HUSH They Can Hear Weapons: Controls, Spawns, and Noise Stats
HUSH They can hear weapons include firearms like pump shotguns, revolvers, and machine pistols assigned to numbered hotbar slots, alongside silent melee tools. Players acquire them from loot containers, supply crates, or base shops while balancing firepower against sound-tracking monsters.

HUSH They can hear weapons include firearms like pump shotguns, revolvers, and machine pistols assigned to numbered hotbar slots, alongside silent melee tools. Players acquire them from loot containers, supply crates, or base shops while balancing firepower against sound-tracking monsters.
Weapon Slot Assignments and Gun Controls
Weapons in HUSH: They can hear occupy designated hotbar slots accessible through number keys on the keyboard. Firearms are stored in primary and secondary weapon slots assigned to keys 1 and 2, while melee instruments such as crowbars occupy slot 3. Explosive items and throwables map to key G.
Operating any equipped gun relies on standardized PC inputs:
- Press 1, 2, or 3 to equip a weapon from your inventory slots.
- Hold right-click to raise the weapon and aim down sights.
- Left-click to fire rounds.
- Press R to reload the active weapon when carrying spare ammunition.
- Press Q to holster weapons and free up movement.
- Press I to inspect weapon conditions in your hands.
- Press V to switch into first-person perspective for precision shooting.
Equipping weapons before exploring buildings prevents delays during hostile encounters. You can rearrange weapons in your inventory screen, but drawing a gun while engaged makes noise and slows your sprint.
Available Firearms, Melee Tools, and Ammunition
Loot runs yield several categories of offensive tools ranging from silent utility items to high-caliber ballistic firearms. Melee tools include crowbars, fire axes, and spiked bats. Crowbars serve as silent close-range weapons that double as entry tools for prying open barriers and breaking window glass without setting off loud alerts.
Firearms consist of sidearms, shotguns, and long guns:
- Handguns: The B7 starter pistol, B17 pistol chambered in 9x19mm, standard revolvers, and machine pistols provide compact personal defense.
- Shotguns: Pump shotguns and double-barrel shotguns deliver spread damage at short distances.
- Rifles and automatics: The MK5 submachine gun, R-15 rifle, and AK platforms provide sustained fire at intermediate ranges.
Ammunition must match weapon chambers to function. Common ammunition variants found across the town include Light Ammo, medium ammo, heavy .357 rounds, shotgun shells, and 5.56mm military rounds. Spare weapon attachments, including silencers, drop inside military containers and extraction supply crates to suppress muzzle noise.
| Weapon Category | Tactical Role | Trade-off and Resource Demand |
|---|---|---|
| Melee Tools (Crowbar, Axe) | Silent clearing of isolated targets and barrier removal | Short reach forces direct exposure to incoming attacks |
| Suppressed Pistols | Mid-range defense against wandering infected | Consumes dedicated pistol calibers and suppressor attachments |
| Shotguns and Rifles | Immediate stopping power against pursuing threats | Severe gunshot audio alerts surrounding monsters across the map |
Damage Multipliers and Hit Detection
Ballistic damage against hostile entities varies depending on shot placement. The game communicates impact results through distinct on-screen hit markers:
- Headshots: Land a yellow hit marker and inflict 300% of base damage. Targeting the head provides the fastest method to neutralize hostile targets before they retaliate.
- Torso hits: Land a white hit marker and register 100% standard weapon damage.
- Limb hits: Striking arms or legs deals roughly 60% to 70% of standard damage. Damaging an infected target's legs breaks their mobility and forces them into a slow crawl.
- Elimination markers: A red hit marker confirms a lethal strike and target elimination.
Conserving ammunition requires aiming for headshots. Firing into center mass or limbs expends excess ammunition and prolongs the encounter, multiplying the audio cues that summon nearby creatures.
Gunfire Noise and Decibel Hazards
Sound is the central threat trigger in HUSH: They can hear. The HUD includes a decibel meter at the lower-left corner of the screen that tracks your real-time volume output. Environmental state labels such as indoors reduce baseline sounds by 8 dB, while open ground broadcasts audio freely.
Routine movement illustrates normal decibel levels:
- Crouching indoors registers roughly 33 dB.
- Walking outside registers around 52 dB.
- Driving a motor vehicle registers approximately 81 dB.
Unsuppressed firearms instantly spike the sound meter far past standard vehicular levels. The game rules warn directly that every gunshot rings a dinner bell for listening creatures. Understanding sound mechanics dictates that drawing a weapon should remain an emergency reaction rather than a standard clearing method. Equipping a silencer mitigates muzzle flash and decibel range, enabling safer engagements against lone targets.
Sourcing Guns and Death Penalties
Weapons originate from three primary sources: environmental loot containers, extraction drops, and lobby vendors. Inside the map, red toolboxes, medical crash carts, and supply crates located around extraction zones yield firearms, weapon attachments, and loose ammo boxes. High-value locations such as the army camp and checkpoint zones hold crates containing automatic rifles and high-tier shotguns.
Between matches, you can buy starter packages, firearms, and ammunition from the Gunner vendor using currency earned from successful runs. Selling collected materials at HUSH SUPPLY also allows you to purchase gold guns and tactical hardware.
Entering a raid carries severe inventory stakes. Under the standard death penalty, falling in combat strips away all carried firearms in slots 1 and 2, throwables on key G, and loose backpack loot. Only items stored in your base stash or protected within your secure safe pocket return home upon death. Carrying high-value firearms demands constant awareness of your remaining ammunition and a clear escape route toward an open evacuation gate.
