With update 0.52, Zero Sievert introduces one of the most impactful changes to gameplay in recent memory—a complete weapon skill system overhaul. Alongside bug fixes and minor UI improvements, this patch replaces the old gunsmith system with 24 unique weapon-specific skills, radically changing how players build and customize their loadouts.
Let’s break down the full patch, go over each new skill, and explore how these updates affect the way you’ll play moving forward.
🔧 Patch 0.52 Summary
- 24 new weapon-specific skills
- Legacy gunsmith system removed
- Enhanced skill progression through use-based leveling
- Fully reworked weapon skill menus
- Bug fixes, UI updates, and Steam Deck improvements
🎯 New Weapon Skill System
Each weapon type now has its own progression tree. The more you use a weapon class (e.g., SMGs, DMRs, shotguns), the more points you earn in that class. These points unlock tiered perks at specific intervals.
✅ Weapon Classes:
- Pistols
- Submachine Guns (SMGs)
- Shotguns
- Assault Rifles
- DMRs
- Sniper Rifles
Each class has 3–5 perk slots unlocked by progressing through skill tiers. The more you use a class, the faster it levels. At perk thresholds (5, 10, and 15 points), you select from a pool of powerful, class-specific or general-use perks.
💡 You no longer find Gunsmith books. Weapon proficiency is now purely earned through combat.
🛠️ Full List of New Weapon Skills (by Category)
🔫 General Mechanics Skills
- Close Quarters Training: Reduces minimum effective range by 40% (Assault Rifles, DMRs, Snipers)
- Reload Artist: Scopes: Reload while staying scoped (DMRs, Snipers)
- Reload Artist: Speed Reload: Double-tap reload to speed it up, sacrificing remaining rounds (Pistols, SMGs, Shotguns, ARs, DMRs)
- Reload Artist: Double Barrel: Load both shells at once in double barrel shotguns
- Run and Gun: Fire while sprinting (Pistols, Shotguns)
- Marksman Awareness: Peripheral vision while scoped and instant crosshair visibility (DMRs, Snipers)
- Fast Focus: Crosshair tightens faster when hovering over targets
- Fast Hands: 50% faster weapon switch speed (various classes)
💥 Damage & Combat Enhancers
- Penetrating Shot: Kills allow bullets to hit enemies behind the target
- Empowered Backup: Swapping to this weapon gives 15% damage boost for 2.5s
- First Bullet: The first bullet of each mag deals +30% damage
- Impaler Shot: Slows enemies on hit (bonus duration with Sniper Rifles)
- Prolonged Vision: Hit targets stay visible through obstacles for 2 seconds
- Killer Reload: +20% reload speed after killing an enemy
- Vital Shooting: Holding aim before shooting ignores part of target’s armor
- Improvised Sniper: Holding aim increases max effective range for that shot (Assault Rifles)
🧠 Tactical/Support Skills
- Shotgun Master: Boosts slug ammo’s effective range
- Phantom Bullets: Continue shooting for a brief moment after magazine empties (SMGs, ARs)
- Crosshair Myopia: Enlarges hit confirmation circle to reduce glancing shots
- Emergency Sprint: +20% move speed for 3s after swapping to weapon
- Armor No Problem: +20% chance for shots to penetrate armor
- Suppressive Fire: +15% damage after 0.5s of continuous fire
- Flank Master: +15% damage when undetected or outside enemy vision cone
- Steady Sniper: After landing a shot, doubles optics’ ergonomic stat for 2s
📋 UI & Gameplay Improvements
- New PDA Menu: Separate weapon skills tab added—no longer listed under generic skills
- Skills Track Automatically: Each weapon class shows detailed stats: recoil, range, accuracy
- No More Gunsmith Skillbooks: Fully phased out—proficiency now comes from using weapons
- Tiered Perk System: 3–5 total perks per weapon class
- Free Respec Available: Players can choose a new perk when crossing thresholds
⚠️ Most perks are locked to specific tiers, so early picks matter. Perks cannot be stacked, and each class has its own track.
🐛 Bug Fixes & QoL Updates
- Improved Steam Deck compatibility
- Exit sign added to Bunker
- Player location now shows when inside interiors
- Resolved several inventory and UI bugs
- Improved gamepad support and remapping
🔄 In-Game Overview
When accessing your PDA, a new weapon skills tab allows you to track progress and perks per weapon type. Skill milestones are shown with red markers. Perks are assigned at:
- 5 skill points
- 10 skill points
- 15 skill points
Each level gives you a new perk selection. Some perks repeat across weapon classes; others are exclusive.
Example: At 5 skill points for Assault Rifles, you might choose between Impaler Shot, Flank Master, or Killer Reload.
You can switch perks as you level up and test different builds. However, you can only have one active perk per tier, so plan based on your combat style.
Final Thoughts
Patch 0.52 transforms how combat progression works in Zero Sievert. By tying perks directly to weapon use, the game now deeply rewards commitment to your playstyle. Whether you’re rushing in with SMGs or sniping from afar, each class has a path of growth that’s not only functional but also flavorful.
Gone are the days of grinding skill books. This is progression through action—and with dozens of new perk combinations, your builds just got way more personal.
Ready to experiment? Dive in and let your favorite weapon evolve with you.
Good luck out there, Hunter!




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