What it is

Mods are account-wide stat plates the player collects after missions, merges into stronger tiers, and arranges on a single shared 4x4 inventory grid. Each owned mod is one of nine fixed archetype templates carrying a tetris footprint and a stat block; every mod placed on the grid contributes its bonuses additively to every run.

Inventory grid

The Mod Grid is a 4x4 board of cells. Mods occupy cells via row-major boolean masks; every current template is a filled rectangle so footprints are read as width x height. Only mods on unlocked cells contribute stats. Mods rotate in place in 90-degree steps before placement.

Grid cell unlocks

ZoneCellsCost per cellCells in zone
Freeupper-left 2x204
Innerremaining cells within the 3x31,000 credits5
Outerouter rim (col 3 or row 3)10,000 credits7
Full board totalall 16 cellsn/a75,000 credits

Cells unlock in a fixed sequence; only the next cell in line is purchasable, so all five inner cells must be bought before any outer cell becomes available.

StepCellCost
1A31,000
2B31,000
3C31,000
4C21,000
5C11,000
6A410,000
7B410,000
8C410,000
9D410,000
10D310,000
11D210,000
12D110,000

Rarity tiers and merging

Every mod has one of five rarity tiers. Tier multiplies the template’s base stat block.

TierRarityStat multiplierAcquisition
T1Common1xMission drop
T2Uncommon2xMission drop or merge 3 commons
T3Rare4xMerge 3 uncommons
T4Epic8xMerge 3 rares
T5Legendary16xMerge 3 epics

Merging consumes three unplaced inventory mods of the same template and same rarity and returns one mod of the next rarity. Legendary cannot merge further. Equipped (placed) mods are never counted toward a merge. 81 common drops of a template equal one legendary of that template.

RarityDisplay color
Commongrey
Uncommongreen
Rareblue
Epicpurple
Legendarygold

Drop rates

Mods drop only at mission end. Rarity is rolled per drop, template is rolled uniformly across all nine templates.

OutcomeProbability per drop
Common (T1)70%
Uncommon (T2)30%
Rare or higher (T3-T5)0% (merge-only)
Template selected1/9 each (uniform)

Drop count per mission depends on this run’s tier-reached versus the player’s per-planet best tier.

ConditionMods dropped
First attempt on the planet (no prior best)2
Tier reached >= per-planet best3
Tier reached = per-planet best - 12
Tier reached per-planet best - 21

All new drops are flagged “unseen” in local storage and surface a NEW badge on the inventory tab until viewed.

Mod templates

Nine archetype templates. Footprint is width x height of a filled rectangle. Stats listed are the T1 Common baseline; T2-T5 columns apply the rarity multiplier to every value in the block.

mod_chip_targeting — +DMG

Footprint: 1x1.

StatT1T2T3T4T5
weaponDamagePct36122448

mod_plate_hull — +HP

Footprint: 2x1.

StatT1T2T3T4T5
hpMax204080160320

mod_core_reactor — +SHIELD

Footprint: 2x2.

StatT1T2T3T4T5
shieldMax2550100200400
shieldRegenRate2481632

mod_strut_thruster — +SPEED

Footprint: 1x2.

StatT1T2T3T4T5
maxSpeed12244896192
thrust8163264128

mod_array_magnet — +MAGNET

Footprint: 3x1.

StatT1T2T3T4T5
magnetRange801603206401280
luck48163264

mod_block_armor — +DEFENSE

Footprint: 2x3.

StatT1T2T3T4T5
hpMax60120240480960
damageReduction48163264

mod_bank_capacitor — +DMG

Footprint: 2x4.

StatT1T2T3T4T5
fireRatePct10204080160
weaponDamagePct510204080

mod_frame_titan — +DEFENSE

Footprint: 3x3.

StatT1T2T3T4T5
hpMax1002004008001600
shieldMax204080160320
damageReduction36122448

mod_spire_gyro — +HANDLING

Footprint: 1x3.

StatT1T2T3T4T5
turnSpeed0.080.160.320.641.28
maxSpeed612244896

Stats that mods can change

Mod templates can only carry these eleven stat fields. Every bonus is flat additive to the ship’s combat stats at run-assemble time.

StatUsed by
hpMaxplate_hull, block_armor, frame_titan
shieldMaxcore_reactor, frame_titan
shieldRegenRatecore_reactor
damageReductionblock_armor, frame_titan
maxSpeedstrut_thruster, spire_gyro
thruststrut_thruster
turnSpeedspire_gyro
weaponDamagePctchip_targeting, bank_capacitor
fireRatePctbank_capacitor
magnetRangearray_magnet
luckarray_magnet

How it works

  1. Run ends. Drop count is set from this run’s tier-reached vs. per-planet best.
  2. Each drop rolls template uniformly and rarity 70 percent common / 30 percent uncommon, then lands in the unplaced inventory marked unseen.
  3. The player can merge three unplaced mods of the same template and same rarity into one mod of the next rarity, up to legendary.
  4. The player drags inventory mods onto unlocked cells of the 4x4 grid. Rotation cycles 0 / 90 / 180 / 270 degrees before placement. The grid validates the footprint against unlocked cells and other placed mods before accepting the drop.
  5. At run start, every equipped mod’s stat block is multiplied by its rarity tier and summed flat-additively into the ship’s combat stats.

Interactions

  • Bonuses from mods stack with every other source — ship base stats, level-up modifier picks, weapon upgrades, artifacts — as flat additive into the same ShipCombatStats block. There are no diminishing returns inside the mod system.
  • All drops enter as common. Higher tiers exist only through merging; no rare or above ever drops directly.
  • Rotation never changes a mod’s stats; it only changes which cells the footprint covers.
  • Mods in inventory contribute nothing. Only placed mods on unlocked cells provide stats.
  • Equipped mods cannot be consumed by merges; the player must first remove them to inventory.
  • The inventory persists per account, separate from each run. Mod placement and merge progress carries across every ship and every mission.

What it does NOT do

  • Mods do not grant new weapons, abilities, or triggered effects in any current template; the effects slot on the template type is defined but unused.
  • Mods do not roll percentile rolls or affixes; the stat block is fixed per template and tier.
  • Mods do not appear as in-run level-up rewards. The in-run upgrade pool is a separate “modifier” system (Health, Shield, Speed, Damage, Heat, Magnet, etc.) sourced from data/modifiers.ts and offered by the leveling screen.
  • Mods do not drop during a mission; drops are awarded only at mission end.
  • Mods cannot be sold or refunded.
  • Legendary mods cannot be merged or upgraded further.
  • Drop rolls do not look at which grid cells the player has unlocked; the same nine templates are eligible regardless of board state.
  • The grid does not gate cells by player level, ship choice, or planet — only the credit-purchase sequence.