Meet the Early Access Crew
GRAVHOUNDS has five playable hounds in Early Access: Dozer, Selene, Finn, Zane and Luna, offering bomb traps, frisbee movement, self-healing crowd control, knockback and team speed respectively. Their traits and utility abilities differ, while weapons, the MultiTool and core movement systems are shared.
Compare Every Playable Gravhound
| Gravhound | Traits and Utility |
|---|---|
| Dozer — Bulldog | Has the crew's highest HP and suits players who like staying close to the fighting. His utility involves digging and setting explosive bone-bomb traps for enemies. |
| Selene — Weimaraner | A mobile all-rounder whose movement ability involves throwing a frisbee and teleporting to catch it. That gives her a way to put distance between herself and a dangerous fight. |
| Finn — Shiba Inu | Has low health with strong stats elsewhere. Play Dead heals Finn and traps enemies in a dome that slows their movement; its healing does not extend to teammates. |
| Zane — Doberman | Suited to close-range crowd handling. His barking creates a defensive shockwave that sends enemies away, giving him a useful way to respond when a swarm closes in. |
| Luna — Samoyed | A speedy hound whose boost can also affect teammates, helping them keep pace with her. Consider her when you want mobility that benefits the group. |
Shared Weapons, Tools and Movement
Every Gravhound uses the same core weapon and tool systems. Early Access includes four upgradeable weapon platforms, each with its own combat style and critical-hit mechanics. Choosing a hound therefore lets you focus on the utility you enjoy without assigning that character an exclusive weapon category.
The shared MultiTool keeps practical work within everyone's reach. Use the Mining Laser to gather resources and repair damaged defensive structures, and the Grav Beam to pick up materials or move Build Kits. The Grav Beam also lets you launch objects and hurl enemies, so it has uses during combat as well as construction.
Movement is shared too: the common propulsion rig supports jumping, hovering, boosting and pipeline grinding. Character traits still make hounds feel different, but mobility is part of the whole crew's toolkit. Keep using it to reposition, reach materials or help an ally, whichever character you select.
Choose a Hound for Your Next Shift
- Start with the job you enjoy doing. Decide whether you want to spend more attention on combat, building and repairs, or resource gathering. Those are flexible responsibilities that the team can divide and change throughout a mission.
- For fighting near your defenses, compare Dozer's durability and bomb traps with Zane's crowd-pushing bark. Pick the utility that helps with your usual problem: staying involved in a busy fight or creating room when enemies get close.
- For a movement-focused shift, compare Selene's frisbee teleport with Luna's boost that also affects teammates. Favor Selene if you like personal repositioning, or consider Luna when you want to help the pack move together.
- If Finn appeals to you, plan around his lower health and personal recovery. Use his self-healing and slowing dome as part of your own survival plan, and make sure teammates understand that his ability does not heal them.
- Agree on responsibilities before spreading out, then reassess when the situation changes. If the builder needs help fighting or the resource runner returns to a damaged base, share the work. Your selected hound does not prevent you from taking over another job.
Use Durability and Speed to Support the Team
Dozer's health makes him a natural candidate for staying near threatened infrastructure, while Zane's knockback offers another useful approach to close-range pressure. Treat those strengths as reasons to volunteer for a job. GRAVHOUNDS allows every hound to build, fight and gather, so a sturdy pick can still handle repairs or a resource run when needed.
A mobile teammate is useful when materials or allies need attention away from the main defense. Give that player a clear destination and keep someone aware of the infrastructure they are leaving behind. When the team needs to regroup, use mobility to bring the crew back into supporting distance.
Finn deserves a separate conversation when planning team support. His ability combines personal healing with a slowing effect on enemies, but nearby allies do not receive that healing. Choose him because you want that recovery and crowd-control combination, and arrange the rest of the team's responsibilities accordingly.
Coming Back From the Demo or Playtest
The demo announcement named Selene, Zane, Dozer and Finn. Early Access includes five playable Gravhounds, with Luna joining that lineup. If you remember the earlier roster, include her team movement utility when comparing your options.
The playtest-to-demo changes also revised several abilities. Those demo notes added firing during Fetch, damage alongside Bark's knockback, and a Play Dead sequence with invulnerability and healing while down followed by a temporal bubble on getting up. Those changes belong to the demo's development history; the Early Access comparison above describes the crew's roles and utility without assigning old tuning values to them.