Indiana Jones and the Great Circle clearly highlights the holster of Indy's revolver, let alone any firearm he finds on the bodies of fascists or Nazis—at least for a while. It's endlessly fun to discover new melee weapons that will inevitably shatter over the heads of unsuspecting enemies, and a well-timed parry/thrust combo never disappoints. This means that while Indy always has his revolver tucked away in his bag for a rainy day Indiana Jones and the Great Circle They deliberately make weapons discreet at the beginning, there is a point in the game's story where neglecting to hold a weapon with the intention of shooting is almost impossible.
The amount of options players have Indiana Jones and the Great CircleThe game's gameplay is stunning, whether players are cracking Indy's whip to scare away dogs from an enemy state or using the pistol as a melee weapon rather than a lethal shooter. There is always a choice that players make in whatever circumstances they find themselves in, and while stealthy maneuvering in a confined space won't always yield different results than players taking out everyone in sight, players can make encounters easier based on these options. . Unfortunately, while these options remain throughout, the late-game setting invariably tempts players to finally engage in gunfights if they haven't already.

Related
Indiana Jones and maybe Lore Retcon explains
Indiana Jones and the Great Circle hints at a potential retcon, recasting Noah's Ark not as a vessel but as an ancient artifact of immense power.
Indiana Jones and the weapons of the Great Circle become more enticing as the story progresses
In pre-release marketing of the game Indiana Jones and the Great Circle's MachineGames stated how the melee combat was designed to encourage gunfights. Weapons were said to be an option, albeit one that would throw the player into more challenging scenarios, as enemies would then be willing to draw weapons in retaliation, meaning fists and various tools were the way to go in most cases.
This is definitely true of the early game areas that players can get out of Indiana Jones and the Great Circle's Adventure Books adapts to a melee-heavy playstyle, yet once players leave Giza there's a transition that can be alarming to acclimate to. Quite a few adventure books eventually start offering firearms skills, and ambiguously at the same time the game encourages their use, when enemies suddenly start pulling guns on Indy from the Himalayas onwards.
Players can encounter Adventure Books such as Slug Boy, which increases the number of handgun bullets players can reserve in their inventory by half a dozen, and Button Man, which unlocks the ability to deal more damage with two-handed firearms.
It could be argued that there would be no point in having a gunfight if players weren't going to use it in combat, and therefore players shouldn't be admonished or reprimanded for having a gun. however Indiana Jones and the Great Circle he's probably past his zenith, while melee is still cuter than his shootouts. There were no skirmish skills available, it might have been weird, but they imply that the skirmish will now be a more efficient and effective means of combat.
This is especially true of the restricted areas of Sukhothai, namely Camp Voss, which is teeming with fascists and gun-toting captains. Stealth is enforced here if players don't want to be taken down quickly, while in the Vatican or the Giza Forbidden Areas, players can cause ruckus and pile crushed bodies at their feet without drawing a gun on them. All this regardless of lighter-ignited dynamite and explosive barrels.
Once players use guns in Indiana Jones and the Great Circle, it can be hard to go back
A reliable counter against armed enemies is Indy's whip. After upgrading the Adventure Books, players can disarm enemies with a whip crack and even use the whip to knock out unsuspecting enemies.
This ensures that stealth can continue to bolster the melee-focused playstyle, but it's a hard-fought battle of conviction that many players may not feel as committed to when offered increasingly attractive shooting abilities. The higher difficulty and greater volume of weapons has the potential to encourage creativity in how players traverse areas and avoid detection at all costs given how much higher the stakes are raised, yet it can also backfire and cause players to resort to Indy's trusty and repairable revolver, let alone all the endless spare rifles lying around.
In fact, even if players are committed to melee combat, they may likely choose to pick up a gun instead of a baton for its reliable durability, and when their backs are to a corner, they may be impatient and risk the noise their enemies would make shooting. The temptation is ever present and the melee is front-loaded Indiana Jones and the Great Circle this can be worrisome when you then get your hands on as many weapons as players could possibly want.
Indy was never shy about potentially murdering someone he was fighting; regardless, there is a deeper satisfaction Indiana Jones and the Great Circle gives players when simply shooting enemies isn't the ideal means of scraping by. This is diluted a bit when guns are more ubiquitous, and as players are given skills that make the firefight more intense, it can be difficult to decide to wade through a sea of unarmed enemies due to the arbitrary morality that even Indiana Jones and the Great Circle eventually ignores.