Guides

Guides

Step-by-step Mycopunk guides covering the mission loop, the upgrade grid, weapon unlocks and mission planning for new and returning Hazard Crew employees.

6
Guide Tracks
10
Categories Covered

Introduction

Mycopunk is a mission-based looter shooter where the real skill ceiling is not aim but loadout planning: every upgrade is a shaped pattern of hexagonal cells, and the grid only holds so much. This section collects the step-by-step guides that get a new Hazard Crew employee from their first drop on New Atlas to a working build. Start with the beginner track if you have never boarded a Drop Pod, then move to the upgrade grid, weapon unlock order and mission selection guides once you understand the loop. Each guide is written to be read in one sitting and to answer a specific question, so you can jump straight to the one that matches whatever is currently blocking your run.

Guide Tracks at a Glance

TrackFocusBest ForStart When
Beginner TrackThe mission loop, extraction discipline, first unlocksPlayers who have never boarded a Drop PodBefore your first mission
Upgrade Grid TrackCell budgeting, rotation, Pattern InfusionAnyone whose grid is full of unusable patternsOnce you own 10+ upgrades
Weapon & Element TrackArmament Licenses, element pairings, status effectsPlayers stuck on the starting loadoutAround player level 10
Mission & Progression TrackRegion choice, threat scaling, weekly resetsPlayers farming Saxonite or pushing threat 7After level 13

Guide Tracks

Beginner Track

featured

Start Here — First drop to a working grid

CoversThe mission loop, Drop Pod extraction, first Armament Licenses and the level 13 unlock that opens Incursion.
Read FirstIf you have never played a looter shooter, or you keep losing loot by missing the extraction window.
TimeAbout ten minutes, best read before your first mission rather than between runs.
Next StepMove to the Upgrade Grid Track once you own enough patterns to fill most of your cells.

Upgrade Grid Track

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Planning — Cell budgeting and Pattern Infusion

CoversHow shaped patterns compete for space, when to rotate a module, and how infusion trades Antimass for a smaller footprint.
Read FirstWhen your grid is technically full but your damage has stopped improving.
Key IdeaTotal cells, not upgrade count, is the limiter on every build you will ever make.
Next StepPair it with the Elements Track, since elemental rolls are what make a packed grid hit harder.

Weapon & Element Track

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Loadout — Unlock order and status effects

CoversWhat each base weapon does before upgrades, the Armament License order, and how cryo, acid, rot, blood and shock actually behave.
Read FirstIf you are still using the opening loadout past player level 10 and fights feel spongy.
Key IdeaElements scale damage past raw numbers; a dull weapon with the right status beats a strong one without.
Next StepFinish with the Mission Track so you know which regions reward the build you just assembled.

Mission & Progression Track

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Efficiency — Regions, threat levels and weekly resets

CoversIncursion depth versus time, Ouroboros and Ouroboros Blitz expectations, threat 7 Saxonite rates and the Backlog tiers.
Read FirstOnce you are farming specific resources rather than exploring for the first time.
Key IdeaThreat level scales enemy health and damage; the reward curve is not linear, so pick the level you can extract from reliably.
Next StepRe-read after every major patch, because this is the track most sensitive to balance changes.

Core Mechanics

The core loop never changes: pick a mission from the New Atlas map, land in a procedurally generated level, complete the objective before the timer expires, then board the Drop Pod to keep whatever you found. Failing to board means losing the run's loot, which is why guide advice so often focuses on extraction discipline rather than damage. Between missions you return to the HUB, the orbital dropship where you sort upgrades into the grid, spend Antimass Substrate at the Pattern Infuser, and choose the next weapon to unlock with an Armament License. Guides on this site follow that same rhythm: what to bring, what to do in the level, and what to do with the results afterwards.

Advantages

Guides are the cheapest way to skip the mistakes that make Mycopunk feel unfair. Threat 3 and above punish a player who is still holding a stock weapon with an unfitted grid, and the game does not explain the difference between an upgrade that earns its cells and one that is bait. Reading the beginner track first means your first handful of runs produce usable upgrades instead of a pile of modules you cannot fit. The mission guides then turn that baseline into efficiency: which objectives pay Antimass Substrate fastest, when a modifier should make you reroll, and which regions suit a short session rather than a long one.

Challenges

Mycopunk changes quickly, and any guide can drift out of date after a patch. The 1.0 release alone renamed two grenades, added a fifth employee, introduced a new region and reworked the HUB, so advice written during Early Access may describe systems that no longer work the way it says. The game also keeps several systems deliberately undocumented, including the full upgrade list, the Fulfillments track and the X11-B layout, and this site will not invent details to fill those gaps. Treat guides as a starting point, check the in-game Codex for the current state of any upgrade, and re-read a guide after a major update rather than assuming it still applies.

Frequently Asked Questions

Do I need to play Mycopunk in co-op to follow these guides?+
No. Every guide is written so that it works for a solo player first, because the game already scales enemy counts down slightly when you drop alone on threat 3 and 4. Co-op changes how you split roles and how quickly a run clears, and the multiplayer section covers those differences in detail. If you do play with a crew, read the employee guides as well, since two players stacking the same ability kit wastes a slot that could cover healing or crowd control instead.
What should I actually do in my first hour?+
Finish the tutorial drop, spend your first levels on Armament Licenses rather than hoarding them, and push toward player level 13 so that Incursion and Antimass Substrate unlock. Fill your grid with whatever patterns fit instead of chasing rare drops you cannot place, and leave every mission through the Drop Pod even if the objective failed. Banking a partial run is almost always worth more than dying for a bonus objective that you will not be able to extract with.
Are these guides written by the developers?+
No. This is an independent, fan-made resource and it is not affiliated with Pigeons at Play, Devolver Digital or Valve. Everything here is compiled from the official store page, official patch notes and the in-game Codex, then rewritten in our own words. When the developers have not published something, such as the complete Fulfillments list or the X11-B room layout, the guides say so instead of filling the gap with guesses, and you should cross-check anything time-sensitive against the live game.

Quick Tips

💡

Read the mission modifiers before you launch, not after you land. A single bad modifier on threat 5 will end a run faster than bad aim, and the mission select screen shows them for free. If the list contains something that hard-counters your current element, either swap the element or pick a different mission and save the cooldown for later.

💡

Treat cells as your real budget. A legendary-looking module that occupies six cells and gives you a small damage bump is usually worse than two cheap patterns that fit into the gaps around it. Before you commit to a big pattern, lay out everything else you plan to keep and check that the remainder still fits, because the grid does not grow to accommodate a new favourite.

💡

Bank resources early and often. Antimass Substrate and Saxonite both come from extracting, not from killing, so a completed low-threat mission beats a spectacular wipe on a high-threat one. If the timer is running short and a teammate is down, weigh the revive against the extraction window and pick the option that keeps the run's loot in your inventory.

All Articles

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Dial in your Mycopunk codex guide setup with the best controller mapping, graphics tweaks, and Steam Deck settings for smooth missions on any platform.

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Crack the Mycopunk upgrade crafting guide loop — learn how to boost non-exotic upgrades, cleanse unwanted stats, and chase Contraband patterns in Ouroboros runs.

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