Newly running FPS title Mycopunk It sets out with some particularly innovative functions. One such mechanic is MycopunkA grid -based system for upgrading weapons, inspired by spatial reserves of games as Resident Evil.
Pigeons in the game Mycopunk It brings a number of new reversals to the FPS genre, all wrapped in the Zana world. The title recently launched in Early Access, but players are already available a large amount of content – such as a unique game upgrade system. The Rant game sat down with the team's team members, including the CEO and creative director Liam Cribs, the 3D artist's leader/animator Ryan Yan and the head of Noah, all of whom spoke more about what the system was going to do.
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Mycopunk upgrade system takes a page from playing resident evil
Basics of upgrading mycopunk
The Mycopunk The upgrade system works on the same principle as similar systems found in other games: players can unlock different sources during missions and convert them to upgrades. The first difference in the key is in the format, each weapon has a sports spatial hex network, on which the players have to include each upgrade (because each upgrade is a different shape). Another significant difference is in severity; Some upgrades and/or a combination of upgrades can completely change how weapons work.
Cribbs talked about how these elements work in tandem to lead extreme results MycopunkThe tree upgrades the weapons. As the spatial grid forces players to carefully choose each upgrade, the payout reveals in some heavy firepower:
“ I think what it really does are upgrades, as if it was possible to completely change how your weapons work. Gunplay is fun, but other games have a fun weapon. However, most games will not allow you to apply, for example, 10 different upgrades to break the game to your weapon that will turn the SMG into a rocket launcher. So with our upgrade system, we really wanted to give players break the game (perhaps) in a somewhat balanced way. It's all about creating great combinations between upgrades that could be good in themselves, but together they're really cool. There is one set of upgrades for a glider that is really good in combination; One of them allows you to shoot only one of her missiles at once and the other, from which they return Wingsit when you fire a rocket, so you can just tap a little on the fire and fly forever. ”
The benefits of the mycopunk spatial system
Such a spatial system is rooted in a series as Resident Eviland the team behind Mycopunk agrees. Matheu went more detailed about what inspired this system, as well as the benefits of the spatial grid:
“There are obvious inspirations as Ghostrunner And only spatial supplies in general. Saying Resident Evil I feel weird, but it's the idea of how much you can wrap in a small space, and especially like building a loop of the game and saying, “Oh, where players will spend downtime?” Having such a fun small activity to perform your upgrades in the center really clicks on everything else. ”
While the stock of games as Ghostrunner They certainly played an inspirational role MycopunkAs an upgrade system, it required further innovations. Cribbs also spoke about other occasions that provide unique system attributes, and said, “As soon as we prototyped it, we found it really fun to combine things, with some improvements we were in the game. Yan added that” MIN-MAXING is a big part. “
Mycopunk

- Released
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10th July 2025
- Developers
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Pigeons in the game
- Engine
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Unity
- Multiplayer
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Online co-op
- Number of players
-
Single-player
- Steam deck compatibility
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Playable
- PC release date
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10th July 2025

