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.
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).
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.
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.
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.
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.
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.
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.
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.
Assault & Battle Rifles
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.