GRAVHOUNDS Mods: 60 Mods, 12 Showstoppers and Decks

How GRAVHOUNDS mods work: the 60-mod pool, 12 Showstoppers, the 11-slot Mod Deck, named mod effects, research unlocks and the November 6 nerfs.

Last Updated: 2026-11-08

GRAVHOUNDS Mods: 60 Mods, 12 Showstoppers and Decks

GRAVHOUNDS has 60 mods, including 12 Showstoppers, according to the official Steam listing. They are not random pickups you collect during a run. You research mods, add them to a Mod Deck before deployment, and reward pods draw only from that deck. A narrow deck gives consistent runs; a wide deck gives variety and inconsistency.

This page covers the official totals, how the deck unlocks, the named mods that can be verified in the current build, and what the November 6 patch changed. It is a reference page, not a tier list; the build guide covers which combinations to run.

Official source: GRAVHOUNDS on Steam ↗ — 60 mods, including 12 Showstoppers, plus 4 weapons and the Grav Beam. See also the official Steam news hub ↗ and the November 6 patch notes ↗.

GRAVHOUNDS modded hound firing at enemies in a crystal cave
GRAVHOUNDS modded hound firing at enemies in a crystal cave

The official mod count

Item Official number
Total mods 60
Showstoppers 12
Weapons 4 platforms plus the Grav Beam
Playable hounds 5
Turrets and deployables 22

The distinction between a normal mod and a Showstopper is importance, not just rarity. A normal mod adjusts a stat or adds a small effect. A Showstopper changes how a build works, which is why the deck limits how many you can bring.

The store page gives the totals but not a complete named list with numbers. Any page that claims to list all 60 with exact values is either datamining or filling gaps. This page only names mods that can be confirmed in the current build and marks the rest as part of the official pool.

How to unlock the Mod Deck

The deck is not available from the first minute. The unlock flow reported by players in the Early Access build is:

  1. Complete the opening shift.
  2. Go to the Research Lab.
  3. Open the MODS tab.
  4. Research a few mods.
  5. The MOD DECK BUILDER UNLOCKED notification appears.
  6. The MOD LOADOUT panel sits below the research tree.

Researching a mod does not automatically put it in the deck. You still have to add it to the loadout. That two-step structure is the part new players miss: they research a mod, assume it is active, and wonder why it never appears in a run.

How the deck and reward pods interact

The deck is the pool that reward pods can draw from. If a mod is not in the deck, it cannot appear in that run's pod offers. If a mod is in the deck, it is eligible, not guaranteed.

That has two consequences:

  • A focused deck is a consistency tool. Fewer eligible mods means each pod has a higher chance of offering something your build can use.
  • A wide deck is a variety tool. More eligible mods means more different runs, but also more dead pod offers.

The current Early Access deck readout shows 11 slots. The pre-launch explanation of the system described 10 common mods plus up to 2 Showstoppers; that demo-era split does not match the 11-slot readout in the live build. Treat the exact slot count as patch-dependent and check the panel before you plan a build.

GRAVHOUNDS holographic research table inside the ship
GRAVHOUNDS holographic research table inside the ship

Named mods in the current build

These mods can be confirmed in the Early Access build. The descriptions are functional, not exact stat values.

Mod What it does Best on
Quick Shot Increases fire rate Sustained damage weapons
Big Shot Increases damage Slow, high-impact weapons
Breaker Brief crit chance after taking damage Aggressive close-range builds
Last Stand Bonus damage at low health High-risk solo runs
Field Mechanic Mining Laser repairs buildings faster Defense-heavy squads
Critical Surge Crits restore booster fuel Mobility-dependent builds
Hazard Pay Kills award credits Economy-focused runs
Industrial Grade Upgradable mod, LVL1 to LVL2 Long runs with upgrade room
Rocket Barrage Showstopper; fires a volley of rockets Crowd control at high tiers

The list is not the full 60. It is the set that can be named without guessing. If a video names a mod that is not here, it may still be real; it is simply not confirmed in the sources used for this page.

Showstoppers and build-defining mods

Showstoppers are the mods that change a run's shape. Rocket Barrage is the confirmed example: a volley of explosions that can clear a lane or delete a wave, with a cooldown and tier scaling that keeps it from being free.

The official count is 12 Showstoppers. The deck limit means you cannot bring all of them, and the November 6 patch reduced Rocket Barrage's high-tier explosion radius. If you are choosing a Showstopper, pick the one that solves your build's worst problem rather than the one with the biggest number.

What the November 6 patch changed

The first Early Access patch nerfed several mods:

  • Live Wire and Chain Lightning: lower damage, shorter chain length, smaller radius and weaker chain falloff.
  • Rising Pressure: damage shifted toward the end of the magazine.
  • Kill Chain: lower per-kill damage and a lower stack cap.
  • Trigger Happy: lower top-tier damage cap.
  • Rocket Barrage: smaller explosion radius at high tiers.

None were removed. The GRAVHOUNDS update page has the full patch context, including the wave-pacing and friendly-fire changes that affect how mods feel in a run.

How to build a deck that works

A practical deck has three jobs:

  1. Kill the thing in front of you. At least one direct damage mod.
  2. Survive the mistake. One defensive or sustain mod, not three.
  3. Scale into the late waves. One mod that gets better as the run goes on.

Everything else is preference. A deck with four defensive mods will survive the first waves and fail the DPS check later. A deck with four damage mods will kill the first waves and fold when a Juggernaut connects.

The deck also interacts with your hound and weapon choice. A fire-rate mod on a slow weapon is worth less than a damage mod; a crit mod on a low-crit weapon is a waste of a slot. The best build page covers the combinations that survived the first patch.

Are there external mods or Steam Workshop support?

The official store page does not list Steam Workshop support, and the 60 mods in the game are in-game research unlocks, not user-created mods. There is no official modding API or Workshop tab on the store page as of November 8, 2026.

If you see a "GRAVHOUNDS mods" download advertised outside Steam, treat it as unofficial. Installing third-party files into an online co-op game can also create version mismatches with the host.

Check the deck before every run

The deck persists between runs, but the best deck changes with the planet and the squad. A defense-heavy deck that carried a solo run may be the wrong pool for a four-player damage check.

FAQ

How many mods are in GRAVHOUNDS?

60 mods, including 12 Showstoppers, according to the official Steam listing.

How many mods can you equip?

The current Early Access deck readout shows 11 slots. The exact split between common mods and Showstoppers is not published as a fixed rule in the live build, and it may change in patches.

How do you unlock mods?

Complete the opening shift, open the Research Lab, research mods in the MODS tab, then add the ones you want to the Mod Loadout. Research and deck membership are separate steps.

Do reward pods offer every mod?

No. Pods draw only from the mods in your deck. A mod you have researched but not added to the deck will not appear in that run's offers.

PROGRESSION PATHWAYS

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The November 6 nerfs and fixes in full.

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Deck archetypes and weapon pairings.

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