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DustFall Payloads — Starting Rounds and Three-Way Upgrades

DustFall payloads start with the Drill Round or Grenade, then grow through three-way upgrades: enhance the weapon, take a passive or switch payloads.

By the New Game Wiki team · Updated 2026-10-14

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DustFall payloads are the game's weapon system, and the store page keeps them deliberately open-ended. It names the Drill Round and the Grenade as examples of starting payloads, then describes the build as something you shape during the run through three-way upgrades: enhance your weapon, gain passive abilities, or switch payloads.

There is no class pick and no locked kit in the official description. The game is filed as a roguelite with freely combinable payloads and upgrades, and the payload you fire is treated as an interchangeable tool rather than a character identity, which is why the switch branch sits beside the two upgrade branches on equal footing.

Starting Payloads

The two documented starting payloads are the Drill Round and the Grenade. The store page presents them as examples rather than as the complete list, so the count of starting options is unknown, but the pair already shows the intended contrast: one is described in the game's own vocabulary as a drill, which is the tool for boring through material, while the other is an explosive that clears an area.

TopicWhat the store page documents
Starting payloadsPayloads such as the Drill Round or the Grenade
Build shapeRoguelite builds with freely combinable payloads and upgrades
Per-descent choiceEnhance your weapon, gain passive abilities, or switch payloads
Payload varietyThe list is not published; those two are named as examples only
Payload statisticsNot documented yet

Because the terrain is the game's central system, payload choice is tied to material as much as to enemies. The terrain page covers the oil, powder and support reactions that decide which payload is useful in a given ruin.

The Three-Way Upgrade Choice

Every descent offers the same three branches, and the store page describes them as the way a build is shaped rather than as a level-up tree you finish.

  • Enhance your weapon, for a stronger version of the payload you already carry.
  • Gain passive abilities, for build effects that are not tied to a single shot.
  • Switch payloads, for a different tool when the current layer's terrain does not suit you.

The three sit together for a reason. Enhancing or switching are direct answers to the same question, which is whether your current payload is the right tool, while passives are the slow-burn option that pays off over a longer run. The store page gives no costs, tiers or ordering for any of them.

Builds Are Combinations

The description calls DustFall a roguelite with freely combinable payloads and upgrades, which is the clearest official statement about build depth. Combinations are the point rather than a single best weapon, and because each of the six layers has its own terrain materials and environmental reactions, a payload that opens rock efficiently can be the wrong tool in a layer built around combustibles.

DustFall official screenshot four
Official screenshot

That layer-by-layer difference is also the argument for keeping the switch-payload branch in play instead of pouring everything into one weapon. If the ruin in front of you is made of different material from the last one, the flexible branch is what stops a good build from becoming a dead one.

What Is Not Documented

The store page does not publish a full payload list, payload statistics, the number of upgrade tiers, upgrade costs, or whether any payload is exclusive to a layer or an unlock. It also does not say how many payloads exist in total or how the switch branch presents its options. Those details are not documented yet, and for the wider weapon and reaction picture see the weapons page and the gameplay page.

FAQ

What starting payloads does DustFall have?

The store page names two examples: the Drill Round and the Grenade. It says you choose starting payloads such as those two, then shape your build through three-way upgrades during each descent, so the opening choice is a starting point rather than a locked class.

What are the three upgrade choices in DustFall?

Enhance your weapon, gain passive abilities, or switch payloads. The store description lists exactly those three branches and describes the game as a roguelite with freely combinable payloads and upgrades.

Are DustFall builds locked in once you choose?

No, and that is the point of the switch-payload branch. The store page describes builds with freely combinable payloads and upgrades, and offers three-way upgrades during each descent, so the build is something you keep steering as a run goes on.

How many weapons does DustFall have?

Not documented yet. The store page names the Drill Round and the Grenade as starting payload examples but does not publish a full payload list, and it gives no statistics for damage, spread, cooldown or ammo.

Do payloads work differently in different DustFall layers?

The store page says each of the six layers has its own terrain materials and environmental reactions, which is the documented reason a payload can feel strong in one ruin and weak in the next. It does not map specific payloads to specific layers.

More in Mechanics

More mechanics pages in DustFall.

References

Facts on this page are compiled from the references above. Items marked "to confirm" are single-source and not yet verified.