Scavland Weapon Attachments
A rifle is a body. The parts you keep are the build you can feed.
Scavland’s store pitch is blunt: 25+ weapons and 300+ attachments. Steam community copy says the customisation system lets you change stocks, magazines, optics, muzzle devices, grips, and other components around a loadout. This page is that system in field language. The weapon tier list ranks families. Builds is the philosophy. Here is what the parts actually are, and why a full inventory can delete your cleverness.
Early Access is still 4 September 2026. We will not invent a 300-row spreadsheet. We will name the slots NoShadow published, the repair classes from development recaps, and the traps creators already hit.
What an attachment is
A gun starts as a base body. You then hang parts on it. Official development notes list the slots that matter:
- Stocks — length, shouldering, how the sprite occupies the pack
- Handgrips / foregrips — older builds mislabelled some of these as “Sight”; the correct word is foregrip
- Sights / optics — what you see when you right-click aim
- Handguards
- Muzzle devices — suppressors, compensators, and the rest of the loud-or-quiet choice
- Magazines — capacity, and often the calibre you must loot
Traders sell attachments. The best rows sit behind reputation. Bunker armories dump parts on people who cannot walk out. Bunkers is the packing list. Crafting is how you keep the body alive while you shop for a barrel.
Repair class is a hidden slot
Development recaps added Repair Class to the item info panel. Guns use Scrap / Basic / Advanced / Expert. Worn equipment uses Tattered / Scavenger / Medium / Heavy. Repairs try your least advanced compatible kit first so you do not burn an Expert tin on a Scrap pistol. That is a crafting rule wearing an attachment UI.
Named bodies that recaps tied to kit bugs include the Mikhail 47, Thread Cutter, Svarsh Miracle, and 63 Dragoon. Treat those as real names from the team’s own notes, not as a finished meta table. Public streams have also shown a Medved monster of a gun and a Nagant sawed-off. Feed the calibre you can find. Starting loadout still prefers a maintained AK-pattern rifle over a legendary paperweight.
Attachments eat inventory
This is the rule that ruins greedy Vultures. Installing or removing a part that changes a weapon’s inventory size used to make the gun vanish in older builds. The studio added a “Not enough inventory space” message instead of deleting your rifle. Unequipping a long gun into a full pack is the same trap. Read inventory before you experiment in a hatch.
Practical order:
- Make room in the pack or the stash.
- Change one part.
- Confirm the gun still exists in the window.
- Only then change the next part.
Item interaction lists Remove attachments next to Equip, Unequip, Inspect, Repair, and Drop. You do not need a workbench to strip a muzzle in town. You do need a cleaning kit if the body is already dying. Combat is what a jam looks like when you skipped that kit for a compensator.
What to bolt on first
Day one is not a gunsmith thesis. Day one is a magazine you can fill and a sight you can read.
- Magazine you can loot. A five-round long rifle next to a common Kalashnikov-pattern gun is the demo trap. Capacity is useless if the calibre is a souvenir.
- A sight you understand. Right-click aim exists in keyboard footage. An optic that fights the top-down camera is decoration.
- Muzzle for the job. Suppressors belong on stealth walks and on retrieval jobs. Compensators belong on hunts you already chose to announce. A homemade pistol is already a flare; do not pretend a can on the end makes it polite.
- Grip and stock last. Comfort parts that grow the sprite can fail the backpack test. Fashion after you can return.
If a ranked shop row is a magazine you cannot loot, that is traders plus reputation doing the craft for you. Handshake first, gunsmith second. Do not start a faction war for a barrel you could pull from a hatch next week.
How this page ranks parts (without fake DPS)
- S — a magazine or muzzle that lets a common rifle finish nearby jobs without a second calibre.
- A — a suppressor or optic that makes a niche (night walk, bunker peek) actually quieter or clearer.
- B — a stock or grip you keep because it already fits the pack.
- C — a part that exists to be sold, or that turns a working gun into a sofa.
Condition still beats the letter. A dirty Expert build is a firework. Survival and cleaning kits are the real attachment slot.
After 4 September 2026
The roadmap promises more weapons, equipment, and recipes through Act II and Act III. Attachment counts will move. This page will take Steam news, not screenshot rumours. Until then, strip one part at a time, keep a kit, and let the builds page argue about playstyle once you have walked home twice with the same body.
Official numbers live on Steam. This wiki will not assign a DPS to a foregrip we have not weighed in a live save.
Frequently Asked Questions
Quick answers to the most common questions.
How many attachments are in Scavland?
Early Access copy lists 300+ attachments across 25+ weapons. Confirm the live count on Steam after 4 September 2026.
Which attachment should I install first?
A magazine whose ammo you can loot, then a sight you can actually use. Muzzles and stocks come after the gun still fits in the pack. See builds.
Why did my gun disappear after a mod?
Older builds deleted weapons when a part changed inventory size. Current notes show a space warning instead. Clear inventory first.
Do traders sell attachments?
Yes. Best stock is earned through jobs and reputation. Bunkers also dump parts.