Ammo in 99 Nights in the Forest: Every Type, Every Source, and the Cost per Round

There are three bullet types, three guns that fire them, and one building that sells them. Where Revolver Ammo, Rifle Ammo and Shotgun Ammo actually drop, what an Ammo Crate charges per round, why the Tactical Shotgun is the most expensive gun in the game to keep firing, and which ranged weapons never want a bullet at all.

Updated 2026-10-05

There are three bullets in 99 Nights in the Forest, three guns that fire them, and exactly one building that will sell them to you. Almost every guide on the game stops at "check the chests for ammo" — which is fine until the night you need forty shells and the Forest has decided not to drop any.

This page is the one that does the arithmetic.

Last verified: 2026-10-05.

Quick Answer

  • Three bullet types, three guns. Revolver Ammo, Rifle Ammo and Shotgun Ammo are separate items. Finding Dulcinea is the only source we found that publishes a box size for all three at once: 6 rounds per box for each. Take that as single-source until someone else prints it twice.
  • The chests are not a reliable supply. Revolver Ammo turns up in Common and Good Chests and in gun cabinets inside cabins near camp; Rifle Ammo comes from Iron and Legendary Chests (which need a Campfire level 4+ to open); Shotgun Ammo is the rare one, and most sources can only point at the Ammo Crate.
  • The Ammo Crate is the real economy. It is a Tier 4 Crafting Bench structure costing 30 Scrap, 20 Wood and 1 Cultist Gem. Once it is placed, it converts Scrap into rounds — but not at the same rate for both guns, and the gap is the single most useful number on this page.
  • Alien Tech is a second ammo economy. The Laser Cannon, Raygun and Laser Sword never touch a bullet; they drain a shared charge bar instead.
  • Save the Rifle for after Campfire 4, take the Revolver before that, and only commit to the Tactical Shotgun once an Ammo Crate is standing in your camp.

Three Bullets, Three Guns, Three Separate Pockets

Every ranged gun in the game falls into one of three families, and the family decides what you have to spend the night carrying:

GunAmmo typeMagazineSource
RevolverRevolver Ammo6 roundsRanger class, Pelt Trader, chests, gun cabinets
RifleRifle Ammo1 round, ~5 s reloadIron and Legendary Chests, Armory, cultists
Tactical ShotgunShotgun Ammo3 shells, 5 s reloadEssentially the Ammo Crate
Laser CannonAlien Tech energy~75% of the bar per shotCyborg class, UFOs, Alien Chest
RaygunAlien Tech energy~13 shots per barAlien class, UFOs
Infernal CrossbowNoneUnlimitedVolcanic Biome chests, Fire Bandit class
KunaiNone (finite stack)No reloadAssassin class, Ruby Chests

The practical consequence is the one nobody writes down: running two bullet guns means running two reserves. A belt of Revolver Ammo is not a backup for a rifle you picked up in an Iron Chest, and the reverse is just as true. Pick the family before the night, then spend your Scrap accordingly.

Where Revolver Ammo Drops

This is the easiest of the three, which is exactly why it is the correct early-game answer.

  • Chests. Common Chests and Good Chests both list "Revolver plus ammo". See the full ladder on our Chest Tiers page, because the same table makes clear why those chests are gated by campfire level.
  • Gun cabinets. Forest cabins and houses near your camp sometimes hold a Revolver, usually with ammo beside it. Our Revolver page lists this as the quietest source in the game.
  • The Ranger class. It starts every run with a Revolver and 18 ammo — three boxes on Finding Dulcinea's reading, assuming the 6-per-box figure holds.
  • The Pelt Trader. One of the trader rungs hands over a Revolver Ammo swap. Every reward rung is on that page.
  • Cultists. Finding Dulcinea lists killing cultists as a revolver ammo drop. That is one source, and no other guide we found confirms the rate, so treat it as a bonus rather than a plan.
  • The Ammo Crate, once you have one.

Where Rifle Ammo Drops

The rifle is the gun most players get handed by accident in an Iron Chest and then cannot feed. Its ammo is markedly harder than the revolver's.

  • Iron Chests and Legendary Chests, which sit at Campfire level 4. That gate is the whole point: the rifle is not an early weapon, and neither is its ammunition.
  • The Armory, per rblxguide, which describes rifle ammo as appearing there with some frequency.
  • Killing cultists.
  • Crafting at the Ammo Furnace — rblxguide names an "ammo furnace" as a rifle ammo craft route. This is a single source and the furnace does not appear in the Fandom crafting tables, so do not build a run plan around it.
  • The Ammo Crate, at the same price as revolver rounds.

Our Rifle page carries the reload argument in full, because the magazine size is genuinely disputed — see Where Sources Disagree below.

Where Shotgun Ammo Drops — and Why Everyone Runs Dry

This is the part of the ammo economy that quietly ruins runs.

Finding Dulcinea states flatly that Shotgun Ammo comes from Ammo Crates and nowhere else. Our own Tactical Shotgun page takes a slightly wider view and calls the ammo "rare and must be crafted". The two are not far apart, but between them they leave gaps, and the honest summary is: you will not find shotgun shells on the floor in the way you find revolver shells.

Two things make it worse than it looks:

  1. You start with a full belt. Picking up a Tactical Shotgun comes with 43 shells — 3 loaded in the tube and 40 in reserve, with a 3-shell magazine and a 5-second reload. That buffer is the only reason the gun feels sustainable, and it is finite.
  2. The upgrade does not help it. The Heavy Ammo Crate Recipe Tablet, covered below, adds explosive revolver and rifle rounds. There is no explosive shotgun shell in any source we found. The shotgun's price never improves.

So the Tactical Shotgun is the highest-damage ranged weapon in the game and the most expensive one to keep pointed at anything. That trade is the entire subject of this section.

The Ammo Crate: The Only Reliable Supply

Unlocks atCrafting Bench Tier 4
Cost30 Scrap + 20 Wood + 1 Cultist Gem
What it doesOnce placed, buys ammo with Scrap

The recipe appears in the Fandom crafting tables, in Finding Dulcinea's recipe list and in Six Storeys's guide, all three agreeing on the Cultist Gem requirement. Only rblxguide publishes the shop prices, and those numbers are the reason this section exists:

PurchaseScrap costRoundsScrap per round
Revolver Ammo360.5
Rifle Ammo360.5
Shotgun Ammo2063.33

Do the division before you commit. The Tactical Shotgun's shells cost roughly 6.7 times more per round than revolver or rifle rounds. That is not a typo in our arithmetic — 20 divided by 6 is 3.33, and 3 divided by 6 is 0.5. The same pile of Scrap buys you thirty-six rifle rounds or six shotgun rounds.

One caveat, and it is a real one: those prices come from a single source. The Tactical Shotgun's 4 Cultist Gem, 4 Bear Pelt, 2 Alpha Wolf Pelt and 10 Scrap recipe is corroborated by several sources, so the gun itself is well documented — the ammo pricing is not.

The advice that follows from the numbers is unglamorous: build the Ammo Crate before you build the shotgun. Place it centrally and defended, because an Ammo Crate inside a raid is not an Ammo Crate.

The Heavy Ammo Crate Recipe Tablet

One upgrade exists, and it is easy to miss because it is not sold anywhere.

The Heavy Ammo Crate Recipe Tablet turns the standard Ammo Crate into one that also sells explosive rounds. Per bo3.gg, the full unlock list is:

PurchaseScrap cost
Revolver Ammo3
Rifle Ammo3
Shotgun Ammo20
Explosive Revolver Ammo5
Explosive Rifle Ammo5

How to get it: it is not a chest and not a shop. It sits in the Cavern, in a room locked behind iron bars at the right side of the last Blessing chamber — you bust the bars with an explosion — and inside is the Golden Miner's Chest, which always holds the tablet plus one extra item. The tablet then goes in the Grinder at Tier 4, costing 30 Scrap, 20 Wood and 1 Cultist Gem.

Read the table above twice, because the omission is the finding: there is no explosive shotgun shell. Even a fully-upgraded Heavy Ammo Crate keeps the shotgun at 20 Scrap for six rounds.

Note also how much of that unlock is on the Caverns page already. If your run is going down there for blessings anyway, the tablet is a detour of a few steps, not a trip.

Every Reload Number, Collected in One Place

Sites publish these individually, which means nobody can compare them. This is the whole table:

WeaponMagazineReload / rechargeCost per shotSource
Revolver6 roundsQuick to draw, no energy bar0.5 scrap if cratedThis site, Finding Dulcinea
Rifle1 round (disputed)~5 seconds0.5 scrap if cratedThis site
Tactical Shotgun3 shells5 seconds3.33 scrap if cratedThis site, Finding Dulcinea
Laser CannonInfinite (energy)~8 s to recharge, ~75% of the bar per shotAlien TechThis site
Raygun~13 shots per bar9.5 s overheatAlien TechThis site
KunaiNo magazineNoneDurability stackThis site
Infernal CrossbowInfiniteNoneFuel dropsThis site

Three things fall out of that column:

  • The five-second window is the real mechanic. A rifle that holds one round and takes five seconds to load is firing once every five seconds by committee. The revolver's six-round cylinder is not a damage upgrade over it, it is a precision upgrade — six triggers before you are defenceless.
  • The shotgun's five seconds costs two shells. Three shells in the tube, five seconds to refill it, and 3.33 scrap per shell. It is a door, not a weapon.
  • The alien weapons trade everything for availability. No scrap, no crate, no reload animation — and a dead charge bar is the only failure mode, which is a much kinder failure than an empty floor.

Alien Tech Is a Second Ammo Economy

Bullets are not the only way to make a gun go. The Alien Tech charge bar is a shared pool, and it is the cheapest ammo in the entire game — the only thing it costs is Diamonds up front.

WeaponWhat it drainsWhere it comes from
Laser Cannon~75% of the bar per shot, ~8 s rechargeCyborg (600 D), UFOs, Alien Chests
RaygunOne of ~13 shots per bar; 9.5 s overheatAlien (100 D), UFOs, Alien Chests
Laser SwordCharges with useBroken UFO, Mothership, Alien Chests

The honest trade is that the pool is shared. Every shot on the Laser Cannon eats into the same bar the Raygun would have spent, which makes Alien Tech a build rather than a weapon — you commit to it, or you do not, and mixing a Laser Cannon into a revolver run just means you now farm two currencies.

The Cyborg page covers the 600-Diamond route and why it also carries an Alien-armour convenience; the Alien page covers the cheaper 100-Diamond door.

Fuel Canister Is Ammo Too

One weapon breaks the rule, and usually in the player's favour: the Flamethrower does not use bullets at all, it burns Fuel Canister. Finding Dulcinea lists the canister as both a flamethrower consumable and a general chest drop.

That matters for a reason that is easy to miss: Fuel Canister is the only "ammo" in the game that your campfire also wants. The same item is a gun reagent and a fire reagent, so burning through one flamethrower tank quietly shortens the night you were trying to survive. Our Biofuel Processor page is the longer-term answer for who is producing fuel in a run — and our Campfire page is what fuel actually buys you.

The Weapons That Never Want a Bullet

If the Ammo Crate math has not convinced you yet, this is the alternative: a set of ranged weapons with no reload and no shell economy.

  • Infernal Crossbow — infinite ammo, burning damage, and it cooks the food you kill with. Pairs with the Fire Bandit class.
  • Kunai — no magazine, no reload animation, no ammo to loot. You throw a finite stack and the stack is the ammo; when it empties the item leaves your inventory. Finding Dulcinea puts the stack at 120.
  • Blowpipe — ranged poison damage, an alternative to the poison spear line.
  • Snowball — 40 throws, applies the cold effect. Finding Dulcinea is the only source for the count.
  • Frozen Shuriken — about 70 count, chill effect. Snow Biome chests.

The catch with every one of these is that the "ammo" is the item itself, so thinning the stack is the same thing as spending the weapon. A Crossbow with infinite ammo and one spare is a Crossbow with one spare. Compare that against a revolver where 3 Scrap buys six triggers from a crate standing in your own camp, and the trade becomes clear: no-ammo weapons are good for the first third of a run and for a fallback slot, not for the last third.

Ammo by Class

ClassCostWhat it bringsAmmo implication
Ranger70 DRevolver + 18 ammoThe cheapest honest start for a gun run
Assassin500 DKatana + KunaiNo ammo economy at all; stack management instead
Fire Bandit200 DInfernal CrossbowInfinite ammo from day one
Alien100 DRaygunAlien Tech, no bullets
Cyborg600 DLaser CannonAlien Tech, no bullets, plus armour convenience
Brawler100 DFistsCannot equip ranged weapons — but still collects ammo

That last row is the funniest and most useful detail in the ammo system, and almost no guide mentions it: a Brawler cannot equip a Revolver, Rifle or Tactical Shotgun, but it can still pick up and carry their ammo. The Brawler page spells out the levels where it costs you something.

Which brings us to the team version of that fact.

The Ammo Mule Problem in Team Runs

Because the Brawler hauls ammo it cannot fire, and because everyone else's gun needs a different shell, a five-player run quietly develops an ammo economy of its own: whoever is holding the wrong reserve becomes the camp's supply depot.

The practical rule we would defend:

  • One player specialises in Scrap. Scrap is the one input the Ammo Crate turns into everything, and unlike bullets it can be ground from broken furniture in bulk. See how to get Scrap.
  • One player specialises in the crate-critical gems. The Ammo Crate itself wants a Cultist Gem, and the Heavy upgrade wants a second. See Cultist Gem for the full ladder.
  • The Brawler is not a wasted slot. Its job is to be the depot. Tell it which reserve the team needs before the night starts rather than after someone runs dry.

The same arithmetic discipline applies to the locks that gate your boss runs — eight keys here, four there — which our Keys and Locked Doors guide is the model for.

A Budget for the First Ammo-Powered Run

Putting the above into an order, which is what the numbers actually recommend:

  1. Campfire to level 2–3 first. Until chests open, revolver ammo comes from cabins and the Pelt Trader, and nothing else is dependable. Our Campfire upgrade ladder is the gate on all of it.
  2. Take the Revolver. It is the only gun whose ammo you can fairly describe as "findable", and the Ranger's 18 rounds covers the early nights.
  3. At Campfire 4, start hunting Iron and Legendary Chests for the Rifle — and take every Rifle Ammo you see, because 0.5 scrap per round is the cheapest sustained firepower in the game.
  4. Push the Crafting Bench to Tier 4. 30 Scrap, 20 Wood, 1 Cultist Gem. Now your ammo is a resource problem you control instead of a drop table you pray to.
  5. Only now, build the Tactical Shotgun. If the crate is not standing, the shells are not there.
  6. Optionally, one Cavern trip for the Heavy Ammo Crate Tablet, if the run has room for it.

Where Sources Disagree

This is the section we would read first if you only read one.

  • The Tactical Shotgun's ammo source. Finding Dulcinea says Ammo Crates only. Our shotgun page says it is rare and must be crafted. The Ammo Crate prices come from a third source, rblxguide, which nobody else publishes. Treat "the crate, and very little else" as the safe working assumption.
  • The Rifle's magazine size. Our Rifle page carries 1 round with a ~5-second reload; the Best Weapons page lists 6 per reload; Finding Dulcinea's ammunition table says 6 rounds per box. One of these is measuring the magazine and one the box, and nobody has said which. The practical advice does not change much — carry a Revolver as a sidearm either way — but do not trust any single number here.
  • The Ammo Furnace. rblxguide describes rifle ammo as craftable at an "ammo furnace". It does not appear in the Fandom crafting tables and no other guide mentions it. One source.
  • The Ammo Crate prices. Single source, rblxguide. The existence of the crate and its Tier 4 slot are corroborated; the 3-and-20 Scrap pricing is not. If you are building a run plan on the 6.7x figure, build it with the understanding that the ratio could move if another source publishes different numbers.
  • Box sizes generally. Finding Dulcinea's "6 rounds per box" for all three types is the only source that states all three together.
  • Explosive ammo. bo3.gg lists explosive revolver and rifle rounds from the Heavy Ammo Crate and no explosive shotgun shell. No other source we found covers the Heavy Ammo Crate at all.
  • Class ammo counts. The Ranger's 18 rounds is on our own Revolver page; Finding Dulcinea's revolver ammo sources and the Kunai stack count are not corroborated elsewhere.

FAQ

Do the three ammo types cross over? No. Revolver Ammo, Rifle Ammo and Shotgun Ammo are separate items for separate guns. Running two bullet weapons means maintaining two reserves.

Can you buy ammo without building the Ammo Crate? Only indirectly — the Pelt Trader runs revolver ammo rewards, and cultists drop some according to one source. The crate is the only structure that converts Scrap into shells on demand.

Is the Tactical Shotgun worth it? It is the highest close-range damage in the game — 8 pellets, up to 150 at point-blank range — and the most expensive gun to keep firing at roughly 3.33 Scrap per shell. If you have an Ammo Crate, yes. If you do not, you are spending your best resources on a gun whose magazine empties in three triggers.

Do alien weapons need ammo? No. They share the Alien Tech charge bar, and the bar is refilled by killing aliens. The cost is up front — either the Alien class at 100 Diamonds or the Cyborg at 600.

What is the cheapest sustained firepower in the game? Revolver or Rifle ammo from the Ammo Crate, at 0.5 Scrap per round. The rechargeable alien weapons are cheaper per shot but require the class purchase first.

Does the Heavy Ammo Crate fix the shotgun's price? No. It adds explosive revolver and rifle rounds at 5 Scrap. There is no explosive shotgun shell in any source we found.

Sources

Related Pages

  • Revolver — the gun the early ammo economy is built around
  • Rifle — where the 1-round-versus-6 debate lives
  • Tactical Shotgun — the 43-shell buffer and the 3-shell magazine
  • Laser Cannon — infinite ammo at 75% per shot
  • Raygun — the cheapest door to infinite ammo
  • Infernal Crossbow — unlimited ammo and no crate needed
  • Kunai — the no-reload option with a finite stack
  • Flamethrower — the weapon whose "ammo" wants your campfire fuel
  • Crafting Bench — the Tier 4 slot the Ammo Crate lives in
  • Cultist Gem — one gem for the crate, another for the Heavy upgrade
  • Caverns — where the Heavy Ammo Crate Recipe Tablet sits
  • Chest Tiers — the campfire gates on every ammo-bearing chest
  • Pelt Trader — the revolver ammo rung
  • How to Get Scrap — the one input the crate converts into all three
  • Biofuel Processor — the fuel answer for the flamethrower
  • Campfire — the level 4 gate on rifle ammo
  • All Classes — including the Ranger's Revolver and 18 rounds
  • Brawler — the class that hauls ammo it cannot fire
  • Cyborg — the Laser Cannon route
  • Alien — 100 Diamonds for the Raygun
  • Hard Mode — where a bad ammo plan ends a run early
  • Speedrun Guide — the cycle-saving structures worth skipping over the crate

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