Appearance
Mods & Builds
Mods are the bolt-on parts that turn a stock Tool into a score-printing machine. Between Waves you drop into the Shop, spend your Coins, and stack Mods onto your Tool — and the right combination is what separates a 10-point pop from a screen-filling explosion.
"Use Mods to improve your Tool in many ways." — the in-game How to Play screen
Quick facts
- What they are: purchasable parts that change your score math and how your Tool behaves.
- Where you get them: the Shop, between Waves, bought with Coins.
- How many: 139 shop Mods in build 1.0.1, plus 12 built-in mechanics pre-installed on Tools — 151 total. (Augments, Curses, Trials and other permanents are not Mods — see Augments.)
- Six categories: ADD (red), MULTIPLY (blue), UTILITY, COIN, UNIQUE and RAINBOW — the labels shown on the How to Play screen. (Internally the COIN type is named
CASH.) - The math:
( base 10 + all ADDs ) × your MULTIPLIER × Combo.
Every Target is worth a base 10 points. Mods are what turn that 10 into the giant numbers you see exploding across the arena — note the 1x and 4x combo popups stacking on the hits.
This page covers how the Mod system works, how to buy and arrange Mods, how to build for synergy, and then a full Mod catalog organized by the game's own six categories. For the powers that change how your Tool fires, see Augments. For exactly how points are calculated, see Scoring. For deeper game-plans, see Tips & Strategy.
How Mods work
Every Mod carries a category label that tells you, at a glance, what it does. These are the six labels the game itself shows on the How to Play screen:
| Category | Color | What it does |
|---|---|---|
| ADD | 🔴 Red | Adds flat points to each Target (e.g. +3). |
| MULTIPLY | 🔵 Blue | Increases your base 1x multiplier (e.g. +1x). |
| UTILITY | 🟢 Green | Changes how your Tool behaves — reloads, mag size, freezing, exploding, etc. |
| COIN | 🟡 Yellow | Earns or saves Coins, or improves the Shop. (Internally the COIN type is named CASH.) |
| UNIQUE | 🟣 Purple | One-of-a-kind, single-level effects with powerful, build-defining twists. |
| RAINBOW | 🌈 Multi | "Meta" Mods that act on neighbouring slots or bend the rules of the run itself. |
The score formula
Your score for a Target is calculated in this order:
( base 10 + all ADDs ) × your MULTIPLIER × your Combo
That single line is the whole game. A red ADD Mod raises the base number; a blue MULTIPLY Mod magnifies everything you've added. Crucially, every point you add gets multiplied — so the bigger your pile of ADDs, the more each MULTIPLY (and every Combo point) is worth. This happens automatically: the game always applies all ADDs before all MULTIPLYs, so the result is the same no matter which slot each Mod sits in.
Tip: One blue +1x Mod on top of a fat pile of red ADDs is worth far more than the same +1x on a bare Tool. ADDs build the pile; MULTIPLYs blow it up — so you want both. A common plan is to grow a solid ADD base early, then layer multipliers on top.
Where do RAINBOW Mods come from?
No shop Mod ships in the RAINBOW category by default. The slot-manipulating Meta Mods (Twin Boost, Enhance, Level Override, Level Upper, Overcharge, Hypercharger) are the ones the game can hand out as Rainbow Mods. You receive a batch from the Rainbow Shuffle Trial — "Gain 3 Rainbow Mods. They are randomized each Wave." — and the Rainbow / Double Rainbow / Triple Rainbow Coins guarantee 1, 2 or 3 Meta Mods in your next Shop.
Why new Mods keep "appearing"
You won't see all 139 Mods in the Shop right away. The pool opens up gradually as you play — the game starts you on a default set and rolls more Mods (and permanents) into the available pool the longer you keep running, which is why fresh Mods seem to "show up" over your first several runs. So if a build guide name-drops a Mod you've never been offered, you probably just haven't unlocked enough of the pool yet — keep playing and it works its way in.
Buying & leveling Mods
You buy Mods with Coins in the Shop. Most Mods aren't one-and-done.
- Leveled Mods (Tiers I, II, III) cost 10 Coins to buy and +5 Coins each time you level them. "Keep buying the same Mod to increase its level." Each level re-adds its base value — a level-1 Trusty Cog gives
+3, level 3 gives+9. The Shop shows a Mod's current level as2 of 5. - Level cap is 5 in the Shop. Leveled Mods can't climb past Lv 5 by re-buying alone.
- UNIQUE and Meta/RAINBOW Mods are single-level. Their level-up increment is zero, so re-buying them does nothing — Big Ten is always
+10, The Multiplier is always `+4x*. Buy them once. Most UNIQUEs cost a flat 15–20 Coins (a few — Whetstone, Icepick, Battery, Piggy Bank, Brick By Brick — are 10c); the Meta Mods are 20c, except Overcharge and Hypercharger which start at 10c and rise +10c. Dung Beetle is free (0c).
Going past level 5. Even leveled Mods can be pushed beyond the Shop's Lv 5 cap by run effects:
- Sockets — Super / Mega / Ultra Sockets add
+1 / +2 / +3levels. - Hacks — Elite / Epic / Monolith Hacks add levels, and the buff Elite Hacks Red Feather (all ADD Mods
+2levels), Blue Button (all MULTIPLY+2), Gold Nugget (all COIN+2) and Green Marble (all UTILITY+2) raise whole categories at once.
The value keeps climbing by the same per-level increment. See Sockets and Hacks for the full cap-breaking detail.
Tip: A focused build of 3–4 high-level Mods usually beats a scattered build of 10 level-1 Mods. Depth over breadth.
Warped Mods
A Warped Mod is a familiar Mod with its category flipped — an ADD Mod becomes a MULTIPLY Mod, or a MULTIPLY becomes an ADD. Same Mod, opposite role. It's the game's way of letting you remix your favourites:
"Warped Mods: Mods that have their category swapped between Multiplier and Add. Remix your favourites!" — Update 0.9.8 changelog
How it works (verified in the game data). Each Mod template carries a warp flag — WeaponUpgradeDef.WarpingRules{DontWarp = 0, CanBeWarped = 1} — and only Mods marked CanBeWarped are eligible. When the game warps one, GenerateWarped() builds a swapped clone whose category is flipped between ADD (0) and MULTIPLY (1) — the same swap at the score-math layer (EARLY_ADD ↔ MULTIPLY). Warping also randomly re-scales the Mod's price by 0.5x to 2x (WARPED_PRICE_COEF_MIN = 0.5, WARPED_PRICE_COEF_MAX = 2, dump.cs:389765–66), so a warped favourite can show up cheaper or pricier than usual.
For almost every Mod, warping is a clean swap
The candidate pool is drawn from the ~28 ADD and ~24 MULTIPLY shop Mods, but the exact eligible subset is a per-Mod CanBeWarped flag that isn't surfaced in the item data. For the vast majority, warping just changes the colour/category with zero change to the value — a +5 ADD simply becomes a +5x MULTIPLY. The one decoded exception is Full Throttle (killRateMult, SMG), the only Mod whose warped values differ from its base (SCORE:MULT b=0 i=1 wB=0/wI=-1); everything else warps with no value delta.
How you get Warped Mods
There are two roads to a warped Shop:
The Warped Trial — "ADD and MULTIPLY Mods have a 50% chance to be Warped. All Mod prices are also warped!" Pick this Trial and warping is the whole point of the run.- Warp-guarantee Round Reward Coins (added in Update 0.9.9) — three reward Coins that drop warped Mods straight into your next Shop without committing to a Trial:
| Icon | Reward | What it does |
|---|---|---|
![]() | Weird One | "Next Shop contains 1 Warped mod." |
![]() | Dubious Duo | "Next Shop contains 2 Warped mods." |
![]() | Twisted Trio | "Next Shop contains 3 Warped mods." |
Why warp on purpose? Flipping a category lets you bend a Mod to whatever your build is short on. Sitting on a fat pile of ADDs but starving for multipliers? A warped ADD-turned-MULTIPLY scales everything you've already stacked. The price re-roll is the gamble — sometimes you get your remix at a discount, sometimes you pay extra for it.
Mod slots
Your Mods sit in a row of slots, and every Tool starts with some of those slots locked. You don't just live with the slots you're given — you unlock more in the Shop, and run rewards add even more on top.
How slots work (verified in the game data). Each Tool's template carries three slot fields — m_lockedSlots, m_slotCostBase and m_slotCostIncrement (compiled code, dump.cs lines 405459–405463). Tools ship with locked slots that you pay Coins to unlock, and each unlock costs more than the last:
- Every Tool starts with 2 locked slots (
m_lockedSlots = 2). - Unlocking them follows base 30 / increment +20 (
m_slotCostBase = 30,m_slotCostIncrement = 20): the first locked slot costs 30 Coins, the second costs 50 Coins. (Player-confirmed in-game, matching the data exactly.)
Permanents add more slots on top of the ones you unlock in the Shop:
- Stack Overflow ("Grants another mod slot.") — an Elite Hack, +1 slot.
- Monolith Shard ("Adds 2 extra mod slots.") — the lone Monolith permanent, +2 slots.
- A handful of Trials also bundle an extra slot (e.g. Rainbow Shuffle grants "1 extra unlockable Mod slot").
Trials can change the price. A Trial's rule set can modify slot pricing through RuleSetDefinition.m_slotCostIncrementMod — so under some Trials each successive slot costs more (or less) than the standard +20 step.
So slots are a real economy: spend Coins to unlock your starting locked slots, then snowball them further with Stack Overflow and Monolith Shard. See Hacks and The Monolith.
Refreshing & freezing the Shop
Don't like what the Shop is offering? You can refresh it for a new roll of Mods — and freeze the ones you do like so they survive the next refresh.
Refresh cost
Refreshing has a rising price that resets every Shop (verified in the game data, ScoreManager constants UPGRADE_REFRESH_BASE = 1 and UPGRADE_REFRESH_INCREMENT = 1, dump.cs:390799 / 390802):
- The first refresh in a Shop costs 1, the second costs 2, the third costs 3, and so on.
- The counter resets to 1 when you reach the next Shop, so refreshing is cheap if you do it sparingly.
Two Hacks bend the refresh price
The Deep Search Hack makes "Refreshing the Shop starts at 0 Coins" — your first reroll each Shop is free, and the ramp climbs from there. (Other run effects can discount refreshes too.)
What you spend to refresh
Normally a refresh is paid in Coins. The exception is the Token Trouble Trial, which replaces Coins with a dedicated consumable:
Refresh Token — "Spend to refresh the shop." A distinct currency used only for refreshing under Token Trouble.
You stock up on Refresh Tokens from two sources:
the Token Glitch — a fleeing bonus Target that drops a Refresh Token when you tag it; and- the Refresh Rations / Refresh Resupply / Refresh Air Drop Round Reward Coins, which add 1 / 2 / 3 Refresh Tokens respectively.
Freezing items
You can freeze a Shop item to carry it over to your next visit instead of losing it on a refresh or wave change (handled by StoreListing.IsFrozen / SetItemFrozen in the game data). Freeze the Mod you're saving up for so a refresh can't snatch it away — unless the Heatwave Curse is active, which blocks freezing entirely.
Arranging Mods
You can drag Mods to rearrange them — but here's the thing players often get told wrong: for ordinary ADD and MULTIPLY Mods, position does not change your score. The game always works out (base + all your ADDs) × all your MULTIPLYs, no matter which slot each Mod is in, so you never need to manually put reds before blues.
Where arrangement does matter is the handful of Mods that act on a neighbouring slot or on empty slots:
- Slot-neighbour Mods — the Meta Mods Level Override, Overcharge, Enhance, Twin Boost, Level Upper and Hypercharger — copy, boost, or consume the Mod in the slot to their left or right (or "the next slot"). Place these right next to the Mod you want them to affect.
- Empty-slot Mods — Lone Gunman adds +2 per empty mod slot (more at higher levels), so where you leave gaps matters.
"Drag Mods to arrange them for maximum effect." — How to Play. (That "maximum effect" is about the Mods above — not about ordering ADDs ahead of MULTIPLYs, which makes no difference.)
Build-crafting: making Mods synergize
A "build" is just a group of Mods that feed each other. The fun is finding combos where 1 + 1 = 5. Here are the engines players build around. Note that the Augment is the unlock — the Freeze/Lightning/Heat/Explosive/Critical/Combo Mods only do anything once you have the matching Augment equipped.
- The ADD→MULTIPLY core. Always your foundation. Pile on red ADDs, then a couple of blue MULTIPLYs to scale them. Mods like Checks ("+1 per level of all owned mods") and Balances ("+1x per every 2 levels of all owned mods") even reward you for owning lots of leveled Mods, so a deep build pays itself off.
- Combo engines. Your Combo multiplies your score on top of everything. Mods that raise your max Combo or convert hits into Combo faster (To The Moon, Combo Skipper, Reckless Climber) keep that multiplier sky-high. Combo Saver gives Combo Saves so a single miss doesn't wipe the streak. Pairs with the Combo Augment (built into the Pistol).
- Critical builds. Stack Critical Hit chance and the payoff of each crit (Calipers, Whetstone, Coup de Grace) plus the Critical Hit Augment. Torsion Spring instantly reloads on a crit; Sharpened Pickaxe turns crits into Coins.
- Explosive builds. Widen the blast and reward multi-target hits (TNT, Mortar, Collateral Damage) and chain it with Dominos ("Exploded targets also explode."), powered by the Detonator Augment.
- Freeze builds. Freeze a crowd, then cash in (Chiller, Ice Sculpture, Igloo, Frozen Treasure) with the Arctic Pod Augment.
- Lightning builds. Chain arcs across the arena (Chain Lightning, Harness Power, Battery) for score and Coins (Electrolysis), powered by the Arc Module Augment.
- Heat builds. Heat ramps as you fire — feed it and keep it hot (Hot Streak, Beanie, Time Out, Crucible) with the Heat Augment (built into the SMG).
- Reload / mag engines. Many Mods trigger when you reload or scale with mag size (Bellows / Chili Pepper, Slingshot, Replicator).
- Economy snowballs. Earn more Coins each Wave (Gold Digger, Crucible, Piggy Bank) so you can out-buy the rising difficulty.
Tip: Don't try to do everything. Pick one engine that matches your Augment, build around it, and let the snowball roll. Read more in Tips & Strategy.
Heads-up — these are permanents, not shop Mods. Some run rewards look like Heat/Lightning/Freeze Mods but are actually permanents you can't buy: Firestarter ("Start the wave with 5 Heat."), Fork Lightning ("Lightning will arc to two targets instead of one.") and the Arctic Pod Augment itself ("Hitting a target freezes nearby targets."). They support the builds above but live on the Monolith path, not the Shop.
The full catalog
Every shop Mod in build 1.0.1, organized by the game's six in-game categories — ADD, MULTIPLY, UTILITY, COIN, UNIQUE and RAINBOW/Meta. Each Mod appears exactly once, in the section matching its internal type. All per-level numbers are pulled directly from the game data and are exact. Icons are the real in-game Mod icons.
Reading the tables. Leveled Mods (Tiers I/II/III) show Lv 1–5 columns — each level re-adds the increment, and Sockets/Hacks/buffs can carry it past Lv 5. Single-level Mods (UNIQUE, RAINBOW/Meta and Dung Beetle) show a single Value because they do not scale by re-buying. A
—value means the effect is binary (on/off) or scales by a live in-game condition rather than a fixed per-level number. Where a Mod requires a specific Augment to do anything, that gate is noted in its effect.
ADD (28)
Red Mods that add flat points to each Target. Dung Beetle is internally an ADD Mod (the lone SINGLE tier) and lives here.
Core & timing
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
![]() | Trusty Cog | Adds points to targets. | +3 | +6 | +9 | +12 | +15 | 10c (+5) |
![]() | Full Contact | Adds score for direct hits. | +3 | +6 | +9 | +12 | +15 | 10c (+5) |
![]() | Lone Gunman | Adds to targets for each mod slot left empty. | +2 | +4 | +6 | +8 | +10 | 10c (+5) |
![]() | Final Sprint | Adds to targets hit late in a Wave. | +8 | +16 | +24 | +32 | +40 | 10c (+5) |
![]() | Crescendo | Each round in the mag scores more than the previous one. | +1 | +2 | +3 | +4 | +5 | 10c (+5) |
![]() | Burnout | First round adds a bonus; every following round scores a bit less. | +2 | +4 | +6 | +8 | +10 | 10c (+5) |
![]() | Exhaust | First round adds +8; every following round scores less. | +8 | +16 | +24 | +32 | +40 | 10c (+5) |
![]() | Nice Odds | Odd-numbered rounds add to targets. | +6 | +12 | +18 | +24 | +30 | 10c (+5) |
![]() | Dung Beetle | Adds a growing amount to targets; "Likes to be boosted." The only SINGLE-tier Mod — and it's free. | — | — | — | — | — | 0c |
Hit-condition & miss-streak
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
![]() | Receipts | Adds to targets per shot missed. Resets on a hit or reload. | +2 | +4 | +6 | +8 | +10 | 10c (+5) |
![]() | Focus Fire | Adds for each additional hit on a target. | +2 | +4 | +6 | +8 | +10 | 10c (+5) |
![]() | Vendetta Strike | Adds to the first targets hit after a miss. | +10 | +20 | +30 | +40 | +50 | 10c (+5) |
![]() | Flash Bang | Adds to targets destroyed within 1s of pulling the trigger. | +4 | +8 | +12 | +16 | +20 | 10c (+5) |
![]() | Objection! | If your last reload was interrupted, adds to targets. | +4 | +8 | +12 | +16 | +20 | 10c (+5) |
| — | Overkill | Every extra hit on a target is worth more than the last. | +1 | +2 | +3 | +4 | +5 | 10c (+5) |
Random / streak / perfect
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
![]() | Lucky Shot | A random round in each mag adds to targets. | +15 | +30 | +45 | +60 | +75 | 10c (+5) |
![]() | Contagion | Hits with random rounds in the mag add a big flat bonus. | +30 | +30 | +30 | +30 | +30 | 10c (+5) |
![]() | 3 in a Row | Adds to the 3rd target when you hit 3 without missing. | +30 | +60 | +90 | +120 | +150 | 10c (+5) |
![]() | Marksman | Adds if you hit with every round in a mag. | +20 | +40 | +60 | +80 | +100 | 10c (+5) |
![]() | Bellows | Targets worth more every time you fully reload an empty mag. Resets each Wave. | +1 | +2 | +3 | +4 | +5 | 10c (+5) |
Shotgun / pellet & ricochet
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
![]() | Flock Shot | Adds for each additional target hit with a single shot. | +5 | +10 | +15 | +20 | +25 | 10c (+5) |
![]() | Rations | Adds to targets hit by half or less of the pellets fired. | +5 | +10 | +15 | +20 | +25 | 10c (+5) |
![]() | Blindfold | Adds to targets per pellet that missed all targets. | +2 | +4 | +6 | +8 | +10 | 10c (+5) |
![]() | Mirror | Ricochets add to targets. | +7 | +14 | +21 | +28 | +35 | 10c (+5) |
Augment-gated (Explosive / Freeze / Lightning)
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost | Augment |
|---|---|---|---|---|---|---|---|---|---|
![]() | Collateral Damage | Targets score more when hit by explosions. | +6 | +12 | +18 | +24 | +30 | 10c (+5) | Detonator |
![]() | Mortar | Adds for each extra target hit with an explosion. | +3 | +6 | +9 | +12 | +15 | 10c (+5) | Detonator |
![]() | Ice Sculpture | Adds to direct hits for each other target currently frozen. | +1 | +2 | +3 | +4 | +5 | 10c (+5) | Arctic Pod |
![]() | Harness Power | Adds score for each lightning jump. | +3 | +6 | +9 | +12 | +15 | 10c (+5) | Arc Module |
MULTIPLY (24)
Blue Mods that raise your base 1x multiplier.
Core & combo / timing
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
![]() | Wrench | Adds to targets. | +1x | +2x | +3x | +4x | +5x | 10c (+5) |
![]() | Summit | Adds to targets when you're at Max Combo. | +2x | +4x | +6x | +8x | +10x | 10c (+5) |
![]() | Holster | Adds to targets hit within 1.5s of appearing. | +3x | +6x | +9x | +12x | +15x | 10c (+5) |
![]() | Rampage | Adds to a target hit within 0.5s of another. | +3x | +6x | +9x | +12x | +15x | 10c (+5) |
![]() | Full Throttle | Adds for each target destroyed in the previous second. | +1x | +2x | +3x | +4x | +5x | 10c (+5) |
![]() | Flywheel | Adds per target destroyed without releasing the trigger or reloading. | +1x | +2x | +3x | +4x | +5x | 10c (+5) |
![]() | Costly Mistakes | Adds to every round; misses cost Coins. | +3x | +6x | +9x | +12x | +15x | 10c (+5) |
Mag position & reload
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
![]() | Top Deck | First round of the mag adds. | +3x | +6x | +9x | +12x | +15x | 10c (+5) |
![]() | Last Word | Final round of the mag adds. | +4x | +8x | +12x | +16x | +20x | 10c (+5) |
![]() | Candle | Adds to targets; reloading reduces it. Resets each Wave. | +5x | +10x | +15x | +20x | +25x | 10c (+5) |
![]() | Baked Beans | Adds to the first shot after fully loading an empty mag. | +5x | +10x | +15x | +20x | +25x | 10c (+5) |
![]() | Slingshot | After reloading, adds to the next shot per round reloaded. | +2x | +4x | +6x | +8x | +10x | 10c (+5) |
Burst (3-round burst Tool)
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
![]() | Air Horn | Adds to the first 3 targets hit after pressing the trigger. | +3x | +6x | +9x | +12x | +15x | 10c (+5) |
| — | Max Burst | Hitting with every round of a burst adds. | +2x | +4x | +6x | +8x | +10x | 10c (+5) |
| — | Opening Burst | Multiplies the score of the first round of a burst. | +1x | +2x | +3x | +4x | +5x | 10c (+5) |
Shotgun / pellet & pierce
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
![]() | Bolas | Adds when 2+ targets are hit with pellets in one shot. | +4x | +8x | +12x | +16x | +20x | 10c (+5) |
![]() | Funnel | Adds to targets hit by every pellet in the shot. | +4x | +8x | +12x | +16x | +20x | 10c (+5) |
![]() | Sprinkler | Adds to targets hit by a single pellet. | +5x | +10x | +15x | +20x | +25x | 10c (+5) |
![]() | Arrowhead | Rounds pierce and add when hitting multiple targets. | +5x | +10x | +15x | +20x | +25x | 10c (+5) |
Counters & grenade
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
![]() | Trophy | Adds for every 8 targets hit directly. Resets each Wave. | +1x | +2x | +3x | +4x | +5x | 10c (+5) |
![]() | Trophy Case | Adds for every 12 targets hit directly. Resets each Wave. | +1x | +2x | +3x | +4x | +5x | 10c (+5) |
| — | Flight Time | Grenades score more per half-second of age. | +2x | +4x | +6x | +8x | +10x | 10c (+5) |
Augment-gated (Explosive / Freeze)
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost | Augment |
|---|---|---|---|---|---|---|---|---|---|
![]() | Grand Finale | Adds to targets hit by explosions; grows over time. | +1x | +2x | +3x | +4x | +5x | 10c (+5) | Detonator |
![]() | Chiller | Adds to frozen targets. | +3x | +6x | +9x | +12x | +15x | 10c (+5) | Arctic Pod |
UTILITY (31)
Green Mods that change how your Tool behaves rather than the score number directly.
Reload, mag & fire rate
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
![]() | Big Stack | Add round(s) to your mag. | +1 | +2 | +3 | +4 | +5 | 10c (+5) |
![]() | High Tower | Add round(s) to your mag. | +3 | +6 | +9 | +12 | +15 | 10c (+5) |
![]() | Short Stack | Remove round(s) from your mag. Cannot remove the final one. | −1 | −2 | −3 | −4 | −5 | 10c (+5) |
![]() | Machine Oil | Shorter reload time. | −10% | −20% | −30% | −40% | −50% | 10c (+5) |
Shotgun spread & pellets
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
![]() | Pellet Plus | Adds pellets to each shot. | +1 | +2 | +3 | +4 | +5 | 10c (+5) |
![]() | Clamp | Shot blast is narrower. | −15% | −30% | −45% | −60% | −75% | 10c (+5) |
![]() | Spray Paint | Shot blast is wider and adds a pellet. | +30% | +60% | +90% | +120% | +150% | 10c (+5) |
Targets, Glitches & size
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
![]() | Balloon | Targets are bigger. | +20% | +30% | +40% | +50% | +60% | 10c (+5) |
![]() | Splitter | Chance for a hit target to spawn a smaller target. | +20% | +40% | +60% | +80% | +100% | 10c (+5) |
![]() | Whack-a-Glitch | Hitting a Glitch directly has a chance to spawn another. | +20% | +40% | +60% | +80% | +100% | 10c (+5) |
![]() | Glitch Glut | More Glitches spawn each Wave. | +1 | +2 | +3 | +4 | +5 | 10c (+5) |
Grenade Tool
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost |
|---|---|---|---|---|---|---|---|---|
| — | Bouncy | Increase number of bounces. | +2 | +4 | +6 | +8 | +10 | 10c (+5) |
| — | Velocity | Grenades travel faster. | +25% | +50% | +75% | +100% | +125% | 10c (+5) |
| — | Magnetic | Grenades find enemies attractive. | +10 | +20 | +30 | +40 | +50 | 10c (+5) |
| — | Proximity Fuse | Targets explode within range. | +0.5m | +1m | +1.5m | +2m | +2.5m | 10c (+5) |
| — | Bigger Grenades | Increase the size of your grenades. | +0.5m | +1m | +1.5m | +2m | +2.5m | 10c (+5) |
Augment-gated (Combo / Critical / Explosive / Freeze / Heat / Lightning)
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost | Augment |
|---|---|---|---|---|---|---|---|---|---|
![]() | To The Moon | Increases your max Combo. | +4x | +8x | +12x | +16x | +20x | 10c (+5) | Combo |
![]() | Combo Buoy | Increases your minimum Combo. Cannot exceed max. | +2x | +4x | +6x | +8x | +10x | 10c (+5) | Combo |
![]() | Reckless Climber | Each Combo increase is bigger; reloading resets Combo. | +3x | +6x | +9x | +12x | +15x | 10c (+5) | Combo |
![]() | Combo Saver | Gives Combo Saves per Wave. | +1 | +2 | +3 | +4 | +5 | 10c (+5) | Combo |
![]() | Curtain Call | Doubles max Combo after a time threshold in a Wave. | ×2 | ×2 | ×2 | ×2 | ×2 | 10c (+5) | Combo |
![]() | Calipers | Increases chance of a Critical Hit. | +20% | +40% | +60% | +80% | +100% | 10c (+5) | Critical |
![]() | Last Stand | Adds Critical Hit chance after a time threshold in a Wave. | +100% | +100% | +100% | +100% | +100% | 10c (+5) | Critical |
![]() | TNT | Explosion radius increased. | +0.5m | +1m | +1.5m | +2m | +2.5m | 10c (+5) | Detonator |
![]() | Spark Plug | First round in mag gives a bigger explosion. | +0.5m | +1m | +1.5m | +2m | +2.5m | 10c (+5) | Detonator |
| — | Explosive Rounds | Explosion range increased (base 0.5m). | +0.15m | +0.3m | +0.45m | +0.6m | +0.75m | 10c (+5) | Detonator |
![]() | Igloo | Ice-splosion radius increased. | +0.25m | +0.5m | +0.75m | +1m | +1.25m | 10c (+5) | Arctic Pod |
![]() | Beanie | Heat fades slower. | 2× slower | 3× | 4× | 5× | 6× | 10c (+5) | Heat |
![]() | Anchor | Rounds fire slower; slower fire raises Heat generation. | +50% | +100% | +150% | +200% | +250% | 10c (+5) | Heat |
![]() | Propeller | Rounds fire faster. | −30% | −60% | −90% | −120% | −150% | 10c (+5) | Heat |
![]() | Chain Lightning | Lightning can jump more times. | +1 | +2 | +3 | +4 | +5 | 10c (+5) | Arc Module |
COIN (12)
Yellow Mods (internal type CASH) that earn or save Coins.
| Icon | Mod | Effect | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Cost | Augment |
|---|---|---|---|---|---|---|---|---|---|
![]() | Gold Digger | Chance to get a Coin when destroying a target. | +15% | +30% | +45% | +60% | +75% | 10c (+5) | — |
![]() | Reload Tax | Coins per direct hit, but reloading costs Coins. | +1 / −5 | +2 / −10 | +3 / −15 | +4 / −20 | +5 / −25 | 10c (+5) | — |
![]() | Wise Investment | Each round in mag has a higher Coin chance than the last. | +2% | +4% | +6% | +8% | +10% | 10c (+5) | — |
![]() | Golden Bullet | A random round in mag gives a Coin on a kill. | +1 | +2 | +3 | +4 | +5 | 10c (+5) | — |
![]() | Lucky Charm | Hits with random rounds in mag give a Coin. | 1 | 2 | 3 | 4 | 5 | 10c (+5) | — |
![]() | Zero Waste | Chance to gain a Coin when reloading. | +20% | +40% | +60% | +80% | +100% | 10c (+5) | — |
![]() | Sharpened Pickaxe | Critical Hits give Coins. | +1 | +2 | +3 | +4 | +5 | 10c (+5) | Critical |
![]() | Chisel | Each additional hit on a target gives a chance of a Coin. | +4% | +8% | +12% | +16% | +20% | 10c (+5) | Overkill |
![]() | Frozen Treasure | Chance to gain a Coin when a frozen target is hit. | +30% | +60% | +90% | +120% | +150% | 10c (+5) | Arctic Pod |
![]() | Electrolysis | Chance of a Coin when lightning arcs. | +20% | +40% | +60% | +80% | +100% | 10c (+5) | Arc Module |
![]() | Crucible | Per Heat level, chance to get a Coin on a kill. | +1% | +2% | +3% | +4% | +5% | 10c (+5) | — |
![]() | Alchemy Flask | Gain a Coin when you hit a target with enough pellets. | +1 | +1 | +1 | +1 | +1 | 10c (+5) | — |
UNIQUE (34)
Purple, one-of-a-kind Mods — single-level, so re-buying does nothing. A Family column keeps the mechanic findable.
Score & scaling
| Icon | Mod | Family | Effect | Value | Cost | Augment |
|---|---|---|---|---|---|---|
![]() | Big Ten | Score | Adds a flat amount to targets. | +10 | 15c | — |
![]() | The Multiplier | Score | Adds to targets. | +4x | 15c | — |
![]() | Collector | Score | Adds for every Unique mod (including this one). | +3x each | 20c | — |
![]() | Checks | Score | Adds per level of all owned mods. | +1 / level | 20c | — |
![]() | Balances | Score | Adds 1x per every 2 levels of all owned mods. | +1x / 2 lvls | 20c | — |
![]() | Moneybags | Score | Adds to targets per 10 Coins you have. | +0.1 / 10c | 20c | — |
![]() | Brick By Brick | Score (grower) | Adds to targets; increases by +2 every Wave. | +2, +2/Wave | 10c | — |
![]() | Ice Cream | Score (shrinker) | Adds to each shot; decreases every Wave. | +15, −15/Wave | 15c | — |
Overkill
| Icon | Mod | Family | Effect | Value | Cost | Augment |
|---|---|---|---|---|---|---|
![]() | Boxing Gloves | Overkill | Adds when a target is destroyed with 3+ hits. | +5x | 20c | Overkill |
![]() | Speed Bag | Overkill | Load a shell when a target is destroyed with 3+ hits. | on/off | 20c | Overkill |
Combo
| Icon | Mod | Family | Effect | Value | Cost | Augment |
|---|---|---|---|---|---|---|
![]() | Combo Skipper | Combo | Each hit adds 2x to Combo instead of 1x. | on/off | 20c | Combo |
![]() | Magic Beans | Combo | Increases max Combo; grows by +1x every Wave. | +1x, +1/Wave | 20c | Combo |
![]() | Ridiculous Combo | Combo | Increases your max Combo; grows every Wave (a Trial/Combo-augment variant of Magic Beans). | grows/Wave | 20c | Combo |
Critical Hit
| Icon | Mod | Family | Effect | Value | Cost | Augment |
|---|---|---|---|---|---|---|
![]() | Whetstone | Critical | Increases Critical Hit chance; +10% every Wave. | +10%/Wave | 10c | Critical |
![]() | Coup de Grace | Critical | Last round in mag has +100% Critical Hit chance. | guaranteed crit | 20c | Critical |
![]() | Torsion Spring | Critical | Instantly reload when you get a Critical Hit. | on/off | 20c | Critical |
Explosive
| Icon | Mod | Family | Effect | Value | Cost | Augment |
|---|---|---|---|---|---|---|
![]() | Dominos | Explosive | Exploded targets also explode. | on/off | 20c | Detonator |
![]() | Glitchy C4 | Explosive | Hitting a Glitch explodes the whole arena. | arena-wide blast | 20c | Detonator |
Freeze & Lightning
| Icon | Mod | Family | Effect | Value | Cost | Augment |
|---|---|---|---|---|---|---|
![]() | Icepick | Freeze | Loads a round when a frozen target is hit directly. | on/off | 10c | Arctic Pod |
![]() | Voltage Amp | Lightning | Lightning can jump any distance. | unlimited range | 20c | Arc Module |
![]() | Battery | Lightning (grower) | Lightning-hit targets get a bonus; grows each Wave. | +2, +2/Wave | 10c | Arc Module |
Heat
| Icon | Mod | Family | Effect | Value | Cost | Augment |
|---|---|---|---|---|---|---|
![]() | Hot Streak | Heat | Direct hits add 3 Heat; misses remove 2 Heat. | +3 / −2 | 20c | — |
![]() | Preheat | Heat | Reloading an empty mag adds Heat. | +3 Heat | 20c | — |
![]() | Time Out | Heat | Heat does not decrease while reloading. | on/off | 20c | Heat |
![]() | Blow Torch | Heat | Heat gained is increased by 50%. | +50% | 20c | Heat |
Reload, mag & pellet
| Icon | Mod | Family | Effect | Value | Cost | Augment |
|---|---|---|---|---|---|---|
![]() | Double Barrel | Reload/Mag | Fire 2 rounds at a time. | on/off | 20c | — |
![]() | Momentum | Reload/Mag | Releasing the trigger loads 3 rounds if 3 targets were hit. | on/off | 20c | — |
![]() | Replicator | Reload/Mag | Add one bullet to your mag after each full reload. | +1/reload | 20c | — |
![]() | Zip Tie | Reload/Mag | Reload 2 shells at a time. | on/off | 20c | — |
![]() | One Hit Wonder | Reload/Mag | Only 1 round per mag, +30% slower reload. | 1-round mag | 20c | — |
![]() | Abacus | Reload/Mag | Each shell shoots as many pellets as your mag size. | on/off | 20c | — |
![]() | Chili Pepper | Reload (grower) | Targets worth +1 more every full reload of an empty mag. Resets each Wave. | +1/reload | 20c | — |
![]() | Drip Feeder | Pellet (grower) | Shells gain an extra pellet every 5 seconds. Resets each Wave. | +1 pellet / 5s | 20c | — |
Economy
| Icon | Mod | Family | Effect | Value | Cost | Augment |
|---|---|---|---|---|---|---|
![]() | Piggy Bank | Economy (grower) | After each Wave, increases its own sell value. | growing value | 10c | — |
RAINBOW / Meta (10)
Multi-colour "Meta" Mods — single-level. They act on a neighbouring or next slot, so place them carefully (see Arranging Mods). These are the Mods the game hands out as RAINBOW Mods (e.g. via the Rainbow Shuffle Trial). The 10 internal entries map to 6 distinct Mods — Enhance, Level Override, Overcharge and Level Upper each have a left and a right variant (paired icons below).
| Icon | Mod | Effect | Cost |
|---|---|---|---|
![]() | Twin Boost | Adds levels to both the left and right slots. | 20c |
![]() | Enhance | Boosts the mod to the left/right by some levels. | 20c |
![]() | Level Override | Copies one neighbour's mod level onto the other side. | 20c |
![]() | Level Upper | Pays 10 Coins to add a level to a neighbour slot each Wave / on Shop exit. | 20c |
![]() | Overcharge | Adds levels to a neighbour, then destroys it after the Wave. | 10c (+10) |
![]() | Hypercharger | Adds levels to the next slot, then destroys it for the rest of the Trial. | 10c (+10) |
Built-in mechanics (pre-installed on Tools)
These 12 entries are baked into your Tool or unlocked by an Augment — you don't buy them in the Shop, and only one has an in-game display name (the rest carry no localized name). Most are gated by an Augment (the built-in set uses AUG_COMBO, AUG_EXPLODING, AUG_HEAT and AUG_LIGHTNING), so they only do anything once that Augment is equipped. Internally they drive the Pistol's Combo, the SMG's Heat, Overkill, multi-target, and the grenade/cluster explosions. (The shop UNIQUE Ridiculous Combo in the catalog above has a separate built-in counterpart here.)
| Internal id | Role | Augment gate |
|---|---|---|
comboPoints | Pistol's built-in Combo scoring (+1x per Combo). | — |
heatPoints | SMG's built-in Heat scoring (+1x per Heat). | Heat |
overkillMult | Built-in Overkill multiplier (+1x). | — |
multiTargetMult | Built-in multi-target multiplier (+1x). | — |
builtInExplodingRadiusMag | Per-mag explosion radius growth. | Detonator |
grenadeExplodingBullets | Grenade explosion sizing. | — |
clusterGrenadeExplodingBullets | Cluster-grenade explosion sizing. | — |
builtInLightningScoreNoArc | Lightning score when no arc occurs (+5x). | Arc Module |
builtIntLightningExtraJumpLastBullet | Extra lightning jump on the last round. | Arc Module |
pelletThiefBonus | Built-in pellet bonus (+3 pellets). | — |
trialOneBulletMag | The one-round-mag Trial mechanic. | — |
comboMaxGrowerTrial | Ridiculous Combo — the only one with a display name. | Combo |
Quick build cheat-sheet
- Always: a healthy stack of red ADD Mods and a couple of blue MULTIPLY Mods — you need both for the math to pop.
- Then: pick the engine matching your Augment — Explosive, Freeze, Lightning, Heat, Critical or Combo — and pile Mods into it.
- Keep Combo maxed: Combo multiplies everything. Grab Combo Saver so one miss doesn't wipe your streak.
- Level up, don't spread out: re-buy your best leveled Mods to climb their level (UNIQUE/Meta Mods don't level — buy them once). A focused 3–4 Mod build usually beats ten level-1 picks.
- Unlock your slots: spend Coins to open your 2 locked slots (30c then 50c), then snowball them with Stack Overflow and Monolith Shard.
- Fuel the snowball: a little Coin economy early lets you out-buy the rising score targets later.
- Refresh sparingly: the first reroll each Shop costs 1, then 2, 3… and resets next Shop — so don't burn Coins chasing a perfect roll. Freeze the Mod you want so a refresh can't take it.
- Warp on purpose: a Warped Mod flips ADD ↔ MULTIPLY, so use the Warp-guarantee Coins (or the Warped Trial) to fill whatever your build is short on.
- Placement only matters for Meta Mods: put slot-neighbour Mods (Level Override, Overcharge, Enhance, Hypercharger) next to what they affect, and mind where Lone Gunman leaves empty slots. Plain ADD/MULTIPLY order is irrelevant.
Tip: Don't try to do everything. Pick one engine that matches your Augment, build it deep, and let the snowball roll.
See also
- Scoring — the exact
(base 10 + ADDs) × MULTIPLY × Combomath, plus Combo, Overkill and Heat. - Augments — the seven playstyle-defining powers your build is shaped around.
- Tools — Pistol, SMG and Shotgun, their fire modes and built-in Augments.
- Sockets — Super/Mega/Ultra Sockets that push Mods past the Lv 5 cap.
- Hacks — Elite/Epic/Monolith Hacks, the category-buff Hacks, the Deep Search free-refresh Hack, and slot-granting Stack Overflow.
- Round Rewards — the post-Wave reward Coins, including the Warp-guarantee and Refresh Token rewards.
- Modes — the Warped and Token Trouble Trials, plus every other run-warping mode.
- Targets — the Token Glitch and the rest of the bonus Glitch family.
- Curses — including Heatwave, which blocks freezing Shop items.
- Tips & Strategy — run-winning game-plans and shop habits.
- The Monolith — Waves, Nodes, Hacks, Curses and slot-granting permanents.






























































































































