ANOMALITH Gun Customization and Artifacts Guide: 70+ Parts and Stat Boosts

ANOMALITH offers 70+ gun parts that change how a weapon feels and what tactical role it fills. Materials recovered from Anomaly Zones feed Workshop development, and Artifacts add a separate stat layer on Reona herself. The demo preview covers SMG, pistol, and shotgun only; the full weapon list is still unpublished.

ANOMALITH Gun Customization and Artifacts Guide: 70+ Parts and Stat Boosts
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Gun customization is the longest lever in ANOMALITH: with 70+ parts, one weapon can shift feel and tactical role long before you find a better gun, while Artifacts add a separate stat layer on Reona herself.

Key art: Reona in a red jacket holding a rifle. Start from the Workshop, since parts and Artifacts shape every dive after the first.

At a glance

  • 70+ gun parts change weapon feel and tactical role.

  • Materials recovered from Anomaly Zones feed Workshop development.

  • Artifacts are equipped to boost Reona's stats, as a layer parallel to gun customization.

  • Demo preview hands-on covers SMG, pistol, and shotgun only; the full weapon list is unpublished and deferred.

  • Scope: demo-verified and officially confirmed content only; endings, achievement lists, and full collectible lists arrive after launch

  • Last verified: October 27, 2026

Quick answer

  • Treat parts as role changes, rather than flat upgrades: a part that changes handling changes how you should fight.

  • Spend zone materials in the Workshop between dives, since that is where parts and upgrades are developed.

  • Read the attachment UI stat lines before committing materials to a part.

  • Keep Artifacts separate in your planning: they boost Reona, while parts change the gun.

  • In the demo, test the three preview weapons first and judge parts by feel in combat, since the full list is still unpublished.

1. What 70+ parts actually change

The official line is that parts change weapon feel and tactical role, and the official combat guidance fits that claim: choosing the right weapon for the situation is key to survival. A part is therefore a decision about range, handling, and ammo pressure, rather than a number you chase in isolation.

That matters because ammo is limited and the grid backpack is limited. Carrying an extra gun adds an option, and it also adds an ammo burden, so a part that makes one gun cover more situations can be worth more than a second gun you cannot feed.

2. How Workshop development works

Between dives you return to base, and the Workshop uses dive currency and materials to unlock and upgrade weapons, including parts and gun skins. Materials come from what you recover in Anomaly Zones, so extraction discipline feeds customization directly: what you carry back decides what you can develop.

Attachment development UI: Steel Stock Lv.2 with stat lines including Attack Power and Mobility +22. Compare the stat lines before spending materials.

The verified attachment screenshot shows the pattern to follow: a named part at a level, its stat lines, and its material cost. The example part Steel Stock Lv.2 shows Attack Power and Mobility +22 among its stat lines. Check the same panel for any part you plan to build, and treat the visible stat change as the reason for the cost.

3. Artifacts: a separate layer on Reona

Artifacts are recovered items from Anomaly Zones. Equipping one boosts Reona's stats, and the system runs parallel to gun customization: parts change the gun, Artifacts change the diver carrying it.

Plan the two layers on different clocks. A gun part pays off only while that gun is in hand; an Artifact boost travels with Reona across weapon swaps. When materials are tight, weigh a part that fixes one gun against an Artifact that helps every loadout.

Grid inventory UI at 59/96 slots, with shotgun, SMG, pistol, rifle, ammo counts, and materials including Skull of Monopoly. Count ammo and free slots before adding a new part plan.

4. Demo limits: three preview weapons, full list deferred

Preview hands-on covers SMG, pistol, and shotgun only. That is the verified demo weapon set for this guide, and the full weapon list is unpublished. Do not treat preview coverage as a complete arsenal, and expect the full list as a post-launch supplement.

Use the demo to learn the loop instead: recover materials, return to base, develop one part, and feel the difference in the next dive. One changed part at a time teaches more than three simultaneous upgrades, since you can tell which change moved the handling.

Troubleshooting

Swipe horizontally to view all columns.

ProblemFix

A new part feels worse in combat

Re-read its UI stat lines and revert to the previous setup; handling changes are role changes.

Materials run out before a planned upgrade

Prioritize extraction on the next dive and carry back materials over a second gun you cannot feed.

Artifact and part effects feel confused

Separate them: parts change the gun, Artifacts boost Reona across loadouts.

FAQ

How many gun parts does ANOMALITH have?

70+ gun parts, per the publisher. Parts change weapon feel and tactical role, and they are developed in the Workshop from materials recovered in Anomaly Zones.

Do Artifacts replace gun customization?

No. Artifacts are a parallel layer: they are equipped to boost Reona's stats, while parts change the gun itself. Plan both layers, since each covers ground the other does not.

Which weapons can I try in the demo?

Preview hands-on covers SMG, pistol, and shotgun only. The full weapon list is unpublished, so this guide defers it to a post-launch supplement.