Cementing its survival horror existence among those of Resident Evil, Signalis follows the same concept of having new weapons every level or so and sparse ammo to use with them. All in all, there are seven weapons (eight if you count the inclusion of the grenade ammo as a separate item entirely). These are the pistol, revolver, submachine, shotgun, rifle, flare gun, and disposable stun prods.

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Each has an area of expertise, like how the rifle is suited for long range and the stun prods for close range, and with Signalis’ six-space inventory limitation, you’ll have to choose wisely which to bring with you. There’s a weapon for every situation and just barely enough ammo to go around.

7 Shotgun - Low Damage Staggering

Elster is standing in an orange room, with two towering pillars at the bottom and devices to the left. The right side is mostly empty.

The shotgun is a pump action five shell-weapon great for close-range encounters that don’t require fast-firing hits. Unlike in other games, you won’t get much damage from the gun. Instead, it should be used for gaining additional time to move away from the enemy as it’ll stagger them for a short amount. You can also hit multiple enemies simultaneously if they stand close to each other.

Ammo for the shotgun is tough to come across, and with the weapons low damage, you only want to bring it out when you need to get through an area while taking as little damage as possible.

6 Rifle - Armor Piercing Bullets

Elster standing next to a large desk with a scrawled note atop it, To the left of the note is a computer slightly out of sight and at the other side of the room is a cabinet with boxes filling the shelves.

With the double-barrelled rifle, you’re counting on those long-range encounters, which gives you the upper hand since most won’t notice you until you’re close. The rifle has armor-piercing rounds, which can also be used against enemy shields to give you an extra opportunity to strike them down. Every shot deals a good amount of recoil upon the player, and it takes a while to reload.

However, get all this down, time your shots just right, and you’ll be able to use the rifle to deal high damage to whoever you’re aiming at.

5 Revolver - Powerful Knockback Damage

Elster standing in a watery room with a faint red light beneath her.

Revolvers are usually a step up from the pistol, sought after because of the stronger damage they provide, but also slightly setback due to the firing rate and low ammo capacity. The same can be said for the revolver in Signalis, although it doesn’t quite reach the usefulness of the pistol. Before even getting your hands on the weapon, you’ll find a few rounds you can place in a safe room to stock up on, and you’ll only want to use them when necessary.

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Save them specifically for boss encounters where you’ll need the firepower, and bring more bullets along just in case. And for those times you do use the revolver outside of bosses, save ammo for those pesky enemies you need to stun to get on past.

4 Flare Gun - Light Them Up With Style

Elster running through a darkly lit brown room.

The flare gun isn’t your typical weapon, and it’s more of a precaution when you’re either low on ammo or want to ensure your foes stay down. A shot from the flare gun with incendiary ammo means they won’t be getting up anytime soon, similar to how defeating Crimson heads works in Resident Evil, where you can burn them with a lighter.

Unlike others in Signalis, the flare can be repurposed to hold grenade ammo, working as a grenade launcher. Grenade ammo is always nice to have on hand, but ammo is rare to come across.

3 Submachine Gun - Quick Bursts Of Fire

Elster riding an elevator. Black borders are on either side.

For quick-firing gunplay, the submachine is your best option. It holds 30 rounds and shoots three with every shot. Along with this, it’s relatively fast to reload, so you can do so on the fly as long as you aren’t standing directly next to an enemy. Because of its high ammo compared to other weapons, you’ll eat through it quicker than usual, making it best used against a bullet sponge type that won’t seem to go down.​​​​​​​

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The submachine is also a fantastic way to make room to get through tightly packed areas of enemies; if you aim in the correct place and shoot, you can disperse them enough to be able to move on past.

2 Pistol - Adept For Every Situation

Elster running next to a bed with someone laying in it. Red chairs are on either side of the bed. The covers of the bed are also red, and to its left is a computer on top of a set of drawers.

You find your first weapon in the first 30 minutes, and it's the pistol - a simple handgun with a ten-round mag and a high rate of fire—the perfect item to start you off. Unfortunately, the gun is low in damage, so you’ll need to use a few rounds before an enemy goes down, making it far from the most reliable.

But for a weapon that’s good for all corners of the game and one you’ll receive the most ammo for, it’s well worth taking with you the most out of the others. Sometimes this low-damage handgun is all you’ll need to get you through the upcoming stage.

1 Disposable Stun Prod - Single-Use, Short-Range Melee

Elster running to the right in a messy room. A table is on the floor, chairs are turned upside down, and there is waste on a table to the left.

While not the typical switchblade or knife other games have, you can pick up a bunch of disposable stun prods in Signalis. These single-use weapons will stun enemies you use it on, often knocking them down to the ground, where you can finish them off.

Stun prods are everywhere, so you’ll want to check every room you can, especially those optional ones. Not only will the prod stun enemies, but it can also hit multiple at once and is your most viable option for pushing opponents out of the way. They’re also the most accessible defense to carry with you, as you won’t need to use another space by stacking up on more ammo.

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