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Mycopunk News

1.0.3 Hotfix

  • [p]Fixed resolution options not updating after switching monitors[/p]
  • [p]Fixed Bruiser's skins using the wrong textures[/p]

Mycopunk Update 1.0.3 + An Interview With Space.com

[p]Hey employees![/p][p][/p][p]First of all, it's been an incredible weekend for us, as thousands of you joined the effort to clean the universe up of the fungal invasion. Thank you all for jumping in and for the incredible support you've given us.[/p][p][/p][p]We've read through your reports and, oh boy, you found quite a few bugs. This means we have to fix them I guess. So, here's our first shot at that. With this newest update, we've fixed many of the most important issues that were reported. We also made some balance changes to a few weapons and upgrades to make everyone's experience even better… see the patch notes below for details![/p][p][/p][p]We’re still hard at work finishing the next event (which was supposed to release with the end of fungal analysis, but you all completed that way faster than we expected!) We’re also looking into tweaking other things based on your suggestions soon (yeah Prized Possession can be a pain on higher threat levels…)[/p][p][/p][p]Most important for this update, we’ve fixed one prominent bug that could cause you to get stuck in the menu when joining or disable your melee. Yay.[/p][p][/p][hr][/hr][h3]Mycopunk on Space.com... Ok then[/h3][p]It's pretty wild, but we recently sat down with folks from Space.com to chat Mycopunk. Read their piece below, and find out what some of our inspirations were, what the game looked like before it took its final form, and how the enemy design changed over time.[/p][p]>> Read our interview with Space.com << [/p][p][/p][hr][/hr][p][/p][p][/p][h3]Skins[/h3]
  • [p]Tweaked stat curves on Factory skins to make them much less likely to drop with little to no hue shifting. This change is retroactive to any existing Factory skins.[/p]
  • [p]Fixed an issue that was causing Factory skins for the Cycler to sometimes drop with no modifiers[/p]
    • [p]These skins will unfortunately not be affected by our changes to the other Factory skins.[/p]
  • [p]Fixed an issue where some parts of Glider’s Moonlit skin displayed as black instead of white[/p]
  • [p]Glider’s skins now affect her wingsuit and rocket salvo in first person[/p]
[p][/p][p]We also feel that skins are just a bit too rare, considering the massive amount of possible variations for each one, so we’re making them a little more common[/p]
  • [p]Slightly increased the chance of getting an oyster from scrapping a skin[/p]
  • [p]Doubled the chance of an oyster spawning in a mission[/p]
  • [p]Skins still have the same chance of dropping along with any upgrade drop[/p]
[p][/p][h3]Upgrades[/h3]
  • [p]The Engorge upgrade now correctly increases the explosion size instead of the projectile size[/p]
  • [p]Fixed players getting stuck in their menu after joining a crew if Hot Swap was equipped on their DMLR[/p]
  • [p]The DMLR’s Voltaic Battery upgrade now actually deals explosion damage[/p]
  • [p]Laser mode lasts longer on the DMLR when both Autocycler and Coronal Ejection are equipped[/p]
  • [p]The Voltaic Grenade’s Higher Voltage upgrade now actually increases outgoing shock damage[/p]
  • [p]Fixed players getting stuck in their menu after joining a crew if Impact Cascade was equipped on their Incendiary Grenade[/p]
  • [p]The Incendiary Grenade’s Napalm upgrade now actually increases your outgoing fire damage[/p]
  • [p]The Voltaic Grenade’s Phase Housing upgrade now actually phases through shields[/p]
  • [p]The Plate Launcher’s Nice Catch upgrade applies less of its element to you[/p]
  • [p]The Plate Launcher’s Fencing Construction upgrade no longer damages players[/p]
  • [p]Fixed the Cycler’s Scorching Detonation upgrade not triggering when killing an ignited target. Scorching Detonation can also now cause itself to trigger if its explosion kills a target.[/p]
  • [p]Fixed the Lead Flinger's Fan Fire upgrade sometimes dropping with a really low damage boost. Minimum damage increase is now 12%.[/p]
  • [p]The Bruiser's Modular Construction upgrade now appears correctly for other players[/p]
[h3]Weapons[/h3]
  • [p]Increased the Heavy Laser Emitter’s minimum fire interval so that it can’t be spammed[/p]
  • [p]Decreased the cost of unlocking new weapons by about 50%[/p]
    • [p]Since you already have to gain a bunch of XP to unlock weapons, we think the cost to buy them was too high, especially since the same resources are used to unlock upgrades.[/p]
[p][/p][p]Heavy weapons are cool, but we feel they could be even cooler, so we’re making some of them a bit more powerful.[/p]
  • [p]G6 Street Sweeper[/p]
    • [p]Increased ammo capacity from 5 to 6[/p]
  • [p]A16 Beam Ripper[/p]
    • [p]Increased damage from 550 to 600[/p]
  • [p]Heavy Laser Emitter[/p]
    • [p]Increased damage from 750 to 780[/p]
[p][/p][h3]Overtime Assignment[/h3]
  • [p]Fixed the Overtime Assignment sometimes not giving its guaranteed rewards on the first completion each week[/p]
    • [p]Since some players missed out on their rewards, we’re resetting this week’s guaranteed rewards for everyone. This has the side effect of also changing this Overtime Assignment’s region.[/p]
  • [p]Slightly increased reward chances after the first weekly completion[/p]
[p][/p][h3]Accessibility[/h3]
  • [p]Added a slider for world bloom[/p]
[p][/p][h3]Lobbies[/h3]
  • [p]Fixed various issues with lobbies not showing the correct number of players or displaying in the lobby list even when not joinable. We’re still working to resolve all of the issues with joining lobbies but this should help with finding valid lobbies to join.[/p]
[p][/p][h3]Other Fixes[/h3]
  • [p]Fixed an issue that would sometimes cause the game to open with only placeholder text[/p]
  • [p]Fixed enemies occasionally teleporting to players when standing inside the lip of Hunk’s garage[/p]
  • [p]Fixed the ‘player upgrades’ section missing an icon in the crafting window[/p]
  • [p]Fixed an issue that could occasionally cause Glider’s Rocket Salvo to fire infinitely[/p]
  • [p]Opening the old demo app will no longer overwrite your save file[/p]
  • [p]Fixed the meteorite side objective sometimes landing too close to objective items and blocking them[/p]
  • [p]Fixed the DMLR’s stats sometimes not resetting correctly when in laser mode[/p]
  • [p]Player data is saved an additional time when you begin to load into a mission[/p]
  • [p]Threat Level filter no longer resets after exiting the lobby list[/p]
  • [p]The i-dot character now renders correctly rather than appearing as a box[/p]
  • [p]Jumping out of the Grapple Pole no longer consumes an air jump when the Cloud Skip upgrade is equipped[/p]
  • [p]Smoke effects from objects falling out of orbit are now transparent rather than dithered[/p]
  • [p]Fixed the Immolation stack display not being capitalized[/p]
  • [p]Added a temporary toggle to disable resolution options while we work on fixing the main cause of the issue[/p]
[p][/p][p]Thank you all for playing, discovering cool new builds, and BREAKING all of our shit. More to come soon…[/p][p][/p][p]-Pigeons at Play[/p][p]:)[/p][p][/p][p][/p][hr][/hr][h2]In case you missed it[/h2][p][dynamiclink][/dynamiclink][/p]

Update 1.0.2

[p]A quick hotfix to help with resource drop rates![/p][p][/p][h3]Saxonite[/h3][p]Looks like Saxonite is a little too rare! We don’t want you to be stuck grinding for Saxonite just to unlock a cool new exotic, so we’ve increase its drop chance across the board, especially on higher threat levels. The new drop rates are:[/p]
  • [p]Threat 2 — 2.5% → 3%[/p]
  • [p]Threat 3 — 7% → 10%[/p]
  • [p]Threat 4 — 21% → 25%[/p]
  • [p]Threat 5 — 28% → 50%[/p]
  • [p]Threat 6 — 30% → 60%[/p]
[p][/p][h3]Side Objectives[/h3]
  • [p]Increased the amount of XP rewarded for completing a side objective[/p]
  • [p]Side objectives provide more resources[/p]
[p][/p][h3]Crafting[/h3][p]Upgrades no longer need to be unlocked after crafting them.[/p][p][/p][p][/p][p]We’ll be back with another patch next week to fix some of the more important bugs you all have discovered! Now let’s get back to analyzing that fungus.[/p][p][/p][p][/p][p]-Pigeons at Play[/p]

The Wait is Over! Mycopunk is Out Now

[p]Hey folks! [/p][p]The wait is over, and Mycopunk is out now in Early Access![/p][p]💥🍄🔫🤯[/p][previewyoutube][/previewyoutube][p][/p][p]It's been a wild ride, these past couple of years, and we can't wait to see everyone enjoy the fruit of our (minimum wage) labor, so grab your friends and see you on New Atlas.[/p][p]Oh, and by the way, Saxon Industries published a handy Employee Handbook for anyone looking to not get fired after their first mission. Find it below. [/p][p][/p][p][/p][p]-Pigeons at Play

[dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][p][/p][h3]IN CASE YOU MISSED IT[/h3][p][dynamiclink][/dynamiclink][/p]

Early Access Overview | Coming July 10

[p]Hey folks![/p][p]It’s now just a few days before release on July 10, and we are incredibly excited. With over 120,000 demo players (hopefully) waiting to hop into the full thing, we thought this would be a good opportunity to expand on why we’re launching into early access and what we’ll be doing throughout it. We plan to utilize these next six months to the fullest, so we thought it would be a good idea to outline our plans for that period.[/p][p][/p][p][/p][p][/p][h2]Why Early Access?[/h2][hr][/hr][h3]TLDR: Because we want to…[/h3][p]Even though we could launch straight into 1.0 and skip calling this Early Access, we still want to work out the kinks with the help of the community. We also want to tell you a story, which is why our primary focus will be on unraveling the mysteries behind your “benevolent” employers, Saxon, and the fungal takeover of New Atlas.[/p][hr][/hr][h3]A Narrative-Driven Approach[/h3][p]Early access isn’t just about fixing and balancing things. For us, it's a way to tell a story. The situation on New Atlas is constantly evolving, and updates will be rolled out as the Mycopunk world grows. Each content update is tied to the narrative in some way and will progress the overall story of Mycopunk as you battle the fungus for control of New Atlas. And with this arm’s race barreling ahead, there’s naturally going to be a lot of new gear, upgrades, and enemies that will roll out with these updates (all for free!).[/p][p][/p][h3]Special Assignments[/h3][p]The more narrative-heavy updates will include replayable story missions called Special Assignments, which serve as the focal point for their update. Special Assignments will be unique, handcrafted experiences that give us the freedom to push the gameplay beyond what’s possible in the average Myco-Mission. There’s a lot to discover about the fungal threat, as well as Saxon’s history, and we look forward to showing it to all of you.[/p][h3]
All Working Together[/h3][p]After all, to Saxon, you aren’t players. You’re employees. Many content updates will involve the community in some way, whether that’s supporting your favorite arms dealer, scrounging around for sciencey-type things, or taking down enemies that threaten more than just your own crew. No health plan, no benefits, only your fellow wagies and a dream.[/p][h3]
Finding that Perfect Balance[/h3][p]We’re launching with a lot of content. There's, of course, a lot we still want to add, but we feel there’s enough content in Mycopunk for a full 1.0 release. What’s not perfect quite yet is the balance. With so many weapons, characters, and upgrades, it's impossible for us to test everything ourselves, which is exciting, as some combinations will require some tweaking. This is where YOU can help us! We need your feedback to ensure that everything gets in its proper place. That’s also why we’re collecting a small amount of usage data to ensure that we give special attention to any underutilized equipment.[/p][p]Don’t worry, we won’t kill your favorite build or weapon interaction - we love broken stuff, and only want to tune it down a bit. What’s most important to us is that you have a whole lot of fun and useful builds to choose from.[/p][p]We hope you’ll join us on New Atlas as we beat the game into the best possible shape it can be.[/p][p][/p][p]Check out the official roadmap image below for more info and hints on what's coming in the near future. [/p][p][/p][p]-Pigeons at Play[/p][p][/p][hr][/hr][p][/p][hr][/hr][h2]IN CASE YOU MISSED IT[/h2][p][dynamiclink][/dynamiclink][/p]