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Mycopunk News

Pigeon Propaganda - 6/16/25

[p]Hello employees![/p][p][/p][p]Thanks to everyone who played the Mycopunk demo during Next Fest! We've had 120,000 players so far, which is pretty cool I think. As a quarterly bonus, Saxon has decided to keep the demo live for one more week![/p][p][/p][p]This week we've got updates to share on some of the changes we're making to full release based on your feedback.[/p][p][/p][h2]Swarm Intensity[/h2][p]We added a Swarm Intensity option above the threat level when selecting a mission. This setting affects how often waves of enemies spawn. HIGH intensity is what you're currently experiencing in the demo (our favorite). NORMAL (the new default) makes swarms slightly less common and LOW makes them even less common.[/p][p][/p][p][/p][p][/p][h2]Visual Clarity[/h2][p]We're also making some changes to outline rendering which should help enemies stand out more when they're further away. Outlines will also look less busy at low resolutions. Speaking of which... lowering your render resolution will no longer affect UI in the full release. Yay.[/p][p][/p][p][/p][h2]Missions[/h2][p]We're really excited for you to see the other three missions that we're launching with. But alongside those, all missions in the full game have a chance to spawn with optional side objectives that provide some extra resources and XP on completion.[/p][p][/p][p]One of these side objectives sees your crew rescuing a lost company laptop. You'll need to carry it through the rest of the mission and back to the drop pod. And the best part - you can throw the laptop like a frisbee.[/p][p][/p][p][/p][p]That's all for now. Keep up the killing and a Saxon-funded lunch buffet is in order.[/p][p]-Pigeons at Play[/p]

DEMO UPDATE - THE DESERT + THE LAUNCH DATE

[p]Hello employees![/p][p][/p][p]We hope you’ve taken this weekend to get some not deserved rest, because it’s the last you’ll get for a while.[/p][p][/p][p]Mycopunk is launching to Early Access on July 10, so get your gear ready and prepare to begin cleaning up New Atlas![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]In preparation for this huge event, Saxon has sanctioned visits to the new desert location in our final demo update. Select a mission in your drop pod and get to work. And remember: lunch breaks are for losers.[/p][p][/p][p]Stay tuned for more info on our Early Access launch very soon. We have a lot of new stuff we’re excited to show you![/p][p][/p][p]-Pigeons at Play[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][h3]Desert[/h3]
  • [p]The desert level is now available to try out in the demo! Don’t get dehydrated.[/p]
[p][/p][h3]Rocket Lasso[/h3]
  • [p]Rocket Lasso targeting is more consistent and shouldn’t try to grab enemies you aren’t looking at.[/p]
  • [p]Rocket Lasso always pulls you forward if you tap F. Hold F to lock onto a target.[/p]
[p][/p][h3]Upgrades[/h3]
  • [p]The Immolator upgrade now correctly matches its description and gives infinite ammo while active.[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Fixed missing text on scap gained from dismantling upgrades[/p]
  • [p]Fixed some bugs that could cause issues when loading into the \[REDACTED] mission[/p]

Demo Update 1.1.1

Hello employees - we’ve got a small update for you with a few tweaks & fixes.

[h3]Backend Stress Testing[/h3]
  • We’re testing out our backend services. If everything works correctly you won’t notice a change. If something breaks… oops.


[h3]Other Changes[/h3]
  • Increased opacity of Plate Launcher crosshair
  • Toggle Sprint now works more consistently
  • Fixed an issue that made the Saxonite drop chance higher on Threat 3 than Threat 4
  • Upgrades that affect spread are no longer incorrectly labeled with ‘recoil’
  • Grenades now fully apply their element when you hit yourself with your own grenade

New Demo Weapon

The missing weapon shipment has been found. Saxon would like to thanks employees for their hard work in locating this sensitive shipment.


[h2]The Gunship Cannon is now available to all employees[/h2]
This weapon is a repurposed gunship cannon that fires large explosive shells.

Demo Update 1.1

Hey Gliders (and everyone else). We’ve got some small tweaks to the Glider’s wingsuit in response to your feedback.

[h2]Wingsuit[/h2]
  • Removed the secondary cooldown after flying
  • Wingsuit now always consumes at least 30% charge
  • Fly speed is slightly decreased for a few seconds after you stop flying


We’re trying a slightly different approach to solve the issue of Glider being able to constantly dodge attacks - slowing the wingsuit for a short time makes the wingsuit less useful for fast movement in quick succession while still allowing Glider to fly whenever she wants.

As always we’d love to hear your feedback on this change! Our goal for balancing is to respond to feedback and tweak things without making you wait too long between changes.


- Pigeons at Play