Fracture Point Handguns: How Sidearms Fit the Looter Shooter's Arsenal

A grounded look at Fracture Point handguns: how pistols, ammo calibers, and magazine management shape runs in the tower-climbing looter shooter.

Fracture Point handguns are easy to dismiss as starter gear, but in a permadeath looter shooter the sidearm you loot on the first floor can decide whether you ever reach the tenth. Like every other gun in the game, Fracture Point handguns are bound by ammo calibers and magazines; manual filling remains available, and official Update 13 added an auto-load hotkey as an additional option. This guide sticks to what the official Steam material actually confirms about handguns in the tower, and it is upfront about where the published details stop — so you can plan a run without chasing invented stat tables.

What the Official Material Confirms About Fracture Point Handguns

The official Fracture Point Steam store page describes the arsenal in a single weapons section: you gain access to a vast arsenal ranging from handguns to assault rifles, with a variety of ammo calibers and magazines for each weapon, and you find, upgrade, and adapt your loadout to suit your playstyle.

That is the full extent of the official weapon description as of the 2026-09-23 store snapshot. There is no published list of Fracture Point handguns, no damage or fire-rate table, and no tier ranking from the developer. Any guide quoting exact handgun damage numbers is drawing on player testing or datamining rather than on the store page — treat those figures as community reports and re-check them after patches.

One search note before you go further: a Minecraft armor mod also uses the name Fracture Point. It is an unrelated project, so ignore armor-mod pages when you are researching weapons in this game.

How Handguns Fit a Tower Run

Fracture Point is a first-person roguelike looter shooter set in a dystopian metropolis caught between a powerful corporation and the resistance. After years in prison, you return to climb a heavily guarded skyscraper floor by floor, clearing armed enemies, collecting weapons, armor, and rare items, then selling loot at your base to upgrade gear before the next attempt.

Two design choices shape how a sidearm plays out in practice. First, floors are procedurally generated with varied layouts, enemies, loot, and interaction points such as ATMs, currency exchanges, vending machines, and loot collectors — so you rarely know what a handgun will be asked to do next. Second, death is permanent. You can lose everything, which means a handgun is never really "yours" until you are back at base with the run banked.

Magazine Management: The Mechanic That Shapes Handgun Play

The gameplay section of the store page repeats one idea: managing your equipment is crucial, and every piece matters. It describes manual magazine filling, while official Update 13 added an auto-load hotkey as an additional option.

Fracture Point handguns are not exempt from that rule — it applies to every weapon in the arsenal, sidearms included. The difference is what it costs you. You are not reloading from an infinite reserve; you are spending time between fights to keep magazines loaded, and that time is a resource you cannot get back mid-floor. Planning habits that follow from the confirmed mechanic:

  • Fill every magazine you carry before pushing into a new floor, not after the shooting starts.
  • Decide how many magazines justify their inventory space. A sidearm with several loaded magazines is a backup you can trust; one with a single magazine is a liability.
  • If a handgun needs several hits per enemy, the magazine math works against you — carry enough loaded magazines to cover a full floor of encounters.

Those are planning habits, not published statistics. The store page does not list magazine capacities, fill times, or reload speeds for any weapon class.

Ammo Calibers, Risk, and When to Swap Your Sidearm

The store page confirms a variety of ammo calibers across the arsenal, but it does not state which calibers exist or whether handguns share ammunition with other weapon classes. That gap matters when you pack for a run: unless you can confirm that your sidearm and your primary draw from the same pool, plan for two separate ammo supplies and the inventory space they eat.

Risk escalates as you climb. Loot becomes more valuable deeper in the tower, and so do the threats. That tension shapes how you use Fracture Point handguns: a sidearm you cannot keep fed is dead weight, and dead weight is what gets you killed on a high floor. The store page frames the decision plainly — return to base and sacrifice your progress, or risk everything to climb higher.

Between runs, the base is where the economy resets. You sell loot, upgrade gear, and prepare for the next fight, which makes it the natural checkpoint for judging whether a handgun has earned a permanent upgrade or should be replaced by whatever the next run drops.

Confirmed Fracture Point Weapon and Store Data

Weapon system details from the official store page

DetailWhat the store page states
Weapon classesA vast arsenal ranging from handguns to assault rifles
AmmunitionA variety of ammo calibers across the arsenal
MagazinesManual filling remains available; Update 13 added an auto-load hotkey as an additional option
Loadout progressionFind, upgrade, and adapt your loadout to suit your playstyle
Death penaltyDeath is permanent; you can lose everything
Between runsSell loot at the base and upgrade gear

Every row reflects the official Fracture Point store description on Steam as captured on 2026-09-23 (UTC): https://store.steampowered.com/app/3560110/Fracture_Point/

Store snapshot

FieldValue observed 2026-09-23 (UTC)
Release dateSeptember 4, 2026
Listed price$19.99
Review summaryVery Positive — 82% of 166 user reviews positive
Developer / publisherKyrylo Burlaka
Steam Deck compatibilityPlayable

As of the Steam store snapshot captured on 2026-09-23 (UTC), the page reported a Very Positive rating from 166 user reviews, 82% of them positive, at a listed price of $19.99 (https://store.steampowered.com/app/3560110/Fracture_Point/). These are frozen observations from that snapshot, not live values — check the store page for current numbers.

Neither table ranks Fracture Point handguns against other weapon classes. The store page does not publish that information, so any ranking you see comes from player testing rather than the developer.

FAQ: Fracture Point Handguns

Are Fracture Point handguns viable on the higher floors? The store page does not rank weapon classes or publish handgun stats, so there is no official answer. What it does confirm is that you can find, upgrade, and adapt your loadout — so viability depends on your upgrades and on what the tower drops. Test it in your own runs rather than trusting a tier list.

How many handguns are in Fracture Point? No official count exists in the available material as of 2026-09-23. The store description confirms handguns as a category within the arsenal but does not name individual models.

Do Fracture Point handguns share ammo with rifles? Not confirmed. The store page states there are multiple ammo calibers and magazines for each weapon, but it does not specify which calibers exist or whether any are shared across weapon classes.

What happens to my handgun if I die? The store page is explicit that death is permanent and that you can lose everything, so treat any weapon inside a run as temporary. Selling loot and upgrading gear at the base between runs is the safer way to build lasting power.