QUICK ANSWERThe current game officially has more than 50 modules and characters can equip them as they level. Demo footage also shows Access Codes being spent at an antenna to acquire modules, then placing those modules into crew slots. Treat the shop details and old module names as demo-era until rechecked in the launch build.
01
Confirmed at launch
- 50+ modules exist.
- Characters level up and equip modules to amplify abilities.
- Previous caravan wrecks can contribute modules to later runs.

02
Demo-era Access Code loop
- Reach the antenna / upgrade interaction.
- Spend Access Codes on a module offer.
- Assign the module to a crew member’s module slot.
- Re-evaluate that crew member’s role after the new skill/stat effect.

03
Names seen in old footage — reference, not launch tier list
VigorousAccuracyCritEfficiencyPersistencePowerfulSturdySolidarityFirst Aid / Medic training (video wording)
These labels come from older demo/playtest videos. This page does not claim the list is complete or that every name/effect is unchanged at launch.

04
What to prioritize without inventing a meta
Choose modules by role failure, not by a made-up universal tier list. If a crew member cannot perform the job you need — sustain, control, reach, damage, durability — the useful module is the one that repairs or sharpens that job in the current run.
Release facts checked 2026-09-15 against official Steam and developer news. Pre-release video observations are labeled where used.
