Project Rabbit's weapon list is the most concrete piece of the game we have, because it came from the developers themselves at PlayX4 rather than from trailer analysis.
From the Inven Global on-site report, the weapons demonstrated were:
| Weapon | Type | Notes |
|---|---|---|
| Sword and shield | Hybrid | Alice's trailer loadout — sword plus shield, medieval noble silhouette |
| Dual blades | Light / fast | Two-handed pairing for speed-focused play |
| Greatsword | Heavy | Slow commitment, high reward |
| Axe | Heavy | Distinct from the greatsword in handling |
| Katana | Cutting | The weapon most directly aligned with the parry-and-deflect core |
| Bow | Ranged | The ranged option in a game otherwise built around close-quarters timing |
| Staves (three types) | Magic / casting | Three separate staff types demonstrated; their specific functions are not yet disclosed |
Structurally, two weapons can be equipped at once. That single rule does most of the work in determining how the combat plays out, and it is the reason the library is described as large. A sword-and-shield loadout solves a different problem from dual blades; a katana in one hand and a bow in the other is a fundamentally different run from two heavy weapons. There are no official build names — the studio's phrasing is that you create your own combat style.
Note that the three staff types are the least documented part of the arsenal. The count is confirmed; what each staff does is not. Whether they are elemental loadouts, class-defining casters or progression-gated tools is currently unknown, and this page will update the moment the studio explains it.
Character growth is built from multi-tier skill trees plus a weapon mastery system. Two things follow from that structure. First, weapon choice is not cosmetic — switching weapons likely means rebuilding part of your mastery investment, which makes the two-slot loadout a genuine commitment rather than a menu tweak. Second, in an extraction game where your gear is at risk, the incentive to spread across several mastered weapons rather than perfecting one is weaker than it would be in a conventional RPG.
The store copy describes the combination space as "countless combinations of weapons, equipment and skills". The word "equipment" is doing quiet work there: it implies armour, consumables and other gear categories exist alongside weapons, but no specific pieces, affixes, sets or numeric values have been published. Any tier list you find for Project Rabbit right now is invented.
This is a deliberate gap rather than an oversight. The game has not launched, and the studio has been careful to present systems at the level of "this exists" rather than "here is the number" — the exception being the weapon list, which they were willing to be specific about at the show.