Atomfall isn't looking to be your next power fantasy experience.
It's not about handing out perfect rifles and effortless shooting for the fun of it.
The clunky and awkward combat system is actually one of Rebellion's most deliberate choices. It is designed to reflect survival, scarcity, and old-school immersion.
Atomfall prioritizes survival over traditional combat satisfaction, with shooting being just one aspect of the experience.
First up, the weapons feel outdated because they actually are. Set in an alternate post-apocalyptic version of 1950s Britain, the guns you pick up are often rusty, slow, and limited in capacity.
The weapons are intentionally uncomfortable to use, reloading takes time, ammo is limited, and shooting isn't always the best solution. That could be frustrating, but it's what forces players to think, plan, and react in high-pressure situations. It's less about perfect shots and more about getting through each fight by the skin of your teeth.
This low-power fantasy turns even small shootouts into intense moments. You can get in two hits, and so can your enemies, but you'll often be limited to just a few bullets to do so. Spray-and-pray tactics won't get you far here.
Expect short, brutal gunfights with slow reloads and tough recoil. Keeping your aim steady is a challenge in itself. Everything points to you being underprepared, outgunned, and exposed.
The weapons' ridiculous rustiness has raised some eyebrows among players. It's baffling to think someone could fire these without losing a hand. The rust visually signals the weapon's condition and power tier. Atomfall uses a three-tier system—rusty, stock, and pristine—where each level improves damage, accuracy, and reliability.
Upgrading these weapons means scavenging for duplicates, gun oil, and crafting parts. The process of upgrading weapons boosts their power and ties them to your personal journey.
The game's survival arc is reflected in the shift from rusted junk to a dependable creation. You don't get better gear handed to you; you earn it through exploration and trade-offs. Despite its awkwardness, the combat still works if you understand its purpose.
Atomfall doesn't want you to fight unless you absolutely need to. In most cases, stealth, distraction, and intimidation are your best bet over brute force.
Every firefight takes a toll on your resources and could end fatally, so you're always deciding if it's worth firing. The way the gun animations, audio design, and recoil come together makes the chaotic, makeshift battle feel real.
The game allows you to cancel grenade throws and execute some surprisingly stylish reload animations. It may be slow and clunky, but it never feels off, and the awkwardness is intentional, not sloppy.
Most of Atomfall's best moments come from the scramble. When enemies rush in, and your gun's empty, you've got to think fast—melee, toss a Molotov, or bait them into traps.
It gives you the tools but not the answers. You're expected to piece it all together mid-fight, and that unpredictability keeps things interesting. This improvisational rhythm fits seamlessly with the rest of the game.
Criticism of the gunplay usually stems from comparisons to smoother shooters or the Sniper Elite series. But Atomfall is chasing something very different.
The combat feels rough because the game aims to make you feel powerless. It pushes you to miss shots, panic-reload behind cover, and second-guess every bullet you fire. The AI isn't also consistently clever, and the performance issues on some platforms only make it worse.
But the core idea works: tension and limitation shape the entire experience, including how you fight.
Atomfall's gunplay isn't for everyone—and that's precisely the point.
Once you catch the drift, the clumsy combat starts to come together.