered scope!
Reloading the weapon in the same manner as the Lee-Enfield - and like the Enfield, it's mostly off-screen.


Handheld Minigun

A handheld minigun is available exclusively through the Weapon Randomiser – it doesn’t even appear in the Shooting Range map. The final word in firepower, and perhaps the closest the game has to a Wonder Weapon. You have 500 rounds on tap and a suitable hose to shoot them from. Which is for the best, as shooting is all that the minigun can do; it has no attachments or upgrades, nor iron sights. It doesn’t even have an inspect animation.

The Minigun. This is just about all that can be seen in first person, owing to no inspect animation, skins or appearance in the Firing Range.

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