Combat in ATMOSFAR is built around three layers of capability — personal gear in the backpack, Wasp-class weapons on the Fighter Wasp, and Cloud Cruiser defenses on the hull — and the player builds their loadout based on the threats they expect to face.

What combat looks like

ATMOSFAR lists PvE combat as a core feature: the player faces Tycos fauna, PACE defense drones, and atmospheric hazards across strange biomes, all of which are concentrated more aggressively in the lower altitudes of the planet.

The three layers of combat capability

Personal gear comes from the backpack and works for short personal duels. Wasp-class weapons live on the Fighter Wasp — fast, very agile, high durability, and fitted with a Flare Dispenser and a Stunner Turret, capable of a barrel roll, reserved for engagements with hostile fauna or drones because it burns more fuel and demands more specialized parts than the other classes. Cloud Cruiser defenses come from exterior turrets (manual or auto, firing stun projectiles that incapacitate fauna or scramble electronics) and armor plates that also draw Power Units.

Building a loadout by threat

Players build their loadout based on the threats they expect: stun-based tools for living creatures, armor and auto-turrets for the Cruiser's hull, and a Fighter Wasp pilot for mobile escorts. For specific creatures see the Tycos creatures page, and for the electronics threat see the PACE drones page.

FAQ

How many Wasp classes are there in ATMOSFAR?

There are four Wasp classes: Utility, Cargo, Fighter and Scout. Each has a different speed, weight, agility and fuel profile, and the Fighter Wasp reserves the Stunner Turret module for engagements with fauna and PACE drones.