HOPE 01 Complete Tier List Hub
Guns, gadgets, and early kits ranked for extraction, not highlight clips.
HOPE 01 puts 70+ weapons and a pile of gadgets into a single-player extraction RPG. Steam tells you the guns differ on rate of fire, muzzle velocity, reload time, and penetration, and that you should build a kit for the situation. This hub is that ranking, with one extra rule the store page does not print: a weapon that cannot extract is F tier.
We do not publish a fake named S–F table of every gun in the files. Early Access is still adding guns and gadgets, and public footage does not give a complete, patch-stable roster. What we can rank honestly is roles, stats, and when to print. For names as they appear in your fabricator, compare the four stats against the roles below, then keep notes.
Child pages:
- Weapons — the four stats, ammo types, and role tiers.
- Gadgets — flashlight, medical tools, caloric converter, utility slots.
- Early Loadouts — cheap kits that survive the first Hab Cluster extracts.
If you still die because the timer expired, stop reading tiers and open How to Extract. Meta does not beat a missed rail.
How this wiki ranks gear
Criteria, in order:
- Reprint cost. If military fabrics to replace the gun would empty your hideout, it is a special-occasion weapon, not a daily driver.
- Extract reliability. Can you shoot, dodge, and still move with a bag of bricks?
- Stat fit for the room. Dark medical close range is not Bureau long hall.
- Mag work. Drag-reload is slow. Guns that eat mags as a hobby drop a letter.
- Scan availability. An unscanned floor legend is not a loadout. It is a quest to extract.
That is why a boring scanned pistol can outrank a spectacular rifle you found twenty seconds before a boss drop. The Fabricator is part of the tier list.
Role ladder (read this before the child pages)
S — extract tools. Lights that let you shoot, mags you can reprint, food that keeps a caloric converter honest, a workhorse gun whose four stats you already understand.
A — planned fight tools. Higher penetration for armoured or stacked targets, better muzzle velocity for halls, gadgets that turn a boss from a wipe into a dodge puzzle. Bring these when the bag is clean. See Boss Fights.
B — situational. Heavy-round specialists, huge bodies that ruin tetris, gimmick gadgets. Fine after you have food and a backup extract.
C — collector bait. Unscanned oddities. Scan them. Do not equip them as your only gun.
F — bag traps. Anything that fills the grid, empties military fabrics, and cannot be reprinted before your next wipe. Also: empty mags you forgot to fill.
Weapons in one paragraph
You will find pistols, automatic bodies, heavier platforms, and magazines that name their round class (light versus heavy shows up in footage). Match ammo to the gun. A Failance-style heavy mag is a paperweight on a light pistol. Penetration is the stat people ignore until a target does not flinch. Reload is the stat people ignore until they open the grid in a boss wind-up. Full write-up: Weapons.
Gadgets in one paragraph
The utility slot is a loadout, not a cosmetic. Flashlight (hold left click) is mandatory in dark Cluster rooms until a tactical light mounts to the gun. Medical gadgets and a caloric converter (burns calories for energized and regeneration) are S-tier only if you also print food. Full write-up: Gadgets.
Early kits in one paragraph
Hour-one players should not copy a streamer’s boss loadout. Print food, a scanned gun, a spare mag, and light. Leave grid space for fabrics. The Early Loadouts page is that kit in checklist form, and the Loadout Checklist is what you tick at the hideout door.
What will change in Early Access
Bending Boy Games listed more guns and gadgets as planned EA content, and they asked for feedback on difficulty, fabric amounts, enemy balance, and bosses. Expect:
- Print costs to move. Today’s cheap SMG may become a luxury.
- New gadgets to shuffle the utility slot. A better light will collapse several dark-room problems.
- Weapon stat tuning. Rank roles, not last week’s name.
Check Updates Hub and the Roadmap before you melt a rare brick pile into a meme gun.
How to use these lists in a live raid
In the Cluster, you do not have a spreadsheet. You have a sparkle and a timer. Decision tree:
- Blue dot → bag it if it fits. Scan later.
- Better stat on your current role (more penetration for the armoured thing you just bounced off) → consider a swap if you can still extract.
- Same role, worse tetris → leave it.
- Gadget that frees the utility slot (gun light) → that is a real upgrade, extract it like a quest item.
- Anything that forces you to drop all your fabrics → it is not an upgrade.
Hands and HUD: Controls. Routes: Hab Cluster Map. First hours: Beginner Walkthrough.
Rank gear by whether it brings you home. HAB 01 will still be there after a boring pistol extract.
Frequently Asked Questions
Quick answers to the most common questions.
Why isn't every gun named in an S–F table?
Because Early Access is still adding weapons and we will not invent a roster. Rank the four stats and reprint cost on Weapons against what is in your fabricator.
What is the best gun in HOPE 01?
The scanned gun you can reprint and extract with. Streamer loadouts that die in medical are not best. Start with Early Loadouts.
Do gadgets matter as much as guns?
Yes. Light, medical tools, and calorie gadgets decide dark rooms and long raids. See Gadgets.
Will this tier list change?
Yes. Watch Updates Hub when fabric costs, guns, or bosses shift. Roles stay; names and costs will not.