Twisted Tower Weapons Guide
Cross-referenced against official Steam listings and patch notes by the Twisted Tower Guide editorial team. Last updated September 13, 2026.
Twisted Tower arms you with a toy-themed arsenal: every gun is a corrupted carnival toy. The developers have confirmed the seven names below, the Steam listing ends with "and more", and every weapon in the game carries an alternate fire you can upgrade. This page turns those confirmed facts into a spending plan, because the ticket economy carries four separate achievement demands that pull your wallet in different directions.
The Confirmed Weapon Lineup
| Weapon | Role | What the Name Tells You |
|---|---|---|
| Whack-a-Mole Mallet | Melee | A carnival mallet swung for close-range, high-impact hits. |
| Rubber-Band Pistol | Sidearm | A toy pistol that fires rubber bands, the reliable starter sidearm. |
| Dart-Throwin' Tommy Gun | Full-auto | A Tommy Gun that hurls darts in rapid fire for sustained damage. |
| Fartin' Shotgun | Shotgun | A close-range shotgun with the game’s signature crude humor. |
| Bubblegum-Spittin' Chain-Gun | Heavy | A chain-gun that spits bubblegum, built for heavy sustained firepower. |
| Sniper Slingshot | Precision | A slingshot built for long-range, precise shots. |
| Skull-Poppin' Ray Gun | Special | A ray gun for high-impact, single-target elimination. |
The official listing closes with "and more", so treat the seven names as a confirmed minimum. Damage values, ammo counts, and unlock floors are not published anywhere official, so this table does not invent them. Your in-game vendor screen is the authority once you hold a weapon.
Alternate Fire: Confirmed but Undocumented
Two achievements name alternate fire directly. Alt Fire Fiend asks for every available alternate fire to be upgraded, and Weapon Wizard pushes all weapons to max. The first one matters for planning because it scales with roster size: each additional toy gun the "and more" hides is one more alternate fire to pay for before the trophy pops.
What each alternate fire actually does has not been documented in any official material this site checks, so you will not find invented trigger descriptions here. The safe habit is mechanical: the first time a new weapon lands in your hands, open the vendor and price its alternate fire, then decide whether to buy it now or after the next floor.
What this page will not do
Weapon damage numbers and tier lists circulate in player comments, but they contradict each other and none come from the developers. Until a source repeats itself, the roster table above is the full extent of what can be stated as fact.
The Ticket Budget, Mapped to Achievements
Tickets are the park’s currency, and the game’s achievement list turns them into four separate spending decisions. The table below lines them up in the order that creates the fewest conflicts.
| Target | What It Asks | Suggested Order |
|---|---|---|
| Tickets, Tickets, Tickets! | Hold a total of 100 tickets | Reachable in the opening floors from normal pickups and your first secrets. Check the count before spending. |
| Vendor purchases | Spend tickets on weapons and upgrades at the park’s vendors | Buy in small steps. Spreading purchases across floors keeps every gun useful instead of maxing one. |
| Alt Fire Fiend | Upgrade every available alternate fire | Alternate fires exist on the whole roster, so every new weapon adds to this bill. Buy the alternate fire before cosmetic-feeling upgrades. |
| Weapon Wizard | Push all weapons to max | The most expensive line on this page. Leave it as a late-climb or Adventure Plus project once the roster is complete. |
| Ticket Titan | Hoard 2,000 tickets | The two hoarding achievements and the two upgrade achievements pull your wallet in opposite directions. Bank the 2,000 first, then spend down for the upgrade trophies. |
How many tickets each floor pays out is not published, so the plan above leans on sequencing rather than math. The secrets guide notes that hidden areas reward tickets along the way, which is one more reason the Secret Safari sweep and the Ticket Titan hoard pair well in a single run.
What the Official Patches Changed About the Arsenal
The v1.0.4.4.2 patch of August 25, 2026 is the first official source to document how weapon mechanics behave under the hood, because its fix list names them. Each item below comes straight from that patch’s Steam News post:
- The Tommy Gun’s special attack no longer consumes ammunition beyond the currently loaded magazine. That is official confirmation that the Dart-Throwin’ Tommy Gun has a special attack tied to its magazine.
- Weapon firing cooldowns no longer reset when rapidly swapping weapons, so quick cycling between guns no longer punishes your rate of fire.
- Clipless weapons no longer incorrectly attempt to reload after firing.
- Ammo collected during a reload is no longer lost when the reload completes.
- On the input side: mouse aiming consistency was improved (including diagonal movement and rapid input events), and the default mouse sensitivity and smoothing values were updated.
One more official description worth keeping: the July 8, 2026 release-date announcement describes the mallet’s purpose as a chance to “bonk a pesky mascot in the face with a mallet”, framing melee as mascot harassment rather than a damage alternative to the guns.
Full fix lists for every build live on the patch notes & updates page.
Editor’s Synthesis
If you have one evening and want the arsenal decisions made for you: keep the Rubber-Band Pistol as your default because the roster lists it as the reliable starter, add the Bubblegum-Spittin’ Chain-Gun when the vendors offer it because full-auto covers the mascot swarms the Hotel and Waterpark throw at you, and buy each new weapon’s alternate fire the same time you buy the gun. That one habit is most of Alt Fire Fiend, and it keeps Weapon Wizard small by the time the roster is complete. Bank tickets toward 2,000 before spending down for the upgrade trophies, since Ticket Titan wants a hoard and the vendors will always take what you have. Boss fights reward dodging more than raw damage, so a half-upgraded roster with a full movement kit beats a maxed single gun every time.
Need the combat fundamentals or the floor order first? See the Beginner’s Guide and the Full Walkthrough.