Combat

Guns, slots, and noise

Slots 1 and 2 hold guns, shots are loud, and only the firearms actually seen in this beta are listed.

Guns, slots, and noise

Slots 1 and 2 hold guns, shots are loud, and only the firearms actually seen in this beta are listed.

The binds

Press 1, 2, or 3 to take a weapon slot. Right-click aims, click fires, R reloads, Q holsters, I inspects, and V switches to first person. The inventory screen limits guns to slots 1 and 2 and puts throwables on G. Slot 3 is still a select key in the official list. Use it for whatever the slot actually holds in your loadout. Do not assume it is a specific melee weapon.

Holster before you search a toolbox. An accidental click is a gunshot.

Firearms actually seen

These are the guns and attachments named in same-game loot notes and recorded runs. Damage numbers are not published here.

Weapon or attachment Where it showed up
Pump shotgun Loose loot, including around a large tower in one run
Double-barrel shotgun Reported in Old Town interiors
Revolver Supply crate
Machine pistol Looted and set to slot 1 in one recorded fight
Silencer Supply crate and military-area notes

Ammo named in those runs includes light ammo, medium ammo, shotgun ammo, and general ammo. Light ammo sold for 1 credit each in the session table, so it is a poor use of a slot unless the gun in your hand needs it. Match the ammo to the gun you kept.

A separate HUSH game uses a long trader list and dollar prices. Those weapons are not copied onto this page. If a model name is not in the table above, check the item you are holding instead of a list from another experience.

Why a shot is expensive

The creatures hunt sound. One player who opened with a pump shotgun realized mid-fight that ammo had not been planned, and a second creature was already close. The useful order is the opposite: know the ammo, know the exit, then shoot if a crouch and a closed door will not do.

A silencer is the tool for a shot you still have to take. It does not remove the need to leave.

Buying guns

Between runs, credits from the SELL tab buy the shop categories the developer names, including guns and gold guns. Exact shelf prices in credits were not in the session sell table, which only priced loot you turn in. Read the BUY tab in game before you spend.

The Big Backpack pass is a separate Robux purchase, listed at 400 Robux for 10 extra slots. It does not come with a firearm.

FAQ

Frequently Asked Questions

What do I lose if a monster catches me?

You lose what you carried on that run, including backpack loot, guns in slots 1 and 2, and throwables on G. The safe pocket keeps one stack that is not a weapon. Loot already stored in your base stash stays there.

Is HUSH: They can hear. (BETA) the same game as HUSH Zombie Extraction?

No. They can hear. (BETA) is the open-world sound-hunting game by theInstigators on Roblox place 133927229860262. HUSH Zombie Extraction is a different experience by Blue Code Studios. Loadouts, maps, and codes do not carry between them.

Are there working promo codes?

No shared promo code is listed. Bunker codes are a different system: a note or item you find during a run, used on a keypad or sold after you extract. Do not type another player's sequence.

How do I leave with the haul?

Open the paper map with M, go to a green WAY OUT, press E to call extraction, board the EVAC, and type EXTRACT at the cargo terminal before the doors shut. One recorded call lasted about 72 seconds after the post lamp turned red.

How do the monsters find me?

They hunt by sound. A loudness meter sits at the bottom left of the HUD. In one recorded run, crouching indoors read 33 dB, walking outside read 52 dB, and driving read 81 dB. Gunshots are louder than those movement readings.