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Steam News19 April 20262mo ago

[Default 0.3.5_414.2044] Ammo + Off-hand weapon

Goal: To address the eternal meta of ranged units kiting. Currently, ranged units can directly kite enemies to break the game in the early stages.

In this update4

Full notes

Full Primitive Society Simulator update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions10 changes1 removal
  • Maps
  • Gameplay
  • UI and audio
  • Balance
changedGoal: To address the eternal meta of ranged units kiting.Currently, ranged units can directly kite enemies to break the game in the early stages. If the player adopts this tactic, Organization, unit type counters, and even unit stat panels become meaningless.
changedAdd 3 Ammunition items: Arrows, Stone Pebbles, Short Spear Projectiles.If a character holds one of these three ranged weapons, when attacking, in addition to the original durability consumption, they must also consume ammo.
changedWeapons are divided into Main Hand and Off Hand weapons.For unit types in the current version, several units will have an Off Hand weapon: Slinger Archer Spear Thrower
changedWeapons are divided into Main Hand and Off Hand weapons.When ammo for a ranged weapon reaches 0, switch to the Off Hand weapon to attack.
removedWeapons are divided into Main Hand and Off Hand weapons.The Off Hand weapon requirement for other unit types is empty; when the requirement is empty, the corresponding "disabled state" on the interface applies.
changedNumerical adjustmentsSpear Thrower Ammo: 2 Damage: Flint: 11->20 Copper: 20->35 Bronze: 30->50 Morale damage: Flint: 5->15 Copper: 8->25 Bronze: 11->35
Spear Thrower Ammo: 2 Damage: Flint:1120Spear Thrower Ammo: 2 Damage: Flint: increased, buffSpear Thrower Ammo: 2 Damage: Flint: 11->20 Copper:2035Spear Thrower Ammo: 2 Damage: Flint: 11->20 Copper: increased, buffSpear Thrower Ammo: 2 Damage: Flint: 11->20 Copper: 20->35 Bronze:3050MSpear Thrower Ammo: 2 Damage: Flint: 11->20 Copper: 20->35 Bronze: increased, buffBow Ammo: 10 Damage: Flint:1115Bow Ammo: 10 Damage: Flint: increased, buff

Primitive Society Simulator changes

changedCurrently, ranged units can directly kite enemies to break the game in the early stages. If the player adopts this tactic, Organization, unit type counters, and even unit stat panels become meaningless.
changedIf a character holds one of these three ranged weapons, when attacking, in addition to the original durability consumption, they must also consume ammo.
changedFor unit types in the current version, several units will have an Off Hand weapon: Slinger Archer Spear Thrower
changedWhen ammo for a ranged weapon reaches 0, switch to the Off Hand weapon to attack.
removedThe Off Hand weapon requirement for other unit types is empty; when the requirement is empty, the corresponding "disabled state" on the interface applies.

Goal: To address the eternal meta of ranged units kiting.

Currently, ranged units can directly kite enemies to break the game in the early stages. If the player adopts this tactic, Organization, unit type counters, and even unit stat panels become meaningless.

Add 3 Ammunition items: Arrows, Stone Pebbles, Short Spear Projectiles.

  • These 3 items unlock alongside their corresponding weapons.

    Flint Bow & Arrow - Arrows

    Sling - Stone Pebbles

    Flint Spear Thrower - Short Spear Projectiles

  • If a character holds one of these three ranged weapons, when attacking, in addition to the original durability consumption, they must also consume ammo.

  • When ammo is not full, they will automatically fetch items to replenish it.

Weapons are divided into Main Hand and Off Hand weapons.

  • The unit type determines what Main and Off Hand weapons are needed.

  • For unit types in the current version, several units will have an Off Hand weapon:

    Slinger

    Archer

    Spear Thrower

  • When ammo for a ranged weapon reaches 0, switch to the Off Hand weapon to attack.

  • The Off Hand weapon requirement for other unit types is empty; when the requirement is empty, the corresponding "disabled state" on the interface applies.

Numerical adjustments

  • Spear Thrower

    Ammo: 2

    Damage:

    1. Flint: 11->20

    2. Copper: 20->35

    3. Bronze: 30->50

    Morale damage:

    1. Flint: 5->15

    2. Copper: 8->25

    3. Bronze: 11->35

  • Bow

    Ammo: 10

    Damage:

    1. Flint: 11->15

    2. Copper: 16->20

    3. Bronze: 22->28

    Morale damage:

    1. Flint: 4->7

    2. Copper: 7->12

    3. Bronze: 10->18

Future improvement plans:

  • Currently, ammo itself does not have levels yet.

  • Introduce some Commander ability/Logistics Officer/Equipment Slot to expand ammo capacity.

Personal Experience

After playing it myself, I feel that the early game is not much different from previous versions; the early game is mainly influenced by weapon counters.

Also, 'Hit&Run' tactics definitely can't be used anymore, after all, ammo is so limited.

The impact in the mid-to-late game is quite obvious. Before, ranged units had infinite ammo in the mid-to-late game and just turreted, dealing a lot of damage.

Now that ammo is limited, after throwing a few rounds, they have to go in for melee combat.

At this point, which unit type deals the damage matters. The role of other units in the mid-to-late game has improved significantly. Especially pure damage dealers like the Ghost Mask.

Hope everyone gives me more feedback. I need to collect experiences from all sides for long-term adjustments.

Now we finally don't have to consider the impact of "infinite Hit&Run," so the possibilities for other playstyles become much more meaningful.

-MagPie

Source

Steam News / 19 April 2026

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