Store data
- UK price
- £13.59
- US price
- Awaiting regional check
- Positive reviews
- 89%
- Total reviews
- 192
- Release date
- 11 November 2026
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You are a sentient fungus, reanimating the scrapped robotic body of a long-dead machine.
Cooperate with your friends to solve puzzles, defeat bosses, and clear dungeons. Join your friend's world bringing your character and items with you.
Dodge, block, parry, and engage the hostile tribes and creatures of the island. Master a variety of weapons, each with their own move sets and statistics. Equip yourself with armor that suits your playstyle and aesthetic.
Start with a decrepit, moldy frame. Replace it to overcome the dangers of the environment, support your combat style, or enhance elemental effects. Expand your stamina, boost the integrity of your frame, and increase the potency of your fungal magic.
Infuse yourself using the elemental power within each fungus. Combine effects to produce explosive results. Use fire to burn your enemies and scorch a path through barricades. Cast healing water to rejuvenate your friends and block roaring flames. Call upon the spiritual essence of the world and empower your allies.
Jump, air-dash, and mantle over obstacles. Hone your platforming skill and discover new pathways across stony cliffs, burning magma, noxious mangroves, and spore riddled chasms.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
| # | ||
|---|---|---|
| 01 | Myco Ach Equip Mdrive | 8.9% |
| 02 | Myco Ach Boss Chitin | 7.2% |
| 03 | Myco Ach 100 Damage | 3.4% |
| 04 | Myco Ach Boss Inheritor | 3.0% |
| 05 | Myco Ach Boss Enshugoo | 1.1% |
| 06 | Myco Ach Boss Watertemple | 0.5% |
| 07 | Myco Ach Climb Polestar | 0.4% |
| 08 | Myco Ach Upgrade Purple | 0.4% |
| 09 | Myco Ach Boss Avatar | 0.3% |
| 10 | Myco Ach Boss Firefowl | 0.3% |
| 11 | Myco Ach Boss Golem | 0.3% |
| 12 | Myco Ach Dismantle Purple | 0.3% |
Big Mushroom TempleCan you defeat the abomination at its heart?The Polestar Mushroom Temple has been added to the world. It’s the most difficult area in the game, bring your best gear.Includes a main boss and some resummonable minibosses with unique items.Achievements have also been added. One for each major boss and a few more to discover yourself!Truffle Smith & GearYou can now re-roll weapon perks at the Truffle Smith.Fixed: White items upgrading beyond intended values.Fixed: Issues where items could be deleted by the truffle smith when attempting to upgrade junk items.The Gun Club can now be upgraded.Fixed rarity visuals not showing on weapons in the second weapon slot.New gear:T2 Ghost Frame body part set.A new bracelet that raises equip load.Torquake arms now have a perk that boosts unarmed damage.Some miniboss related uniques.Caster-style M-Drives can now hold more abilities.Fi...
Read full update on Steam ↗Last night we claimed to have fixed two issues: Made it so waterbosses have a progress flag, dropping sacred sap. Fixed a softlock in the instant strike boss room now that the new boss resummon system exists. These issues should now be fixed for real this time.
Read full update on Steam ↗A few random things related to recent feedback and stuff. Made it so waterbosses have a progress flag, dropping sacred sap. Updated default step meshes. Some minor updates to giant mushroom. Fixed issue with teleporting from polestar island to crab island. Gave all yellow leaf trees custom complex collision to hopefully resolve any issues getting stuck in them. Teleported destination selector adjustments to lights, gave it an activate sound, and made it a single press instead of a hold. Fixed a softlock in the instant strike boss room now that the new boss resummon system exists.
Read full update on Steam ↗Item UpgradingNew: the Truffle Smith. Bring gear to the smith and spend new items called geotruffles to raise its rarity (and stats) one step at a time.All weapons, armor, body parts, fungal minds, shields, and accessories from white to blue rarity can now be upgraded to purple.Each step costs the geotruffle of the matching tier: Green, Blue, or Purple.Junk and stackable items can't be upgraded.Some weapons now change their look based on rarity. This will be expanded in the future.Truffle Economy and Boss Re-SummoningNew currenciesGreen / Blue / Purple Truffles pay for item upgrades.Truffle Shards pay for boss summons.DismantlingTruffles dismantle into a Geotruffle of the tier below, plus Geotruffle Shards and Moldmetal.Geotruffle Shards dismantle into Moldmetal.Dismantled gear has a chance to give a Geotruffle of its own tier. If that roll fails, it can cascade down to a lower-tier T...
Read full update on Steam ↗Bugfixes: Fixed issue where consumables unequipped via menu/controller input into a full inventory were lost forever. Fixed issue where controllers were unable to hold down the ability key for channeled abilities. Fixed issue that caused blocking to stop movement, resulting in the player being able to yeet themselves. Consumable amount text no longer persists on the HUD even when no consumable is equipped. + HUD formatting fix. Fixed issue related to projectiles from colliding with triggers at low framerates. Note: there are multiple areas where a spirit projectile is meant to interact with a trigger to progress the game. I have personally tested these places at framerates ranging from 15 to 60 fps. Please point out any issues, as I may have missed one. Perk and Itemization Stuff: Life infusion is now burned away by fire. Default perks are now prioritized over random perks in the disp...
Read full update on Steam ↗Some Fixes: Enemies with dusk empowerment now only apply dusk infusion when damage occurs. Gave slowfall a description. Gave teleporters a display name variable so the displayed name doesn't have to match the ID. Healing Balance: Removed the flat myco bonus from fertilize but increased the base heal. Removed the flat +1 life infusion from fertilize. Reduced the base heal for infusion healing from 2->1. Note about healing: we feel that a lot of the baseline power of the healing potion and the fertilize spell is too high and that this power needs to be split into perks. A late game myco build trivializes most content via healing. However we are also aware that late game magic damage feels low compared to other options and are working on ways to improve that feeling.
Read full update on Steam ↗ChangelogCombat & AbilitiesDeflect no longer has a delay before it triggers.Scrap Glaive damage lowered by 1 pierce and 2 slash, so the values are even.Summon Storm now damages enemies correctly when the player casts it, and it respects crit.Soothing Rains no longer heals enemies, but still applies water infusion (wet) to them.Life infusion's base heal now scales with the number of infusions.Improved collision detection of pink goo zones and increased their application rate of corruption infusion. Fixed collision issues with the lightning floor traps. Bosses & EncountersThe double boss fight now resets correctly if the main boss dies before the secondary bosses.The tutorial crab boss now drops Sacred Sap.Changed the early Water Temple spawns (before the bloom).Ragdolls & DeathRagdolled bodies no longer launch themselves out of their capsule.AI can walk through ragdolls, and both playe...
Read full update on Steam ↗Release AnnouncementMycoRelic will be leaving early access in November! The base price will increase to $19.99 USD at that time. Prior to the 1.0 launch the game will be discounted one additional time, so keep an eye out.The Infusion Update is LiveElemental status effects have had a rework. Weapons now roll perks. The Water Temple has two bosses waiting at the top.Featured in this Update:Elemental infusion: Status effects with eight element types that build up on characters and interact with each other.Item perk system: Weapons roll random perks when they drop, and every weapon has a perk pool to draw from.Water Temple rework: The water temple has been updated, including significant changes to the boss fight and its rewards.Join codes. Share a short code with other players and they can join your game. Friendship optional.Controller and HUD overhaul. Updated HUD visuals and streamlined...
Read full update on Steam ↗Balance & Other Changes Added a cooldown to being flinched (default 3 seconds for regular characters and 10 seconds for bosses). Reduced the amount of flinch resistance per point of armor from 2 to 1. All melee attacks can hit multiple targets. Added a slight push to any melee damage dealer, pushing them in the opposite direction of the attack. Dodge inputs will now cancel lower priority actions (like light attacks). Increased the amount of health given per point of body from 5 to 6. Updated the revive effects and animations associated with being downed and revived. Particles and hit effects surrounding the dusk element have been improved. Improved NPC sword animation timing. Clamber has been updated to account for moving platforms and the animation has been cleaned up. Fixes Fixed issue where players could get stuck in a jump attack when not trying to perform one. Attempts to reduce...
Read full update on Steam ↗Fixes Players should no longer drown outside of water. (This should fix a bunker related soft lock). Fixed issue where capsules could linger and block the player after an enemy was killed. Removed in-dev duo fight from a certain boss arena. Fixed issue occasionally causing enemies to attack each other unintentionally. Added a redundant trigger to the Hyphae of the Rift that takes you from Crab Island -> Polestar that checks to see if you've killed enshugoo before enabling it. Fixed assorted small issues in the Zanor area. Balance & Other Stuff Aaks robes have been buffed to have better itemization for their tier. Zanor Miniboss has been nerfed and made re-summonable. Added sounds for Zanor Miniboss. Zanor Disclauncher wielders shouldn't be blocking unintentional damage. Parry dagger raw block stats have been reduced. (This does not affect the ability to deflect an attack).
Read full update on Steam ↗New ContentFirefowl BossThe Firefowl boss encounter has been significantly refined — improved animation blending, additional animations and attacks, and better fight pacing for all builds.Wet zones no longer react with projectiles, closing off the cheese strategy of using them as a free bubble shield during the fight.Fowlslayer Armor SetAdded the Fowlslayer armor set, now obtainable from the Firefowl drop table.Balanced around flame power, spirit power, and life power with low defensive stats.Includes the new Flame Eater perk: restores charge when overlapping fire areas and projectiles.New Zanor EnemiesZanor Mage: Rapidly casts fireballs with their hands. They will seek out fires to ignite themselves for more damage. Avoid leaving them at low health, lest they explode.Zizifek’s Burden: An imposing corrupted knight wielding a devastating poleaxe.Per-Boss First Time Kill ProgressionKill...
Read full update on Steam ↗Bugfixes Fixed issue where persistent passives tied to items would end if you died (Residual Spirits, Numb Skull, Range Finder). Fixed issues related to aiming a ranged weapon and getting stuck in the walking movement mode. Settings Fixed some visual issues that could occur when setting shadow settings to Ultra. Added a field of view slider. Added controller cursor sensitivity setting. Added separate vertical and horizontal sensitivity modifier settings for both mouse and controller look sensitivity. New strafe behavior setting with three options: Always: Strafe if a weapon is out. Targeting or Shooting: Strafe only when targeting or shooting. Automatic (Default): Uses Always setting when mouse input is detected and Targeting or Shooting setting when controller input is detected. Balance Reworked 1h Spears to play more defensively. Reduced forward movement in the light attack. Moved t...
Read full update on Steam ↗Fixes: Banks no longer delete items that are inserted into them when there are no slots remaining in the bank. Items inserted into a full bank are returned to the inventory. Fix for parameters less than zero (weaknesses) not displaying on item cards. Fixed an icon issue with ziggy pot. Fixed a stat issue with bodkin spear. Changes: Added a few new bank kiosks to certain areas. Removed parry behavior from aaks mage. Added a brief slowdown in the lead-in of 2h sword attacks when AI performs them, similar to polearm attacks. Updated instant strike to give you a brief indication that it's about to go off. It is technically less responsive now, but feels about the same and feels better to play against. Increased the amount of moldmetal required to level up (increase is larger at higher levels). Higher tier enemies will drop slightly more moldmetal by default. New Stuff: Moldmetal is now ab...
Read full update on Steam ↗Combat & BalanceBlockingBlock has been reworked to be percentage-based rather than a flat value. Block rating now directly scales how much incoming damage is absorbed, and applies after resistances.Blocking damage now reduces your stamina by 50% of the damage blocked.Fixed an exploit where spamming block could allow energy to regenerate while blocking.Block now supports elemental damage types.Enemy Threat & AggroEnemies now have a significantly improved threat/aggro system. NPCs better track multiple threats and won't just laser-focus on one player in all situations.Stunning an enemy now resets their threat, causing them to more aggressively prioritize whoever triggered the stun.Bosses will no longer lose track of you entirely after you put some distance between you.Enemies won't immediately target you just for making noise nearby if you're not already on their radar.Weapons & Abiliti...
Read full update on Steam ↗Combat & Ability Updates Increased 1H sword hit radius for more consistent melee combat. Inheritor split-shot should deal damage now. Fertilize should work consistently in multiplayer. Residual Spirits passive should work correctly now. Crossroads Area Reworked crossroads between the central village and scrapped factory. Re-added relic bloom in this area. Reworked access to the volcano and the storm temple. Potential Performance Improvements Major tick optimization pass across the game. Many actors and systems now update less frequently or only when needed. Reduced unnecessary background processing for better overall performance and stability. General optimizations to ability systems, materials, and audio behavior. AI & Navigation Navmesh has been improved, leading to more reliable enemy movement and fewer pathing issues. Enemies will feel harder to kill and we may need to adjust bala...
Read full update on Steam ↗Adjustments to zizifek damage zones and montages to reduce the feeling that you get hit when you shouldn't. Made spirit empower actually cost what it says in the UI (1 charge). Fixed a config issue that made shield bash not work. Updated staff icons to reflect 1h vs 2h. Refactored fire sconce puzzle to work in multiplayer. Fixed issue where players could obtain negative stamina regen pause, permanently draining stamina. Nerfed bonus to regen pause from endurance and reduced malus from armor. Fixed item duplication issue with vendors and backpacks. Scrap pickaxe enemies now have a chance to drop null shards, and a small chance to drop the pickaxe. Pipes in the lighthouse descent should no longer have fall damage.
Read full update on Steam ↗Hello everyone,Today we’re releasing our Spring update, bringing fixes to multiplayer save issues, smoother early and mid-game progression, and a new area to explore. Over the past two months we’ve focused heavily on stability, combat balance, and progression based on player feedback. The update also introduces a new area: The Storm Temple, a domed ziggurat built on the cliffs above the southern beach.If you haven’t played in a while, now is a great time to return to the island and see how MycoRelic has evolved. Thank you to everyone who shared bug reports, save files, and detailed feedback. It helped guide a lot of the improvements in this update.Let’s take a look at what’s new.Progression & World FlowWe’ve made significant changes to the early island experience to reduce friction and improve the pacing of progression after the Lighthouse.Scrap Beach AdjustmentsReduced early combat f...
Read full update on Steam ↗Flaming Wind ZizifekZizifek is the hardest boss we've made to date. Bring plenty of water. We really enjoy the fight but are interested in feedback surrounding balance. Some of you may remember Zizifek from very old versions of the game. The fight has been revamped while preserving some of the original spirit. There are a few tools we are withholding which will make the fight easier. We will release those in future updates. We also intend to add more loot to the drop table as we receive feedback surrounding the fight. New Mini-Dungeon: Zanorian ApproachGuarding Zizifek's volcano are its acolytes, denizens of Zanor who worship The Flaming Wind. These wayward knights sit atop their walls and smolder for your approach. They wield piercing blades, disk launchers, and fire. Uncommon Fungal Minds Now Drop from MinibossesWe saw people get frustrated that they couldn't find a specific green t...
Read full update on Steam ↗Protochasm Changes: Added a work around for the first floor not generating by re-triggering the generation in circumstances where it doesn't generate. Enabled level streaming for all floors of the protochasm, this should boost fps significantly especially on floor 3. Floor 1 and 2 are slightly more complex. Fix for issue where clients in multiplayer would see the entrance door being closed when it was open for the host. During internal testing, we have found that Floor 1 reliably generates, but there may still be issues especially on slower CPUs.
Read full update on Steam ↗Thanks to a few bug reports, we've fixed a few things wrong with the most recent update. Fixed blade traps dealing damage every tick Fixed enemy spiritballs dealing double damage Fixed a fungal mind having 200 charge Fixed some collision issues preventing AI from traversing across modules in the Protochasm Fixed issue with a certain miniboss not being retriggerable after failing the fight Fixing the protochasm floor 1 occasionally not generating We've also made it so you no longer drop soft/volatile moldmetal on death. There's a lot to say on this last change, but we'll save that for a more thoughtful dev blog or something. We've found many frustrating things can happen and this system is pending a rework. We're always listening to you guys so if you have thoughts about this we'd love to hear them.
Read full update on Steam ↗This update brings performance improvements, reworks, balance changes, and new content focused around the Protochasm. Below is a full breakdown of everything included.Ability System StabilityA major issue causing crashes during ability use has been addressed. This substantially improves stability and we are confident that we can now add new abilities at an increased pace. All known ability-related crashes have been fixed. This may cause minor hitching during certain ability executions, and we will continue to monitor how this performs in live play.Protochasm & Proc Dungeon OverhaulA substantial rework of the procedural dungeon, its encounters, rooms, and flow.New & Updated RoomsMultiple new rooms added with a full decoration pass using new wall and stair tools.Added miniboss blocking progression past floor 2.Amphitheatre-style Protochasm loot area with terraces for each extract tier.U...
Read full update on Steam ↗Dev Branch Now OpenHey everyone. We've made the decision to open up the dev branch and get feedback on new things before we push this update to the live branch. If you're interested in seeing what we've been cooking for the last month, you can enable the dev build by going into your betas tab and selecting "dev_branch" from the drop down menu. Keep in mind that Unreal Engine dev builds run a bit slower than shipping builds. It's also worth noting that the save location for a dev build is not the same as a shipping build. You will have full access to the console including the ability to spawn WIP items, etc. Some of you have already done this with third party tools. If you want to use the console, press ' or " once. Expect a more detailed devlog when we push this update out after we've had a bit of time to polish and balance the new content. Below we've listed a few key points about wh...
Read full update on Steam ↗Added two new passive abilities to the censor and chisel: Range Finder 0, +1, +2: Censor heads increases player targeting distance for Junk, Common, and Uncommon Tier by 20%, 40%, and 60%. Numb Skull 0, +1, +2: Chisel heads reduce damage received when hit in the head by 20%, 40%, and 60%.Added a new approach to FX for hit and dodge related events. Adjusted the per-weapon family hitstop multipliers. In general thrusts and slashes have less hitstop than blunt weapons. Reduced Boss Respawn Timers to 5 seconds (for now). Balance Tweaks: Enshugoo enemies now have mild spirit resist and increased health and poise regen. Maceman Guard T2 is now healthier than T1 Removed crits from behind on golem. Disabled physics collision on golem, but added capsule colliders to the legs that do have physics collision. Fixes: Buckler drop item mesh shows correctly Maceman Parry T2 now has correct armguard...
Read full update on Steam ↗Quality of Life: - Added a confirm screen to delete characters. - Extended damage zone for 2-handed swords into the hilt to make slashing heavy attacks more consistent. - Fixed issue where Atlatl Darts stuck in the player would block interact prompts. - Fixed interact prompt secondary color becoming red after extended play. - Altered how negative resistances are displayed in the UI. - Fixed empowerment FX issues when applied to players. - Fixed issue that caused items spawned by breakables to not be visible. - Changed "agnostic limit" to "universal limit" and updated its icon. - Fixed issue where staff would fail to fire a projectile immediately after casting spiritball. - Altered staff moveset to shoot instead of sprint attack / dash attack. - Fixed Breaker armor set ground items using Aaks Fighter set meshes. - Fixed Grass armor set ground items having outdated meshes. - Various oth...
Read full update on Steam ↗Fixes: Fix for boss respawn trapping players in the arena if they stayed too long after the boss died. Fix for issue that was preventing players from getting the full reward from their dungeon run after killing the golem. Fix for issue preventing players from picking up loot from the golem boss in some circumstances. Enshugoo should no longer fall through the floor. Fix for a few more various switches causing sequence issues. Balance & Stuff Decoration pass on the Polestar Village area. Big Cutter should drop now from the T2 scrappie swordsman. Dargo sells steel shell shield. Dowager no longer sells captain armguards. Clod no longer sells mangrove arrows.
Read full update on Steam ↗Fixes:Fixed issue where the save state of doors, buttons, items, and world actors would seemingly reset for no reason. Fixed Aaks Dungeon floor 2 and floor 3 drop tables not dropping Aaks Fighter Plate. Balance: Tier 2 Hunter Mind now has a small pierce attack bonus.Tier 2 Formless Mind no longer provides raw health and energy. Nerfed the number of charges from 5 to 4. Parry Daggers now provide modest offensive bonuses.Green Tier Aaks Fighter skirt / arms now provide small offensive stat bonuses.
Read full update on Steam ↗Improved Rift Network There is now a rift that connects the central village to crab island. The crab island and bunker rifts now connect to the central island in different locations. Fixes: Fixed issue where enemies using clubs dealt a minimum of 32 poise damage. Reduced time to early exit heavy attacks, 2h push attacks, and shield bash. Fix for dungeon drop table not dropping chain robe bottom (leg slot). Balance Buffed enemy and boss damage and hp values in the bunker. Made boss projectiles a bit more dangerous at range. Further nerfed disk launcher enemies. Improved availability of Dusk Resistance on gear.
Read full update on Steam ↗We forgot to enable world save / load with the last patch. It has since been re-enabled. We hope this hasn't caused too big of a disruption. The intern who let this happen has been sent back to Lumby. Fixes: Re-enabled world save/load. Fixed an issue in the Aaks dungeon that could spawn a piece blocking a staircase. Scrap factory slide down to the bunker tunnel has extra blockout box to reduce chances of clipping on an edge and dying from fall damage.
Read full update on Steam ↗Bunker Optimization:Be on the lookout for anything weird going on in the bunker as the process of breaking the level into smaller chunks may have introduced new issues. We have combed over it a few times but we may have missed something. Hopefully this improves performance in this area for lower end rigs.Split the bunker level into several smaller sublevels with their own streaming volumes. Merged and removed ~2,000 actors from the bunker.Out of bounds areas patched up. Fixed some infinite item respawn issues.Fix for some soft-locks that could occur if players re-entered the bunker to farm.Enemy encounter and decoration adjustments. Osseous Shard Clarification:Osseous shards are meant to be lost when exiting the dungeon, either on death, or hopefully when you extract with them at an Extraction Conduit. On successful extract, the total amount is tallied and then removed from your inven...
Read full update on Steam ↗Fixes:Fixed issue where equipment dragged into the backpack onto other equipment would be lost, duping the other item.Fixed issue where consumables split into the consumable slot with shift drag would duplicate the split stack.Fixed issue where consumables and other stackable items dropped onto the ground would stack infinitely beyond their stack size.Fixed issue where picking up consumables would add infinite stacks to the consumable slot until it was unequipped, which would then delete the stack.Fixed an in-development incomplete boss being able to be spawned for certain crafty explorers. Fixed missing collision on lighthouse walls inside that players could walk through and fall to their death.Giant lighthouse tanks on the way down the lighthouse no longer cause the player to take fall damage as they descend.Fixed another soft lock in the scrap factory.Fixed some navmesh issues on m...
Read full update on Steam ↗Thank you.Thanks for everyone who has been playing day one! We will continue to monitor for major issues and bugs over the weekend but all of the developers are deep fried right now. Nonetheless, we are extremely grateful for your support and feedback! We will try to collect feedback from the Steam forums but the fastest way to contact us is through our Discord. Fixes: Fixed issue where players could overwrite an old save by naming their new character the same name as their old character. Fixed soft lock after lighthouse and inside lighthouse elevator.Fixed soft lock in scrapped factory. Fixed soft lock preventing fast travel after leaving the bunker in the case that people never visited the central village in the first place.Fixed issue where mangrove hunter on crab island could be spawned multiple times.Fixed issues with crab miniboss healthbar and spawning in a dungeon on crab isla...
Read full update on Steam ↗New Stuff:Added a bank kiosk system.Reduced default inventory space to compensate for bank. All actions are able to be rebound for controllers and mouse and keyboard.Players now have a second weapon slot. Added an intro cutscene that plays for new characters. Added an in world interactable prototype to re-summon bosses.Boss interactable is currently only in the Inheritor's arena. Fixes:The revive-shroom should no longer be interactable by the downed player. Audio settings that were changed in the main menu now correctly save.Dozens of various small issues have been addressed.
Read full update on Steam ↗New Stuff: We'll be de-activating the playtest branch on the 1st of June. The demo is now live, though we're still working on getting a dedicated page up so you can leave a review of our demo. It's been a busy month and we've made a ton of progress. Swords: Three moveset variants of two handed swords. Slashing/Piercing and Hybrid movesets. One handed variants are still cooking. Slash Damage: Added dedicated slash attack power stat. Derived equally from torque and dex. Does not scale as well without specific item perks. Magic Weapon: Called the "Broken Sickle-Root Staff" One handed weapon designed to use with off hands. Heavy attack uses charge. Short ranged projectile on light attack. Provides a way to harvest charge from enemies. Other new stuff: Spruced up The Inheritor's moveset, particles, and behavior. Instead of dealing extra poise damage, most sources of radiation damage now si...
Read full update on Steam ↗Playtest is now open. The playtest is now live so stop reading and go update/download/tell your friends to play with you. We will keep it up, probably until we re-release the demo this summer. But things may change. Welcome back to another installment of mycorrespondance. It’s been a while since our last devblog, because we’ve been hard at work juicing the game feel and clamping down on our features. Dare I say the game is almost feature-complete. Our next run is to make as much content as we can before the game supposedly launches in early access later this year. Damage Push, Knockdown, and In-Air Stagger {STEAM_CLAN_IMAGE}/44721706/2d87bd971b82838cb4392bcd1c1d4690c71d617b.gif Something we’ve found awkward about previous iterations of the game is the lack of damage pushback from melee attacks. There’s something very satisfying about bonking an enemy off of a ledge and watching your l...
Read full update on Steam ↗DREAMHACK ATL Attention gamers. We're going be part of the Indie Playground at Dreamhack ATL on October 4th through 6th. If you're interested in knowing what we smell like, this is your opportunity to know! We will have three stations set up with the latest version of MycoRelic straight off the press. Use the code "SANDYDINGOGAMES" to get 15% off tickets! Roadmap We've more or less decided on the general layout and content structure of MycoRelic's world. In previous devlogs, we've talked about the archipelago approach to the world design. Here is a map that Jon drew for our publisher pitch deck: {STEAM_CLAN_IMAGE}/44721706/64218107c580c93e38169101deaabf4f9b76e1d5.png You will start in the mindless bunker, escaping to crab island. We've spent the last 4 months working on these two levels and they are almost polished and ready for the public. We think that the demo version of the game w...
Read full update on Steam ↗This one may be incoherent because I've been sick for the past week and my brain is still cooked. Demo v2 Release Window I am making the executive decision to move the v2 demo release back a bit to better align with the Southern Fried Gaming Convention on the 19th of July. This means we will probably drop the demo update the week of July 15th. Iron Pineapple Played Our Demo https://www.youtube.com/watch?v=kwtnfxkFzQE We appeared in this episode of Steam Dumpster Diving, and to be honest it could have gone way worse. I think it's an honor that Iron Pineapple chose to cover our game and it shows us that we have potential. It was also somewhat frustrating because he played an old version of the game.(The currently available demo is about 150 commits out of date). The silver lining is that we have either addressed or are were already in the process of addressing many of the problems he fo...
Read full update on Steam ↗Devlog 5-31-24 First we'd like to thank all the players who have picked up the demo on Steam since March. We've got a median playtime of 30 minutes and tons of feedback that has helped us improve the direction of the game. Receiving this feedback has given us a few major questions: What are we even making anyway? MycoRelic is not a survival-crafting game in a large procedurally generated open world with village building mechanics and 100% science based mushroom breeding. Though we all can dream right? MycoRelic is a Souls-like with drop-in coop and less restrictive movement. We've been developing with multiplayer in mind since the beginning of the project. Over time we've found the game is more fun if you can jump, mantle, and air dash your way around the islands. What happens when you die? This question has the biggest impact on the gameplay loop overall. In our first demo, we knew h...
Read full update on Steam ↗195 concurrent players — the highest daily peak recorded at that point.
157 concurrent players — the highest daily peak recorded at that point.
Big Mushroom TempleCan you defeat the abomination at its heart?The Polestar Mushroom Temple has been added to the world. It’s the most difficult area in the game, bring your best gear.Includes a main boss and some res…
Release date supplied by the Steam store.
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