Mods are the run-time perks that reward pods give you. You unlock them permanently in the Research Lab's Mods tab, which has three trees: Breaker, Worker and Runner (Rocket Barrage and Dead Drop sit in Breaker). Unlocking a mod costs about 3 Research Points (5 plus an extra item for the strongest proc mods); each upgrade costs 4–9 RP plus 50–150 Biomass. Anything you unlock enters the reward pool, and the Mod Deck Builder lets you limit it to 10 mods + 2 Showstoppers.
Browsing the Mods tab in Early Access · Video by RubixRaptor Extra on YouTube
How mods work
Unlock a mod in the Research Lab’s Mods tab with Research Points. In-game text: “Anything unlocked here enters the reward pool.”
On an expedition, reward pods offer you mods from that pool. You stack them as the shift goes on. “The swarm grows deadlier by the second, but so do you.”
Upgrade a mod in the lab to raise its level (shown as LVL 1 > 2). Upgrades need Biomass as well as RP.
Once you’ve unlocked a few, the Mod Deck Builder opens: pick 10 common mods + up to 2 Showstoppers and reward pods only draw from those. See Mod Deck.
Octopus Panic counts 60 mods, including 12 Showstoppers, in Early Access. Below are the ones we’ve read on screen so far.
Costs
Action
Research Points
Extra
Unlock a basic mod
3
—
Unlock a top proc / utility mod (Gravity Bomb, Live Wire, Vampiric, Life Sap, Stay, Temporal Grenades…)
5
1 more item (purple icon, probably a blueprint ⚠️)
Upgrade level 1 → 2
4
50 Biomass
Upgrade level 2 → 3
6
75 Biomass
Rocket Barrage level 2 → 3
9
150 Biomass
Damage and crit mods
Mod
Effect (paraphrased from the card)
Rocket Barrage
On crit, fires a volley of homing rockets at nearby enemies. Cooldown
Live Wire
On crit, a high-voltage burst chains to nearby enemies. Cooldown. Best against packed groups
Gravity Bomb
On crit, fires a rocket that makes a gravity well: pulls in enemies, Build Kits and resources, then blasts them out. Stand clear
Dead Drop
Kills drop a timed explosive that goes off after a short delay. Cooldown
Lucky Strike
Higher base chance for random crits with any weapon
Critical Impact
All crits deal more damage, whatever the source
Payback
Taking damage briefly raises your crit chance
Hotshot
More crit chance against burning enemies
Big Shot
More weapon damage per shot
Quickshot
Higher rate of fire
Stockpile
Bigger magazine
Lock & Load
Faster reload on all weapons
Rising Pressure
Damage rises with each round fired before you reload
Last Round
The last round in each magazine deals bonus damage
Kill Chain
Rapid kills stack a damage bonus; keep killing to keep it
Trigger Happy
Each kill briefly boosts damage. Stacks
Last Stand
More damage while at 30% health or less
Blast Radius
Bigger explosions
Grenade and Grav Beam mods
Mod
Effect
Cluster Grenades
Grenades split into smaller explosives that scatter and detonate
Inferno Grenades
Grenades explode on impact and set enemies on fire
Temporal Grenades
Throws a gravity disruptor that makes a time-slowing field
Grav Leash
Nearby items tether to you and trail behind. Haul resources and Build Kits without the pipeline
Life Sap
Grabbing enemies with the Grav Beam stores health you can spend healing teammates
Grav Tether
A beam mod players discuss on Steam; some report it stops working at random ⚠️
Base, economy and support mods
Mod
Effect
Courtesy Turret
Gives you a free random turret Build Kit. Upgrading it adds higher-tier turrets you’ve unlocked to the draw (still random)
Industrial Grade
Turrets come with thicker plating and last longer
Field Mechanic
Repair structures faster with the mining laser
Safety Protocols
Take less damage while repairing
Cutting Edge
The mining laser harvests faster
Express Delivery
Objects, including your respawn token, move faster through the pipeline
Hazard Pay
Bonus credits for every kill. Since the demo, every player gets the payout, not just the host
Overtime Bonus
Instant bonus credits; more per level
Movement and survival mods
Mod
Effect
Skybound
Jump jets go higher and hover longer
Booster Bonus
More booster fuel: longer hovers, boosts and lateral bursts
Critical Surge
Crits refill some booster fuel
Pipeline Drift
Boosting along a pipeline gives a short speed burst
Grit and Bear It
Take less damage at low health
Vampiric
Kills drop small health pickups you vacuum up
Stay
A field around you slows nearby enemies and projectiles
Training also matters: each hound’s Mods stat in the Research Lab’s Training tab reduces Showstopper cooldowns.
Good combinations
Crit engine: Lucky Strike + Critical Impact + Payback to crit more often, then Rocket Barrage, Live Wire or Gravity Bomb to turn crits into area damage. The Pulse Rifle’s random crits feed this best (weapons).
Turret builder: Courtesy Turret + Industrial Grade + Field Mechanic + Safety Protocols. Fewer turrets lost and faster repairs while the swarm pushes.
Money run: Hazard Pay + Overtime Bonus early, so you can afford more Build Kits before the waves escalate.
Runner: Skybound + Booster Bonus + Pipeline Drift for the player who ferries resources and revives teammates, with Grav Leash to carry without a pipeline.
These pairings are our suggestions from the card text, not tested builds. Octopus Panic toned down Gravity Bomb and lowered upper-end mod scaling before the demo, and more balance changes are expected in Early Access.
Mods we haven’t read yet
That’s about 40 of the 60. The rest weren’t opened on screen in the footage we went through. We’ll add them, and mark which ones are Showstoppers, as we confirm them.
FAQ
What are the best mods in GRAVHOUNDS?
For damage, the on-crit procs (Rocket Barrage, Live Wire, Gravity Bomb) stacked with crit mods (Lucky Strike, Critical Impact, Payback). For the base, Courtesy Turret, Industrial Grade and Field Mechanic. For money, Hazard Pay. Streamers called Hazard Pay 'such a good perk' and the gravity perk 'so good'.
How do you unlock mods?
Spend Research Points in the Mods tab of the Research Lab. Some need an earlier mod in the tree first (the card says 'Research more to unlock this'). Once unlocked, the mod can drop from reward pods during expeditions.
What is a Showstopper?
One of 12 top-tier mods. The Mod Deck Builder lets you take up to 2 Showstoppers alongside 10 common mods. The game doesn't label which cards are Showstoppers in the tree, so we haven't sorted them yet.
Do mods carry over between runs?
The unlock is permanent: it stays in your library. The mod itself is picked up from reward pods each expedition, so every run builds up from zero.
What is Biomass for?
Upgrading mods. Since the demo, mod upgrades cost Biomass on top of Research Points. Fully harvested Biomass also heals 10 HP.
Checked against the current version on · Medium confidence — consistent community reports, not officially confirmed. Spotted something outdated? Tell us.
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