Guns of Eschaton opens with a tutorial that teaches two named mechanics — sequence shooting and parry shooting — and then hands you a dying country with no further explanation. The information you need sits in the Codex, and the Codex is easy to ignore for the first hour, which is exactly the mistake that costs first-timers the most.
The controls that matter
Five inputs carry the whole system. Everything else is movement and shooting.
| Input | Action |
|---|---|
Q | Hunter's Vision — highlights weaknesses and traces |
Z | The equipped weapon's special ability |
X | Switch weapon |
| Right mouse | Expand the Codex into the full book view |
| Left mouse | Fire, and interact with the Codex entry you are aiming at |
Hunter's Vision unlocks at the end of the tutorial. Every weapon has its own active ability, including the starting revolver, and those abilities are not cosmetic — they are how a weapon earns its slot.
How the Codex actually works
The Codex is a hand-drawn Cherokee notebook, and it functions as a live targeting reference rather than a lore menu. Three behaviours are worth learning immediately.
It follows your crosshair. Aim at an enemy and the Codex switches to that enemy's entry, including enemies you have already killed. That means you can study a corpse after a fight instead of during it, which is the intended rhythm.
It expands into a book. Right mouse opens the full view with a table of contents, so browsing every entry you have recorded is one input away rather than a menu crawl.
It fills in as you fight. Entries grow with the number of encounters, adding lore, sequence details and practical notes. An enemy you have fought once gives you less than one you have fought five times.
Sequence Points, in plain terms
Each enemy has weak points that must be hit in a specific order. Miss the order and you waste the shot; hit the order and the enemy staggers, opens, or dies faster than its health bar suggests.
The timing layer is what makes this more than a checklist. Some points only become available when the enemy leaves cover, turns, or stops moving a limb. You are not just shooting accurately, you are waiting for a window and recognising it. The studio calls the result a cognitive headshot: you land it because you remembered where to shoot, not because your hand was fast.
The first hour, in order
- Finish the tutorial without skipping the ricochet target at the end. It is the only place the bounce mechanic is taught.
- Take the loot orb near the first campfire. It holds a scoped rifle, and a scoped weapon changes how far you can study an enemy before engaging.
- Talk to the Sheriff. His tent is not the camp — this trips people up.
- Open the campfire travel menu and go to Hounds' Camp. It is a separate location, and it is where the game's economy lives.
- Buy one weapon and one ability before leaving. Do not bank the currency.
What to buy at Hounds' Camp
The camp shop sells weapons, abilities, archetype passives and gloves. The order that works:
- A reliable mid-range gun. The starting revolver is a generalist; a lever-action or a scoped rifle gives you a second answer for the fights that need reach.
- A passive that changes your active ability, not one that adds a flat bonus. Passives that alter how an ability behaves are worth more than small numbers.
- Gloves last. They are the cheapest layer of the build and the least transformative.
Campfire features beyond travel unlock after your first visit, so the camp is worth entering even if you cannot afford anything.
Four mistakes that cost hours
Treating it as a cover shooter. Standing behind a rock and trading shots loses to a single enemy who closes while you reload. Break contact, reposition, then return with the right bullet.
Firing without a Sequence Point in mind. Ammunition is finite and reloads are slow. A shot that does not advance a sequence is a shot you will want back.
Skipping the Codex between fights. The book already knows what killed you. Reading it in a safe spot is faster than learning the pattern by dying twice.
Ignoring the field of view. The default 75 is what the encounters were balanced around. A wider setting is available, but the studio has said level layouts and enemy placement were built around the default, so difficulty shifts with it.
Reading the HUD
The interface does very little talking, so the small elements carry a lot of information.
The cylinder. Shown as individual chambers rather than as a pool, which is the game telling you that the order matters. Counting chambers is faster than reading a number.
The Codex prompt. Appears when your crosshair is on an enemy whose entry you have. It is the cue that a sequence is available rather than a weapon hint.
Enemy posture. The visible tell for a Sequence Point opening. Enemies shift, turn or drop a guard before a point becomes available, and the animation is the timer.
The weight indicator. Changes state when your carried load crosses the threshold. Nothing on screen explains it; the change itself is the warning.
Learning to read those four elements is worth more than learning any individual weapon.
The first hour checklist
If you do nothing else in the opening sequence, do these:
- Complete the ricochet target at the end of the tutorial.
- Pick up the scoped rifle near the first campfire.
- Meet the Sheriff, then travel to Hounds' Camp.
- Buy one weapon and one passive before leaving the camp.
- Open the Codex with the right mouse button at least once, so you know where it lives.
- Fight one enemy you have already killed, on purpose, to see how much the entry grows.
That last one is the cheapest way to understand what the game wants from you. Fighting a known enemy with a fuller book is a different experience from fighting a new one with a blank page, and the difference is the whole design.
Hunter's Vision is not a cheat mode
It highlights and traces, but it does not aim for you and it does not pause the fight. Use it to confirm a sequence, then put it away and shoot.