Well gee, this is awkward...
Turns out we had a couple off-by-one errors in our code.
When calculating the which mod should be dropped upon completion of a room in LAST HUMAN, we were actually randomly selecting mods one less than we should have. Not only did this make the game harder than it should have, but people weren't even able to see every one of the unique, cool mods we put in.

When using Random.Range() in Unity, you don't have to subtract 1 from the length since the maximum parameter is exclusive. Unfortunately we didn't catch this in time for the first 15 people who played our game, but the good news is we now have a new-and-improved version uploaded with this fix patched in! Not only that, but we fixed the issue with restarting after a game over so mods should be collectible once more WITHOUT restarting the game. Now ain't that convenient? :stuckouttongue:
So even if you already checked out LAST HUMAN, you may want to take a second look to see what you were missing. Some of those missing mods are pretty fancy. :wink:
