GRAVHOUNDS Guide

Turrets: Every Turret and What It Costs

Updated · Gear

Quick answer

Turrets unlock in the Research Lab's Turrets tab in three branches off the free Base Turret: Gunner (Gunner, Minigun, Longbore, Scatter; uses Titanium), Rocket (Rocket, Cluster, Mortar) and Laser (Laser, Arclight, Lancer; uses Electrium). Each new turret costs about 7 Research Points, 500 of its material and 1 blueprint found on planets. Upgrades cost 2–3 RP and 100–200 material per level. For most packs: Gunner for the main line, Cluster or Mortar for crowds, Lancer or Longbore for elites.

Turrets tab: Gunner, Rocket and Laser branches · Video by Wanderbots on YouTube

Turrets defending a base in GRAVHOUNDS

How the turret tree works

Open the Research Lab on your ship and pick the Turrets tab. Everything starts from the Base Turret, then splits into three branches. A turret you unlock here becomes available as a Build Kit on expeditions, and you place it on a pipeline node near the Collector.

Branch Turrets Material Plays like
— Base Turret — Free autocannon. Modest damage, questionable accuracy. The foundation for all turret upgrades
Gunner Gunner, Minigun, Longbore, Scatter Titanium Ballistic. Reliable damage at short and long range
Rocket Rocket, Cluster, Mortar Rocket-branch material ⚠️ (icon not readable on stream) Explosive crowd control
Laser Laser, Arclight, Lancer Electrium Energy beams. No splash, high single-target damage

Octopus Panic’s launch notes count 22 turrets and deployable systems. The 11 turrets above are the ones we’ve seen in the Research Lab. The rest are deployables (radar, generators and the like) and turrets that weren’t on screen yet, such as the MLRS players mention.

Every turret

The descriptions are our summary of the in-game text, checked on November 4.

Turret Branch What it does Good against
Base Turret — Basic autocannon, the start of the tree Early waves only
Gunner Turret Gunner Machine gun with sustained ballistic fire. Reliable, durable, built to hold the line Your main defensive line
Minigun Turret Gunner Spins up to deliver a relentless stream of ballistic fire downrange Sustained swarm damage
Longbore Turret Gunner Long-range precision turret. High-caliber, armor-piercing rounds. Slow, but brutally effective Armored enemies, elites
Scatter Turret Gunner Close-range shotgun turret. Devastating bursts, weaker at distance Chokepoints next to the base
Rocket Turret Rocket Slow, high-yield explosives for crowd control Groups
Cluster Turret Rocket Rapid-fire rocket turret that saturates crowded zones with arcing mini-rocket volleys Big swarms
Mortar Turret Rocket Long-range artillery. High-arc explosive shells, powerful against distant groups, imprecise Enemies before they reach the base
Laser Turret Laser Continuous beam. No splash, no spread, sustained burn Single tough targets
Arclight Turret Laser Locks on with sustained electricity; damage rises the longer contact holds Bosses and tanky enemies
Lancer Turret Laser Long-range energy turret that charges and fires a precise particle beam. Slow, but lethal Elites at range

What turrets cost

These are the costs the cards showed. The numbers are “have / need” on screen; below is the need.

Action Research Points Material Blueprint
Unlock a branch turret (Cluster, Mortar, Longbore, Scatter, Arclight, Lancer) 7 500 1
Unlock the Minigun Turret 9 1,000 Titanium 1
Gunner level 1 → 2 2 100 Titanium —
Laser level 1 → 2 2 100 Electrium —
Rocket level 2 → 3 3 150 —
Lancer level 1 → 2 3 200 Electrium —

Prices go up with each level and with the turret’s tier. Octopus Panic adjusted upgrade prices before the demo and may again during Early Access.

What do levels actually do? The game doesn’t say. Turret cards have no damage or fire-rate numbers, and that’s the top complaint in the Steam thread “PLEASE give us turret stats”. The community manager replied that the feedback went to the developers. Until then, treat levels as a straight power increase.

Radar and other deployables

Best turrets by job

Job Pick Why
Early game Gunner (upgrade the Base Turret first) Cheap, durable, and Titanium is the most common material in the footage
Big swarms Cluster or Mortar Area damage. Mortar reaches farther, Cluster fires faster
Elites, Leapers, the Juggernaut Lancer, Longbore, Arclight High single-target damage
Holding a chokepoint Scatter Shotgun damage up close
Solo Fewer, upgraded Gunners plus one Mortar Less to repair while you mine alone

This is our reading of the turret descriptions and how streamers built their bases, not measured damage. Rocket Turrets were nerfed before the demo (smaller blast radius, slower fire), so don’t lean on them alone.

Keep turrets alive

FAQ

What is the best turret in GRAVHOUNDS?

There's no single best one. A Gunner line holds most waves, Cluster and Mortar deal with crowds, and the long-range energy and precision turrets (Lancer, Longbore) take down elites and big targets. Players on Steam rate Mortars highly, with friendly fire as the catch.

What do turret levels do?

The game doesn't show turret stats yet. Players asked for them on Steam and the community manager said the feedback was passed to the developers. Levels raise the turret's power; each level costs Research Points and the turret's material.

How do I unlock new turrets?

You need three things: Research Points, the turret's material (Titanium for the Gunner branch, Electrium for the Laser branch) and its blueprint. Blueprints come from points of interest on planets, and the Star Map shows how many each planet has left.

Where should I put the radar?

On the same pipeline as your turrets, between the Collector and the turrets (Collector > Radar > Turrets). It boosts every turret downstream of it on that pipeline. Players report it extends turret range.

Can two turrets go on one pipeline node?

No. Octopus Panic stopped two turrets from being placed on the same pipeline node in Demo Patch 1.

Related guides

Sources

Checked against the current version on · Medium confidence — consistent community reports, not officially confirmed. Spotted something outdated? Tell us.