Gunplay: executions and reload cancelling
Weapon swap cancels a reload and the other gun comes back loaded. Executions — extra rounds into dead bodies — are what the score counter is paying for.

The shooting in COP BASTARD is built from three ideas that all come from 1990s action cinema: keep firing after the target is down, cancel a reload by switching weapons, and make the camera do something stylish while you do it. None of them are explained in a tutorial pop-up.
The three ideas
| Idea | What it is | Where it pays off |
|---|---|---|
| John Woo executions | Firing into a body as it drops, in the film style the developers name as an influence | Score, via Extreme Prejudice |
| Reload cancelling | Switching weapons interrupts a reload; switching back gives you a loaded gun | Surviving a room with two guns instead of one |
| Slow motion clears | Spending the charge meter to walk through a room while it crawls | Making an execution land, and looking good doing it |
Reload cancelling, step by step
- Fire until the gun is dry, ideally at the end of a burst rather than mid-panic.
- Swap to your other weapon instead of waiting for the reload animation.
- Shoot whatever is still standing with the second gun.
- Swap back. The first gun is loaded — the animation finished while it was holstered.
The cost is the swap itself: for a moment you are holding a gun you did not choose, in a fight you did not plan. Do it behind a doorframe, not in the open.
Why executions are more than decoration
The game rewards extra rounds into dead targets. That is a mechanical rule, and the John Woo styling is how the developers made it feel like a character choice rather than a scoring exploit. Practically: the fight is not over when the last enemy falls, it is over when you stop shooting.
The no-upgrade argument
There is no perk that makes your gun better, no attachment that fixes the recoil, and no skill tree that turns the Beretta into a rifle. What improves is your timing: how fast you reacquire after a shot, how early you swap, how well you know which corner the next enemy comes from. A player with 20 hours in is measurably better than a player with two, and nothing in the game did it for them.
What it feels like when it clicks
The rhythm is: enter, pick the farthest target, two shots, swap, close the distance, execute, spit, reload behind cover, move. When you can do that without thinking about which gun is in your hands, the game stops being difficult and starts being a performance — which is exactly what the score counter is measuring.
Checked 2026-10-31 against the official launch announcement and the September 2026 demo update notes, which introduced reload cancelling and the execution system.