Throwing Weapons
Twenty-plus types of thrown weapon that are not consumables, giving you an attack that costs no stamina.
The dagger belt you find on a rock offshore is the demo’s best argument for its own combat system. Melee is a commitment; a thrown dagger is not. Against an enemy you cannot safely approach, the correct play is often to empty your belt from a doorway, and the game lets you because the daggers are not consumables.
That non-consumable rule is the design decision worth flagging. If daggers ran out, they would be saved for emergencies and the stamina problem would remain unsolved. Because they come back, they become a real second weapon that happens to travel through the air, and the twenty-plus types in the full game read as a genuine arsenal rather than a bag of tricks.
The three-and-three slot layout also explains why damage types matter more than they look. You can carry a slashing weapon, an impact weapon and a piercing option at the same time, so being wrong about an enemy is a swap, not a death. The cost is that every swap is a moment you are not attacking.