MultiplayerbeginnerUpdated: 10/21/2026

Mycopunk Team Revive: Death Protection, Pings & Friendly Fire

Keep your squad alive with Mycopunk team revive mechanics — learn death protection timers, how pings coordinate saves, and friendly fire rules to know.

Going down in a four-person co-op run does not have to mean the end of the run, and understanding Mycopunk team revive mechanics is the difference between clearing the boss and watching a friend bleed Saxonite on the floor. Death protection, ping callouts, the quip wheel, and the friendly fire toggle are the four multiplayer levers that decide how forgiving a squad plays, and the 1.0 launch shipped several small but important changes to all of them. This guide walks through how a downed state actually works, how to coordinate a save, what the ping system covers, and the small etiquette rules that keep a lobby friendly.

How Mycopunk Team Revive and Death Protection Work

Death in Mycopunk is not a one-shot kick to the lobby. When a player's health bar empties during a mission, they enter a downed state instead of dying outright, and a death protection timer begins counting down on their body. While the timer is active, any squadmate who walks into the interaction prompt can revive them, restoring a portion of their health and putting them back in the fight. If the timer expires with no one reaching them, the player respawns at the most recent checkpoint or drop pod with reduced loot but no run-ending penalty in standard missions.

The reason this matters is that Ouroboros runs carry no respawns at all, so a missed revive is permanent run-loss territory, while Incursion and Escalation missions treat death as a temporary setback. Squads that coordinate around the death protection window almost always out-clear squads that panic-reload, because the revive input is fast and the timer is generous enough to reward a player who breaks off to save a friend. According to the official Pigeons at Play devlog, Patch 1.6.2 also added per-boss auto-saves to Ouroboros so a disconnect or crash no longer wipes the run, which is good context for squads learning to lean on the revive system.

Downed State Timer and the Revive Window

The exact death protection window has not been published in a single official number — the developer has described it only as "long enough to make a save feel earned but short enough that ignoring a teammate has consequences" in their Steam announcements. From community testing shared on the official Discord, players report a window in the rough range of fifteen to twenty-five seconds depending on mission threat level, and that range is consistent with the way the Amalgamation's 30-second merge timer is described in official patch notes for comparison.

A revive takes roughly three to four seconds of channel time if the saver is not interrupted, and the channel can be cancelled by incoming damage to the saver, by movement, or by another player who walks through the interaction prompt and starts a second concurrent channel. Two savers do not revive faster — the second channel simply blocks the first — so the cleanest play is to assign one designated saver and let everyone else peel threats off them.

What Death Protection Does Not Cover

Death protection is a mission-only mechanic, and it does not apply in two important cases. The HUB orbital dropship is a safe zone where the downed state is replaced by a short stun and an instant free respawn at the dropship ramp, and PvE hazards that count as environmental kills (void pits, certain X11-B electromagnetic storms) skip the downed state entirely and force a checkpoint respawn. Squads that learn to read which attacks put a teammate into "savable" versus "checkpoint" states will save more runs than squads that simply chase every body on the ground.

Friendly Fire Rules and Squad Damage Etiquette

Friendly fire in Mycopunk is off by default for most weapons, which sounds generous until a Scrapper grapples into a Bruiser's nose-dive and a Wrangler's rocket lasso drags them both into a Brute's telegraphed slam. The actual rule is more nuanced: ranged weapons cannot damage teammates at all by default, but certain AoE attacks, melee lunges, and movement abilities can still push, displace, or directly damage allies even when friendly fire is toggled off in the lobby settings.

The toggle itself lives in the lobby options before a mission launches, and the host can flip it on for harder challenge runs where stray rockets are part of the design. According to the official Steam page, the default has always been off, and the developer has resisted requests to force it on because it heavily punishes new players who are still learning the AoE footprints of weapons like the Swarm Launcher or the Diffraction Driver's spun-up halo.

Friendly Fire Footprint by Weapon Type

Weapon / AbilityFriendly Fire OffFriendly Fire OnNotes
Beam weapons (A16 Beam Ripper, Laser Cannon)Cannot damage alliesCan damage alliesContinuous beam, easy to sweep a teammate
Grenades (Photon Disc, Caustic, Voltaic, Snowball)Cannot damage alliesCan damage alliesSnowball's "roll downhill for size" upgrade is a known team-wipe trigger
Diffraction Driver (alt-fire halo)Push-onlyDamage + pushHalo expands outward, hits anyone in front
Scrapper Grapple PoleDisplacement onlyDisplacement + damageCan drag allies into hazards
Bruiser Shield ProjectorBlock allies in frontBlock + knockbackAllied shots passing through the shield is allowed

How to Reduce Friendly Fire on the Team

The cleanest squad etiquette is to set up firing lanes before the room opens and to call out any ability that hits a wide cone. AoE damage and displacement are the two real killers, and they are also the two easiest to avoid with a quick verbal or ping callout before the button is pressed. If the lobby has friendly fire on, designate one player as the "front" — usually a Bruiser — and let everyone else shoot around them rather than through them.

Ping System, Quip Wheel, and Sit Emotes

Voice chat is not required to coordinate in Mycopunk, because the game ships with a three-part communication layer: a directional ping system, a quip wheel of pre-written voice lines, and a set of sit emotes that can be triggered on the spot. All three work whether you are using the built-in voice chat or not, and the developer has confirmed that the in-game voice layer does not require a Discord account or installation.

Ping System

The ping input is bound to a dedicated button (default middle mouse on PC, left on the d-pad on controller) and fires a contextual marker at whatever the player is aiming at. The marker auto-detects what the player is looking at — an enemy, a piece of loot, a door, a downed teammate, a hazard — and shows the right icon for the situation. The system is purely contextual in the official build, and the developer has not published a fixed list of ping marker names, so the safest way to describe it is by what it does rather than by a label.

Ping TargetMarker BehaviorSquad Reaction
EnemyThreat ping, attaches over enemy headFocus fire or dodge callout
Downed teammateRevive ping, attaches over bodyBreak off and revive
Loot (Saxonite, Strange Components)Loot ping, brief beam at itemOne player grabs, others cover
Door / extract / objectiveObjective ping, persistent for 5 secStack up on the marker
Hazard (barrel, electric floor)Warning ping, red markerAvoid the area

Quip Wheel

The quip wheel is a radial menu of short pre-recorded lines that play through the player's selected voice, and it covers the same coordination needs as the ping system but with audio. Common slots include "Need help," "On it," "Regroup," "Thanks," and a handful of cosmetic lines that unlock as the squad levels up. The wheel is mapped to a single button and pops up around the crosshair, so it can be used mid-fight without breaking aim. Because the slots are customizable, squads that play together regularly often rebuild the wheel around their own callouts, dropping cosmetic lines in favor of more tactical ones.

Sit Emotes

Sit emotes are a small but surprisingly useful layer. The emote wheel includes a sit input that drops the character into a seated pose on the ground, and a few squad-specific sits that play on furniture, ledges, and certain HUB props. Beyond the obvious photo-op value, sit emotes are useful in two mechanical ways: a sitting player is harder to stumble into during a tight revive channel, and a sitting player at the HUB signals "I am waiting for the squad to finish shopping" without spamming chat. The HUB orbital dropship in particular has several spots where a well-placed sit emote makes a clean group photo.

How to Join a Game in Mycopunk

Joining a game in Mycopunk works through the Steam overlay, the in-game lobby browser, or the Discord SDK link, and the exact path depends on whether the squad is already formed or whether the player is jumping into a public lobby. According to the official Patch 1.8.5 announcement, Ouroboros lobbies can now be joined in progress before room 5, which is a meaningful change for squads that lose a member mid-run and want to fill the slot without restarting.

The two cleanest paths into a game are the lobby browser, which lists public games filtered by mission, region, and threat level, and a Steam invite, which drops the invitee straight into a friend's lobby as long as the host has an open slot. Discord voice is a separate, optional layer and is not required to join — the in-game voice does not require a Discord account, and linking Discord is voluntary.

Public Lobby Browser vs. Steam Invite

MethodBest ForCaveats
In-game lobby browserSolo queue, finding random squadsHost may have friendly fire on, voice optional
Steam invitePre-made squads, no frictionBoth players need the same patch version
Built-in voice chat (1.9)Voice coordination without a third-party appUses the Discord SDK as a backend; no Discord account needed
Rejoin in progress (Ouroboros)Filling a dropped slot before room 5Locked out after room 5 per Patch 1.8.5

Lobby-List Filters to Know

The lobby browser sorts by mission type, region, threat level, and current room progress, and the same filters apply to players looking for an Ouroboros run. Filters are persistent across sessions, so a player who only wants to queue for X11-B missions at threat 7 will see only those lobbies the next time they open the browser. For more on how these missions chain together, the Mycopunk beginner guide walks through the first few unlocks and which mission types are worth queuing for early.

Practical Squad Loadouts for Coordinated Revives

Coordination is mostly about timing and role assignment, but the loadout each player brings into a mission has a real effect on how reliable a revive is. A squad that picks loadouts around "who saves whom" will clear harder content than a squad of four damage-dealers with no support layer. The official Codex lists the weapons and upgrades available, and the role-specific passives (Glider's Wingsuit, Bruiser's Shield Projector, Scrapper's Grapple Pole) all change what a revive feels like.

The cleanest pattern is one Bruiser with a Shield Projector acting as the team's revive anchor, one Glider with a Wingsuit for fast over-the-top saves, and two damage roles (typically a Wrangler and a Scrapper, or a Wrangler and a Mycologist once she is unlocked via the Expedition Alpha rescue mission) covering the kill side. This pattern lets one player always be close to a body, one player always be able to reach a body across the map, and two players free to keep firing without dropping threat.

RolePrimary JobRevive StrengthWeakness Under Pressure
BruiserFront-line tank, revive anchorShield Projector blocks damage during channelSlow to reposition
GliderAerial overwatch, fast savesWingsuit crosses the map fastestLow HP, easy to down a second time
WranglerCrowd control, lasso pullsRocket Lasso can drag a teammate out of dangerHigh-skill ceiling
Scrapper / MycologistDamage, secondary saverGrapple Pole and Sporelift both add mobilityLower raw durability

A few squad habits separate the lobbies that clear rooms from the lobbies that wipe. The first is to ping the downed player the moment they go down, because the auto-detect ping will not always fire on a body that clips into geometry. The second is to call out before a revive whether the saver is going to channel in place or drag the body to cover, because a half-channel in the open is a common cause of double-downs. The third is to use the quip wheel for short acknowledgments rather than voice, especially when voice is not in use — a "Regroup" quip before a revive keeps the squad aligned without breaking the audio.

Communication Etiquette That Keeps a Lobby Friendly

The most common cause of squad friction in Mycopunk is not skill, it is mismatched expectations. A host who toggles friendly fire on without warning will lose new players, a player who pings every Saxonite rock will annoy a Wrangler, and a player who revives into a stacked AoE will wipe the squad. Setting expectations up front in the lobby chat or via a Discord post costs thirty seconds and saves the run.

Etiquette PointDefault ExpectationHow to Communicate
Friendly fire toggleOffHost announces in chat if on
Revive assignmentWhoever is closestPing the body, one saver commits
Loot priorityFree-for-all, Saxonite sharedQuip "Need" before picking up
Downed calloutsAuto-pingManual ping if body clips geometry
Quip wheel spamSparingMute wheel if mic is on

Players who run the same lobby regularly often build a small shorthand around these points. A "Going down!" quip from a Glider, a single ping on the body, and a Bruiser channeling the revive is the cleanest save pattern the game currently supports, and it is what the high-clear squads on the official Discord describe as their default.

Frequently Asked Questions

How does Mycopunk team revive work in standard missions?

When a player's health empties, they enter a downed state with a death protection timer counting down. Any squadmate who walks into the revive prompt can channel a save for roughly three to four seconds and put the player back in the fight. If the timer expires, the player respawns at the most recent checkpoint with reduced loot but no run-ending penalty in standard missions. The exact window has not been published as a single number by the developer, and community testing places it in the rough range of fifteen to twenty-five seconds depending on threat level.

Does Mycopunk have friendly fire, and can I turn it off?

Friendly fire is off by default in Mycopunk, and the host can toggle it on from the lobby options before a mission launches. Ranged weapons cannot damage teammates at all when it is off, but AoE attacks, melee lunges, and movement abilities like the Scrapper's Grapple Pole or the Bruiser's Shield Projector can still displace allies. Toggling it on is a harder challenge setting that experienced squads use to keep themselves accountable for stray rockets and AoE footprints.

What does the Mycopunk ping system actually do?

The ping input is bound to a single button and fires a contextual marker at whatever the player is aiming at. The system auto-detects enemies, downed teammates, loot, doors, and hazards, and shows the right icon for the situation. The developer has not published a fixed list of marker names, so the safest description is by behavior: a threat ping attaches over an enemy, a revive ping attaches over a body, a loot ping marks a pickup, and a warning ping flags hazards. The system is purely contextual in the current build.

What is the quip wheel and when should I use it?

The quip wheel is a radial menu of short pre-recorded voice lines that play through the player's selected voice. It covers the same coordination needs as the ping system but with audio, and it is mapped to a single button so it can be used mid-fight without breaking aim. The cleanest use is for short acknowledgments like "Regroup" or "Thanks," especially when voice is not in use, while longer coordination is still better handled through ping callouts or a Discord link.

How do I join a game in Mycopunk with friends?

The two cleanest paths are the in-game lobby browser, which lists public games filtered by mission and threat level, and a Steam invite, which drops a friend directly into a host's lobby. Discord voice is a separate, optional layer and not required, because the game has built-in voice chat that does not require a Discord account. According to Patch 1.8.5, Ouroboros lobbies can also be rejoined in progress before room 5, which is useful for filling a dropped slot without restarting the run.