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Mycopunk News

Celebrating a Huge Milestone With a New Demo Update!

HELLO FELLOW EMPLOYEES 🗣️‼️

More than 50 THOUSAND of you played the Mycopunk demo already, and we're not even counting an incredible number of people who visited us during PAX East last week.

Speaking of PAX, we had a great time in Boston (even while boiling in our roach suits). Thanks to everyone who waited in line, especially those of you who came back multiple times! It was so much fun meeting people and talking with everyone about the game.



We're humbled and beyond thankful for all the feedback we've received so far, so we're using it as the base for a new and improved demo, available right now!

Most importantly, Saxon just greenlit a new assignment for everyone eager to do their best for minimum wage - Regulated Rampage. The briefing? Paint the floor with enemy blood. No payloads, no escort duty, just Saxon-sanctioned slaughter.

Alongside this new, hectic mission, we're introducing a slew of improvements, tweaks, and fixes, all based on your ideas, wants, and needs. Check out the full changelog below.

-Pigeons at Play



[h3]MISSIONS[/h3]
  • (NEW) Regulated Rampage - Saxon is now allowing employees to take on a new assignment. The objective of Regulated Rampage is simple: kill enemies.
  • Planetary Defense - Railgun keys weren’t despawning when the mission ended. Oopsie. Now they do.


[h3]WEAPONS[/h3]
  • DMLR - Fixed an issue that let players cancel the reload to spam exploding magazines with the Voltaic Battery upgrade. Sorry but it was too good.
  • Shock Grenade - Engorge upgrade now actually increases the explosion size


NOTE: Unfortunately, a shipment of weapons and ammunition from Saxon HQ was intercepted by the Intergalactic Revenue Service while being transported through slipspace. Saxon is working hard to resolve this misunderstanding. Employees are reminded to boycott slipspace in order to avoid audits.

[h3]CHARACTERS[/h3]

Bruiser
  • Nose Dive leap force is increased
  • Nose Dive leap direction is more horizontal
  • Some Nose Dive charge is refunded when you leap without diving
  • Bruiser’s mobility was lacking compared to other characters - these buffs let them leap more often and cover more distance.


Glider
  • Slightly reduced Wingsuit fly duration
  • Slightly reduced Wingsuit fly speed
  • Added a secondary Wingsuit cooldown that begins when you stop flying
  • Increased Rocket Salvo cooldown
  • Heat Exchange - Slightly decreased the amount of fuel gained by firing your Rocket Salvo
  • Quickfire - Slightly increased this upgrade’s shorter Rocket Salvo cooldown


NOTE: Yeah so Glider has been way too powerful. These changes aim to bring her mobility a little more in line with the rest of her crew. Glider’s dodging is currently more effective than we want - it’s really easy for her to use a small percentage of Wingsuit fuel to quickly move out of the way of enemies and projectiles so we’re trying out a secondary cooldown to prevent dodge spamming. Glider’s Rocket Salvo is also pretty strong, especially with upgrades, so we’re making its cooldown a bit longer.

[h3]UPGRADES[/h3]
  • Reduced the chance to find duplicate upgrades for the remainder of the demo


[h3]MISC TWEAKS AND FIXES[/h3]
  • Fixed a bug that let players equip two Plate Launchers in UNKNOWN_LOCATION
  • Fixed a bug that would break the entire game if a car you’re sitting in is destroyed
  • Fixed a UI error that lied about Double Lasso increasing cooldown by INFINITY%

Pigeon Propaganda - 5/12/25

Welcome back :)

This week we’re talking about upgrades. I don’t have anything else to say so let’s do this.

Upgrades


Time to go more in depth on our upgrade system and progression. Upgrades come in four rarities: Standard, Rare, Epic, and Exotic (common can go fuck itself). And what you’ve seen in the demo is just a small taste of the full set of upgrades.

Our intent with these upgrades is to let you modify your weapons and characters in interesting ways and actually change how they behave. Aside from standard rarity, we shy away from upgrades that only slightly change stats. +15% damage is BORING. But turning your high caliber rifle into a shotgun is COOL. We’re really excited for you to see all of the upgrades in the full game. I’m sure you’ll find so many broken combinations that we haven’t thought of.

Upgrades are neat. But our grid system is what makes them really interesting. As soon as we began prototyping the grids we realized there was no way we’d be able to balance all of the possible combinations. It’s a little worrying, but we can’t wait to see the builds you discover. One of the main reasons we’re doing early access is to let the community inform our balancing and future upgrades, so we’ll likely be tweaking a lot of the upgrades after release based on feedback and usage rates.

Crafting


Since upgrades have random stats, we want you to be able to get rerolls without only relying on RNG. That’s where crafting comes in.

Scrapping an upgrade provides one scrap of that upgrade’s rarity. You can spend scrap to craft new upgrades. These can be crafted for a specific weapon or you can create a new roll of a specific upgrade. Crafting can only provide upgrades that you’ve found in the world at least once.

Character Upgrades


Most character upgrades in the full game are unlocked through the upgrade tree, allowing you to get the exact upgrades you want without relying on RNG for your first drop.

You can spend skill points from leveling up to gain a new upgrade for any character. Once unlocked, variations of the upgrade can start dropping in the world.

Character and player upgrades also come with small random stat boosts which can:
  • - Increase your max health
  • - Decrease the health regeneration delay after taking damage
  • - Increase run speed
  • - Increase slide speed


These are meant to help boost some of your base player stats as you collect more upgrades.



That’s it for this week! Have fun killing shit.



------------------------------------
BEGIN SAXON SECURE MESSAGE
SHIPMENT EN ROUTE TO NEW ATLAS
TRANSPORTING VIA SLIPSPACE
ETA: ???
END MESSAGE
------------------------------------

Fight off a planet-wide fungal catastrophe in the upcoming co-op shooter Mycopunk

From developer Pigeons at Play and Devolver Digital, Mycopunk is one of those games where you see a few seconds of footage in the trailer, get totally sold and instantly stick it into your wishlist. There's also a demo available to try.

Read the full article here: https://www.gamingonlinux.com/2025/05/fight-off-a-planet-wide-fungal-catastrophe-in-the-upcoming-co-op-shooter-mycopunk/

Pigeon Propaganda - 5/5/25

Hey everyone! This is our first of what will (hopefully) be weekly posts going into detail on stuff and things.

It’s been amazing watching everyone play the demo, share builds, draw your favorite characters(!) and find secrets together! We’ve been working on Mycopunk for almost two years now and we’re so excited that you all can finally play it. We’ll have many more posts leading up to release, but for now we want to focus on changes we plan to make based on your feedback on the demo.

But first: we’re going to keep the demo live until at least June.


Characters


From our very official polls we’ve noticed a couple outlier characters, specifically Bruiser with a 14% pick rate and Glider at 42%. Glider is TOO popular and she will be fired given a performance review.

Glider’s current wingsuit uptime and mobility blows every other class out of the water. Oops. We aren’t planning any major nerfs but we do need to bring her in line with the rest of the characters.

We’ve gotten a lot of feedback that Bruiser just doesn’t have enough horizontal mobility to keep up with their coworkers so we’ll be tweaking their nose dive (and maybe shield projector) to give them a little boost.


Difficulty Scaling


We seen a lot of reports of missions being too hard when playing solo. We want to encourage people to play in co-op because co-op is fun, but singleplayer shouldn’t be much more difficult than a duo lobby.

We’re looking at tuning down the difficulty when playing solo in threat 1 and 2. Scaling for threat 3 and above will stay the same for now to preserve their difficulty.

As with everything else, your feedback with be invaluable in balancing difficulty across all threat levels and player counts. Keep it coming!


Chaos Control


Most missions in New Atlas come with near nonstop hordes of enemies. We think that’s pretty cool. But sometimes you want a (slightly) more relaxed experience. We’ll be playing around with adding an **enemy intensity** option along with the threat level during mission selection.


Hornet Missiles


Hornets are too punishing, you say…

We’re decreasing hornet damage and reducing their tracking speed.


Pax East


We’ll be at Pax East along with Roachard this week! If you’re there come stop by the Devolver booth. If you’re not there we don’t want to talk to you.


FAQ


Some questions keep cropping up, so here are some answers, free of charge:

Will demo progress carry over to the full game?
  • No. We’ve made some breaking changes since the demo PLUS we want everyone to start in the same place. But we’ll have a little gift for anyone who plays the demo (like a skin or something)


Can I play offline?
  • Yeah but some features that require internet (like community events) of course won’t work offline.


Are there more weapons in the full game?
  • Yes :)


Will there be skins?
  • Yes


Is there a release date?
  • Yes



Next Up…


We’ll have more in-depth posts leading up to release, but if there’s anything in specific you want more info on, tell us! See you next week when we talk about Overtime Assignments. Or something else idk.

Demo Hotfix 2

  • Fungal trails in cleanup detail don't go under rocks anymore. Stupid rocks.