
Why There Is No Tier List Yet
Dev Log #1 changed the balance between the playtest and the demo. Base weapons became slightly more effective, while upgrades and Mods got less extreme scaling at the upper end. Rocket Turrets were also toned down with a smaller blast radius and slower firing.
Mod descriptions still show levels rather than exact numbers, which players have asked to change. Without numbers or a launch build, any ranking would be a guess. We cover how builds work and the synergies players have actually demonstrated.
Build Parts at a Glance
Every build combines these five parts.
- Gravhound: stats plus one utility ability.
- Weapon: picked from the first reward pod each mission.
- Mod Deck: 10 common Mods and up to 2 Showstoppers.
- Turrets: researched designs and evolutions.
- Training: permanent stat upgrades.
Part 1: Your Gravhound
The developer FAQ says the game is not class-based: Gravhounds share core mechanics and differ by traits, stats and a unique utility ability. In the demo, Dozer has the most HP and best mining, Selene is a mobile all-rounder, Finn has the lowest HP but Play Dead, and Zane is strongest with Mods and has Bark.
Your character sets the ability you build around rather than locking a role. One previewer noted that most playstyle differences come from turret research and Mods. See best character for role picks.
Part 2: Starting Weapon
Your first reward pod each mission lets you choose your main weapon. Since the demo it offers every weapon you have unlocked, so a newly researched gun goes straight into play. Demo videos show the pulse rifle, shotgun, sniper rifle and grenade launcher.
Grenades were also buffed with more damage, a larger blast radius, longer range and a longer fuse. Our weapons guide covers how to unlock each gun. Pick the weapon that covers your character's weak range.
Part 3: The Mod Deck
The Mod Deck Builder lets you choose 10 common Mods and up to 2 Showstoppers. Reward pods during a run draw only from that deck. You can swap it between expeditions to try new builds.
Mods seen in demo videos include faster fire rate, rockets on critical hits, longer jetpack fuel, a rocket barrage, faster structure repair and Hazard Pay for bonus credits per kill. Full rules are in our Mod Deck guide.
Part 4: Turret Research and Training
In the research lab you unlock turret designs and branching evolutions. Demo videos show the gunner turret branching into scatter or longbore, and the laser turret into arclight or lancer, with rocket turrets also available. Turrets earn experience in combat and can be promoted mid-mission.
Training gives permanent character upgrades: health, movement speed, boosters, Mod and Showstopper cooldowns, and mining efficiency. Spending is limited by Research Points, so choose a direction. One group admitted they spent everything on turrets and regretted it.
Weapons and Grenades in a Build
Your main weapon comes from the first reward pod each mission, chosen from everything you have unlocked. Demo videos show the pulse rifle, shotgun, sniper rifle and grenade launcher. A close-range character benefits from a shotgun, while a builder may prefer range.
Grenades got a major buff for the demo: higher damage, a larger blast radius, longer range and a longer fuse. That makes them a reliable tool for any build. See our weapons guide for unlock costs.
Turret Paths
Turrets do much of your damage, so turret research is part of every build. Demo footage shows a base gunner turret plus laser and rocket turrets. Each branches into specialised versions.
- Gunner: branches into scatter or longbore.
- Laser: fires a continuous beam; branches into arclight or lancer.
- Rocket: area damage; its blast radius and fire rate were reduced for the demo.
Team Builds in Co-op
In co-op, builds should complement each other. One creator noted the game shines when one person harvests while others defend. Splitting roles across Mod Decks avoids everyone chasing the same Mods.
Hazard Pay, which grants bonus credits for kills, was fixed in the demo so every player receives payouts, not only the host. Credits buy more turret kits for the whole team. Plan a support player who keeps the base stocked.
Synergies Players Have Shown
These are starting points demonstrated in hands-on footage, not ranked builds. Use them to plan a team rather than copy a single loadout.
- Zane with a shotgun: Bark knocks enemies into the air, then you shoot them at close range.
- Dozer as team miner: highest HP and mining skill, with buried mines covering approaches.
- Finn for survival: Play Dead heals you while down and traps nearby enemies.
- Courtesy Turret Mod upgrades: can spawn higher-tier turrets you have unlocked, chosen at random.
Frequently Asked Questions
What is the best build in GRAVHOUNDS?
None is proven yet. The game is pre-launch and was rebalanced for the demo, so build around your character's ability and your team's needs.
How many Mods can be in a deck?
10 common Mods and up to 2 Showstoppers, according to the developer.
Which character was most popular?
Zane, picked by about 30% of playtesters according to official telemetry.
Do builds carry over from the demo?
No. Demo progress resets for Early Access.
Can I see exact Mod numbers?
Not in the demo; Mods show levels 1 to 3 without exact values.
Official Trailer
Sources and Further Reading
- Dev Log #1 – Playtest to Demo Changes (official, Oct 7, 2026)
- The Gravhounds Demo is Coming! (official, Oct 7, 2026)
- GRAVHOUNDS FAQ (pinned Steam discussion)
- GRAVHOUNDS on Steam (official store page)
- Gamezebo – Gravhounds limited-time Steam demo