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Mycelium: The Silent Contract News

Demo Patch 0.43.05.7d

[p]Hey everyone,[/p][p]Lex here[/p][p][/p][p]I've been watching some streamers play the game, and aside from bug fixes, I decided to try some balance changes. Let me know how it feels![/p][p][/p][p]Changes:[/p]
  • [p]Potential mushroom areas number was increased[/p]
  • [p]Chances of fireflies spawn were increased[/p]
  • [p]The minimum amount of Mycelium needed to extract was increased to balance the increased number of mushrooms in general[/p]
  • [p]Shroomsters now give more Mycelium but the maximum amount was capped because sometimes they could give you enormous numbers[/p]
  • [p]Crows now leave traces when you scare them off[/p]
[p][/p][p]Fixes:[/p]
  • [p]Fixed possible soft lock in the elevator[/p]
  • [p]Fixed Stats screen in the Terminal showing incomplete objectives if none were taken[/p]
  • [p]Fixed Stats sometimes not showing properly for solo players[/p]

Demo Hotfix 0.43.05.6d

[p]Hey everyone,[/p][p]Lex here[/p][p][/p][p]I just made a quick Hotfix to address the urgent issues in the DEMO and make some QOL improvements.[/p][p][/p][p]Changes[/p]
  • [p]Players should now be able to successfully connect to other lobbies while being in their own lobby[/p]
  • [p]Added GAMEPLAY HINTS for interactive objects in the lobby and on missions. Those are enabled by default but you can disable them in SETTINGS → INTERFACE[/p]
  • [p]Mushrooms in the tutorial now give you more mycelium, so you don't have to break the crystal to successfully extract[/p]
  • [p]Added one-time introductive messages for completing the intro and activating a terminal[/p]
[p][/p][h3]If you encounter bugs or find some aspects too difficult, do let me know in Discord.[/h3][p][/p][h3]Enjoy Mycelium![/h3]

DEMO is OUT!

[h2]Dear Contractors,[/h2][p][/p][h3]We at Mycelium appreciate it that you waited this long for your contract to finally begin. Now it's time to finally see what you signed up for.[/h3][p][/p][h2]Mycelium: The Silent Contract Demo is out![/h2][p][/p][p]Be among the first to play and express your opinion on what you've seen. The Demo includes:[/p][p][/p]
  • [p]Co-op for 1-4 players[/p]
  • [p]Playable tutorial[/p]
  • [p]Progression until Cycle (level) 4/30[/p]
  • [p]Full map with no limitation on locations or monsters[/p]
  • [p]2 essential equipments you can take on missions[/p]
  • [p]50+ optional objectives[/p]
  • [p]Infinite replayability - when you reach Cycle 4, you can start again and get a totally different game![/p]
[p][/p][h3]See you in Mycelium![/h3]

Mycelium: The Silent Contract DEMO releasing October 1st!

[h2]Hey everyone,[/h2][h2]Lex here.[/h2][p][/p][h3]I did promise you a big announcement, and here it goes:[/h3][p][/p][h3]Mycelium: The Silent Contract Demo is to be released on October 1st![/h3][p][/p][p]I'm really nervous and excited, we're going to talk more about this later. But for now, I suggest that you watch a new teaser of the game! Enjoy it![/p][previewyoutube][/previewyoutube]

Facts about Mycelium #1

[h2]Hey everyone,[/h2][h3]Lex here.[/h3][p][/p][p]I recently updated the game's store page, and included the main features of the game in the description. But it feels like it's not sufficient, so I decided to talk about some of them in more detail.[/p][p][/p][h3]So, let's talk about procedural forest [/h3][p][/p][p]Obviously, there are tons of games with procedural generation nowadays. How's Mycelium different?[/p][p][/p][p]Well, when I started developing the game, the picture I had in my head had to face the reality and the limitations not only of Unreal Engine but also of the general rules of gaming. I wanted it to look as realistic as I could and 100% procedural but I also had to bear in mind optimization and gameplay. That is why making the forest took me around 6 months which is roughly 1/3 of the total development time.[/p][p][/p][p][/p][h3]Here's what I've managed to achieve so far:[/h3][p][/p]
  • [p]100% runtime randomness. No tree will ever be at the same spot where you've seen it before.[/p]
  • [p]The size. It is huge enough to easily get lost but not frustratingly huge.[/p]
  • [p]Biomes. The forest has several of them with their own ecosystems that also influence the gameplay. Some things/places can only be found in those biomes.[/p]
  • [p]Mushrooms. Those are an essential part of your gameplay, so they follow sophisticated algorythms which should make you always excited to find some.[/p]
  • [p]Weather. Dynamic weather influences the overall look and atmosphere of the forest. Besides, it also affects your gameplay. While events are random, they also change and depend on the weather.[/p]
  • [p]Locations. I try to make them recognizable and memorable but also as random as possible, so that finding one will always feel different.[/p]
  • [p]Optimization. I should confess - low-end PCs might have some problems that can only be solved by using FSR or DLSS but it's been a long way and I am really proud of the stability I've achieved here.[/p]
[h3]That's it for now. Stay tuned and don't forget to wishlist the game![/h3][p][/p][p]If you have questions or suggestions - always feel free to join our Discord[/p][p]https://discord.gg/GTYUGCyw2h[/p][p][/p][p][/p]