● Early Access · Sep 15, 2026

Sublight Weapon Categories & Damage Types Explained

A current Sublight weapon-category guide covering rapid fire, railguns, plasma/pulse, autocannons, missiles, barrage, strike craft, and elemental/status interactions.

QUICK ANSWER

Think of Sublight weapons in two layers: the weapon itself and the higher category/passive track that supports it. Patch 0.17.4 added higher-level weapon categories plus captain and upgrade synergies, while 0.18 moved autocannons to explosive damage and strengthened status-based elemental build options. Build bonuses should match the category your actual mounts use.

Official Sublight Steam gameplay screenshot.
Steam store official screenshot · image key: combat1
Official Sublight Steam top-down gameplay screenshot.
TACTICAL VIEWSteam store official screenshot
Official Sublight Steam gameplay screenshot showing an active combat run.
FIELD REFERENCESteam store official screenshot

Why categories matter

Before 0.17.4, it was easier to treat a weapon as an isolated pickup. The category pass changed that. Captains and upgrades can now reinforce higher-level families, which makes coherent builds more reliable than collecting unrelated high-rarity guns.

Families seen in official notes and gameplay

FamilyCurrent useful note
Rapid fire / chaingun0.18 pierces up to attack range
Railgun / kineticLater pierces deal reduced damage
AutocannonMoved to explosive damage in 0.18
Missile / launcherTier progression and separate swarm direction were being developed
BarrageNow leads shots more accurately
Strike craftFighters, escorts and frigates have distinct behavior
Elemental/statusIgnite and Cold now stack

The safest rule for upgrade screens

If an upgrade text names a category you are not using, it is usually weaker than a lower-rarity option that multiplies the weapons already doing most of your damage. Build coherence beats card color.