Weapons in Epstein Island Game: All Fifteen Models Explained

As of Sep 16, 20266 min read

Fifteen weapons sit in the prototype, and they differ more than their silhouettes suggest. A shotgun tops out at forty meters, a bolt-action rifle still lands hits at nine hundred. In between, magazine size, reload time, and whether a weapon can even fire full auto make all the difference.

This overview works through the five groups, lists caliber, magazine, and range for every model, sorts out the shared ammunition, and says where on the island you can actually find something. All the numbers come from the game data for version 0.12.0.

Weapons in Epstein Island Game: fifteen models in five groups

Epstein Island Game is an island survival game that runs in the browser with no download needed. A helicopter drops you off, and after that the backpack, phone, and gear are yours alone.

The game data sorts the weapons into five groups: four pistols and revolvers, five long guns ranging from submachine gun to battle rifle, two shotguns, two precision rifles, and two special cases that do not fit any of those roles. Every model carries a caliber, a magazine size, a reload time in seconds, a delay between two shots, and a range in meters in the data.

By now every one of the fifteen has its own distinct shot sound. Reloading sounds match the mechanism too: magazine, bolt, charging handle, forend, revolver cylinder, break-action, harpoon spring. All of it runs in the browser, with no loaded audio files.

  • Pistols: Colt M1911, Walther PDP, Glock 17, S&W 686
  • Rifles and SMG: AK-47, M4A1, HK MP5, Ruger 10/22, FN SCAR-H
  • Shotguns: Benelli M4, Remington 870
  • Precision: AWM L115A3, Remington 700
  • Other: flare gun, reef harpoon

Pistols and revolvers: four models for close range

The Colt M1911 in .45 ACP holds seven rounds in the magazine and reloads in 1.9 seconds. It fires slowly, one round every 0.2 seconds, and reaches seventy meters according to the data. Blued steel, walnut grips, exposed hammer, a heavy kick.

The Walther PDP is its counterpart: eighteen rounds of 9mm, a 1.7 second reload, 0.15 seconds between shots, eighty five meters. The Glock 17 sits almost level with seventeen rounds and eighty meters. Carry either one and you rarely have a reason to swap mid-fight.

The S&W 686 is the outlier of the group. Six rounds of .357 Magnum, a full three seconds to fill the cylinder, but ninety meters, the longest range among the sidearms. You feel the difference immediately at the training grounds, since 0.32 seconds sit between each shot.

Rifles and the submachine gun: this is where full auto starts

Four of the five weapons in this group fire automatically. The AK-47 in 7.62x39mm holds thirty rounds, reloads in 2.8 seconds, and reaches three hundred meters. Its description notes that it shrugs off dirt and moisture, but climbs noticeably on full auto.

The M4A1 fires faster than anything else in the game, once every 0.075 seconds, hits at three hundred twenty meters, and reloads in 2.4 seconds. It handles little dirt, though. The HK MP5 shares that rate of fire but stays short at a hundred twenty meters, since it runs on 9mm.

The FN SCAR-H reaches the farthest: four hundred meters, twenty rounds of 7.62x51mm NATO, a 2.6 second reload, strong recoil. The Ruger 10/22 stands apart from the rest, a small caliber semi-auto in .22 LR with ten rounds in a rotary magazine. It does not fire automatically, has barely any recoil, and the data marks it for practice shots and small game.

TipIf you want to count hits instead of rounds, take the Ruger 10/22: ten shots, barely any recoil, back to full in 1.9 seconds.

Shotguns at forty meters, precision rifles at nine hundred

Both shotguns fire 12/70 shot and top out around forty meters. The Benelli M4 is semi-automatic, holds seven rounds in its extended tube magazine, and allows a shot every 0.3 seconds. The Remington 870 cycles by pump action: five rounds, a 0.85 second gap between shots, with each shell fed in individually from below.

The other half of this section sits at the opposite end of the scale. The AWM L115A3 in .338 Lapua Magnum holds five rounds, needs 1.6 seconds until the next shot, and reaches nine hundred meters. The Remington 700 in 7.62x51mm stays at six hundred meters and 1.3 seconds. Both reload in just over three seconds.

For scale: the game map covers a thousand by a thousand meters, running from minus five hundred to plus five hundred in each direction. Nine hundred meters of range is a real statement on this island, even though you rarely get sightlines that long.

Flare gun and reef harpoon: the two special cases

The flare gun fires 26.5mm flares one at a time, with a 2.2 second reload and fifty meters listed in the data. The in-game description sums it up neatly: not a weapon for aiming, but a call into the night.

The reef harpoon is the only weapon in the dataset with no manufacturer, its origin simply lists Island. Teak shaft, rubber tubing, a visible spear in flight. It works on land and in water, reaches forty two meters, and after every shot you load a new spear and re-tension it. That takes 2.6 seconds.

The homepage shows all fifteen models as spinnable 3D tiles, pulled straight from the game itself. The reload animation matches the game exactly, just slowed down in a loop so you can see which part moves where.

Ammunition: which weapons share a round

Three calibers show up in more than one weapon. 9x19mm fits the Walther PDP, Glock 17, and HK MP5. 7.62x51mm NATO is shared by the FN SCAR-H and Remington 700. 12/70 shot works in both the Benelli M4 and Remington 870. Stock up on any one of these three and you are supplying two or three weapons at once.

Everything else stands alone: .45 ACP only fits the M1911, .357 Magnum only the 686, 7.62x39mm only the AK-47, 5.56x45mm only the M4A1, .22 LR only the Ruger, .338 Lapua Magnum only the AWM. Add the flare round and the harpoon spear, each tied to exactly one weapon.

For your backpack that means a 9mm weapon and a shotgun cover short and medium range without you hauling around two exotic stockpiles. What else eats up space is covered in Items and Animals.

Where the weapons sit and how you switch between them

Four weapons sit ready at the training grounds. The rest spread across five caches on the island, two or three pieces each. A cache only reveals itself once you get within about sixteen meters; before that, nothing marks the spot to draw you in.

The training grounds themselves have no fixed coordinate. The game places them near a path at the start, no more than a hundred meters from the dock, so they land a little differently in every playthrough. Three of the twelve side quests revolve around exactly this location: one sends you there, one wants a report, one asks for hits on four different targets.

You switch weapons with keys 1 through 5 or through the gear wheel. The phone runs its own app called Weapons that shows what you are carrying, brought up with P. What other apps sit there is covered in The Phone in the Game.

TipThe quest Four Different Targets asks for four different targets, not four hits.

Frequently asked questions

How many weapons are in Epstein Island Game?

Fifteen, split across pistols, rifles and SMG, shotguns, precision, and other. This reflects version 0.12.0. The game is a prototype, so the list can change with every update.

Which weapon has the longest range?

The AWM L115A3 at nine hundred meters, followed by the Remington 700 at six hundred and the FN SCAR-H at four hundred. The Remington 870 stays shortest at forty meters.

Where do I find the first weapons on the island?

Four sit ready at the training grounds, which the game places no more than a hundred meters from the dock along a path at the start. The rest sit in five caches that reveal themselves at around sixteen meters.

How do I switch weapons in the game?

With keys 1 through 5 or through the gear wheel. On the phone, the Weapons app lists what you are currently carrying.

Do several weapons share the same ammunition?

Yes, for three calibers. 9x19mm fits the PDP, Glock 17, and MP5, 7.62x51mm fits the SCAR-H and Remington 700, and 12/70 shot fits both the Benelli M4 and Remington 870.

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Weapons in Epstein Island Game: All 15 Explained | Epstein Island Game