Unofficial fan codex / not affiliated with Pigeons at Play or Devolver DigitalPatch 2.0.1 · Updated 23 Oct 2026
Start here · Beginner·Updated 22 Oct 2026 · 8 min

Survive the first two hours

Patch 2.0.1

There is a pattern in Mycopunk's reviews that should worry the studio as much as it reassures players: the people who love this game nearly all write the same sentence — I did not enjoy my first hour.

Why almost everyone dislikes hour one

Mycopunk explains its central mechanic badly. That is not a hot take — it is the one thing the positive reviews agree on. One player describes having no idea what was going on during the first hour and calls it a great game once you know what you are doing. Another says the game is nothing special at the start and clicks around two and a half hours in.

So the goal of this page is narrow: get you to hour two with a build that is not already ruined. Everything below is about avoiding decisions that cost you grid space you cannot get back.

Rule one: judge a mod by its shape, not its power

Your upgrades are mods with shapes, and you slot them into grids. Your weapon has a grid. Your robot has a grid. Grenades take upgrades too.

Beyond available space there is no rule. No reserved category, no minimum level, no incompatibility. The studio says it outright on the store page: whatever upgrades you can fit in are fair game.

That freedom produces a specific beginner failure. You find a big, impressive upgrade, you slot it in the middle, and now four cells around it are unusable. A smaller, duller upgrade that plugs those cells would have produced more total effect.

Build the habit immediately: before you look at a mod's numbers, look at its footprint. Wasted space is the only real loss in this game, because every empty cell is a bonus you are not getting.

Rule two: specialise early

The store description promises you can be a healer, put a deflector shield on a chainsaw, or turn yourself into a bomb. That is true, and it is a trap.

When you are allowed to do everything, the instinct is to take a little of everything — and that is the worst available strategy, because grid space is finite. Spreading upgrades across five directions gives you five bonuses too small to notice instead of one effect you can feel.

Pick a direction by the third mission and hold it. You will start again later with another employee and another idea. The first build is not your identity; it is your tutorial.

Rule three: do not play alone at the start

This is the game's number one complaint, and it should be read as an instruction rather than a criticism. Solo, enemies are incredibly accurate even at distance, some attacks remove your entire health bar, and the big creatures are sluggish to kill because nobody is pulling their attention. One robot against a horde with good aim dies learning very little.

If you have nobody to play with, two things help:

  • Lower the threat level without guilt. Seven levels exist. The one labelled as the recommended experience is, by several accounts, the hardest of them.
  • Use the launch window to find people. A 1.0 release is exactly when the population climbs back.

The enemy organism, and the habit nobody tells you

Enemies pick up what other enemies drop. You take a creature apart piece by piece, the pieces fall, and another creature can grab them.

Which means how you kill matters as much as what you kill. Dismantling a big target in the middle of a group can arm the entire group. Enemies also corrupt the planet's technology and turn it against you, so scenery that helped you at the start of a mission can be hostile by the end.

Isolate before you dismantle. Pull the big creatures aside, or clear the small ones first. This is counter-intuitive in a shooter where the instinct is to aim at the biggest threat, and it is the single biggest combat adjustment in the game.

The order to open the HUB in

Several players report that the hub and its menus are hard to read and that progress happens by guessing. The most efficient order, according to a guide written specifically about the first two hours:

  1. Touch nothing for the first two missions. Go out with starting equipment. You do not yet know what you enjoy, and fiddling with grids before you understand combat is optimising into a void.
  2. On the third mission, choose your axis and empty your grids to rebuild cleanly around it.
  3. Only then explore the rest of the hub. The side services become legible once you know what you are looking for.

The three first-evening mistakes

A word on crashes

Several players report freezes, including hard ones. One reported four in three hours, and only one of them happened in DirectX 12 mode, which the game describes as experimental. The practical tip is simple: if you crash, stay in standard mode.

If it persists, report rather than refund. The studio has been responsive across Early Access, and 1.0 is precisely the release where this class of bug is meant to be addressed.

Where to go next

Frequently asked

Can you play Mycopunk solo?
Yes. Single-player is listed on both storefronts, solo runs can be paused since update 1.6.4, and 1.0 slightly lowered the maximum enemy count on Threat 3 and 4 for solo players. It is still markedly harder than co-op: enemies stay accurate at range and large creatures are slow to bring down when nobody is pulling their attention.
What is the recommended difficulty in Mycopunk?
Treat the label with suspicion. The game offers seven threat levels, and several experienced players note that the one described as the recommended experience is in fact the hardest. Starting low and climbing later is the normal advice, not a point of honour.
How long until Mycopunk gets good?
Around two to two and a half hours for most players who end up liking it. The most common quitting point is around minute forty — which is just before the systems open up and the waves get dense enough for the grid to matter.
Why do I keep running out of grid space?
Because you are judging upgrades by power instead of by shape. A small upgrade that fills a two-cell hole is usually worth more than a strong one that leaves four cells unusable. See the upgrade grid guide for rotation and infusion.