Mycopunk Review

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It was supposed to be a straightforward mission. My line manager in the modest mega-mega-mega-coronation saxon-kararalch known as Roachard Cox-put it all: break into the deposit, spread the mushroom and goop to free the core from the prison, transport it back into the drop, and then run away with a gigantic time. Unfortunately, not many things in life are straightforward.

I need to know

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What is this? The PVE Sagittarius Cooperative, in which you fight mushrooms and collect resources in the name of Megacorporation, for which you work, also the manager of the cockroach line.
Date of issue July 10, 2025
Expect to pay USD 15
Developer
Pigeons in the game
Publisher Digital return
Proven In RTX 3070, Core Amd Ryzen 5 5600g, 16 GB RAM
Morlatra Yes
Steam deck Not verified (yet)
To combine Couple

See how mycopunk is as confused as the cooperative’s scorer can be. You work for megacorporation, which wants to bring out the planet of a fresh atlas for Saxonite, but after the fungus infects the world, you are sent with other members of the fresh crew atlas Hazard Crew to cleanse the path and collect various helpful resources. For example, gravitational farms hold Romphus, a fungus that grows on enemy shells, and Gussula, both assets for which I made this mission.

I went through the first stage of the mission without problems. Well, more specifically, I left all the problems when I was leaning with the hordes of enemies infected with mushrooms with the lend a hand of my trusted kidnapper, introducing me to the stratosphere.

My goal? A immense energy core hidden in a warehouse – from afar, located on the other side of the occasional forest. Fortunately, a laser gun was waiting for me outside, which I could employ to blow the hinges from the door and get inside.

(Image loan: Devolver Digital)

The only problem was that before I started working on destroying the hinges, my original problems caught up with me. Mountains of mycological robots quickly got me. My mother’s words: “Never let go by tomorrow what you can do today,” they repeated themselves in my skull, when the bot with a comically immense claw stuck her.

Fortunately, I managed to fly my problems instead of dealing with them, slowly choosing them, creating a sufficient distance to fulfill my contractual duties.

In the end I managed to blow the hinges from the door, enter the convoluted and locate the core. He was wrapped in the same mushroom that infected the planet of the fresh Atlas. I shot the whole knob, and then started taking the core out and returning to the drop, directing my inner Joty Chrząszcz.

When I was going to kick the core to the ship, the disgusting sniper appeared on me and ate. Typical. The abominations are huge robots, armed with a number of weapons, such as laser beams, sniper rifles and even immortality, which you need to destroy first before you deal with them.

Killing one of these beasts is not uncomplicated, which is why I usually live and let me live when I meet. But this devil is in my core and I can’t leave without it, so the oil must be dropped.

One game “Ring Around the Drop Pod”, I was able to open the metallic jaws of abomination, pull the core out of the intestines and drag it back to the ship. It was challenging, pure chaos and work, but hey, it’s just your average day working for Saxon in the fresh Atlas Hazard team.

Start to the hills

Fighting the swarm of the fungus

(Image loan: Devolver Digital)

Mycopunk is full of clutch, confused fights and good aged -fashioned train enemies. This is probably the most fun that I had in Strzelce for a long time, primarily because he manages to choose a line of being complex, but not punishing.

By choosing one of the different types of mission, you can also adjust the difficulty. There are three intensities of the swarm to choose from, which will change, how likely enemies are to master you. Then there are six different levels of difficulty to choose, difficulty 1 is the easiest, ensuring the least amount of resources, and the difficulty 6 is the most complex, giving players the greatest resources and XP.

Possibility to change the intensity of the swarm AND The difficulty separately allows you to experience all different missions at your own pace, in circumstances that allow mycopunk to enjoy fully. Just like the need to deal with the mountains of enemies that accumulate every second, but you don’t want them to pack too much a blow? Choose the high intensity of the swarm at a low level and so on.

These diminutive amendments remove stressors, which some games are about.

In addition to difficulties, clever design choices (such as removing the need for ammunition hunting or getting rid of a terrifying strong belt) also have a world. Instead of worrying about where I can find the next ammunition cache, like in other games, everything I have to do to get more bullets is to damage my enemies with my second weapon.

This allows you to focus on making diseased tricks or clutch pieces, not a combination of animation. It is also a great way to encourage players to diversify and improve all their weapons, and not just focus on one favorite, which is guilty in my FPS games.

I am a gigantic fan that there is no endurance system either. The bots of the enemy are also quite swift, so the ability to continue running is necessary. But it’s not like you are closing when you feel like it. Instead, three of the four characters have movements based on renewal.

Scraper (my favorite) has a jet backpack and implements a gripper, which the whole team can employ to start in the air. Wrangler has an air board and a rocket lasso that can drive you forward. Swider has a wing with which you can fly. Bruiser simply implements shields and can ground a slam, which emits a shock wave to damage nearby enemies, so I’m sure it appreciates infinite endurance more than anyone else.

These diminutive corrections remove stressors, which some games tend to rely – games, regardless of the fact that the shooter must be exhaustive or realistic. Meanwhile, in Mycopunk, I am a robot in Puffer Fumer, advised by a talking cockroach – realism has long gone out the window.

Placing “fun” in mushrooms

Mycopunk starts early access, but it is still to be done. There are four different main locations on fresh atlases, each of which displays a unique combination of mushroom resources that can be used to improve weapons.

There are also different types of mission to examine. Details of cleansing and regulated madness are similar because it is enough to kill a few robots infected with mushrooms or simply pristine the infection by shooting at the pustules. Saxonic transmission and valuable possession are cargo escorts, with various obstacles on the road.

Finally, planetary defense sees that you drive and shoot a planetary queue to remove the espionage spy. This is by far the coolest mission and something that I had well, ending with friends – there is something particularly comical in one of your teammates, which was crushed by falling debris, all because you forget to warn them, that you are ready to employ in turn.

But the fun does not end when the mission. The domestic base is huge, there are minigs, car races and a lot of photos of what I can only assume that they are development animals as screens in the whole place, which is perfect.

That’s when you also update your characters and set. Instead of simply unlocking improvements from the collected resources of expenses, there is also archaic equipment in the shape of a hive, to which improvements can be sorted. All improvements occur in various shapes and sizes, reminiscent of molecular cord. You can have so many improvements that fit, so you need to sort them well – I even unlocked a occasional update to match the “hidden path”.

Update system

(Image loan: Devolver Digital)

Mycopunk shows a lot of promises, but that doesn’t mean it’s infallible. Progress can become a slogan and can take some time to level or collect enough resources to update the set. There is definitely a hat how many missions you can do in a row before everything blends in with brutal blur. The variety of mission types maintains things only for so long.

There are also some faults, many of which are aware of developers, but this does not make them less annoying. I was lasted through the abomination of the wall more than once – you are never sheltered, even if you think you are. But none of this ruins fun, it’s just something to remember: fungal development of early access.

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