Key art for Mycopunk

Game review

Mycopunk

6.5 / 10

Developer
Pigeons at Play
Publisher
Devolver Digital
Released
10 July 2025
Platforms
Windows
Genre
Looter Shooter, Co-op
Monetisation
One-time purchase, no in-game currency
Players
4-player online co-op, with single-player supported but not the primary design target

The short version

Mycopunk sends a scrappy crew of robot exterminators to clear a planet-wide fungal infestation for a shady corporation, armed with a grid-based upgrade system that lets you jam together weapon mods until your loadout becomes either a finely-tuned death machine or a glorious accident, ideally alongside three friends in 4-player co-op. Currently in Early Access, it draws immediate and specific comparisons to Deep Rock Galactic and Risk of Rain 2, and reviewers consistently praise the movement, humour, music and sheer build variety of its first five to ten hours. What a large, independently-corroborated share of that same audience reports next is a steep progression wall — levelling stalling out, mission variety thinning, and enemies becoming damage sponges rather than interesting threats — that several reviewers explicitly and generously frame as normal Early Access growing pains for a game still finding its final shape, rather than a finished product's failure.

Biggest strengths

  • The grid-based weapon upgrade system draws consistent, enthusiastic praise for genuine build variety, letting players combine mods into deliberately absurd or finely optimised loadouts, with reviewers specifically comparing the creative freedom favourably to genre touchstones
  • Movement, humour and presentation earn strong, specific credit — the music is repeatedly singled out as excellent, and the game's tone (including an insectoid corporate veteran character named Roachard Cox) draws genuine affection rather than eye-rolling
  • Reviewers who play with a coordinated, communicating group of friends describe the co-op experience as the clear best way to play, with teamwork amplifying the build-diversity systems in ways solo or public-lobby play doesn't showcase as well

Biggest weaknesses

  • A large, independently-corroborated share of reviewers report progression stalling hard after an initial five-to-ten-hour honeymoon period, with one detailed account describing no level-ups for hours past an early milestone despite consistent play
  • Enemy variety is repeatedly described as thin, with several reviewers specifically calling out damage-sponge health pools substituting for interesting design, and empty, lifeless-feeling maps compounding the sense of repetition once the initial mission types are exhausted
  • Solo and public-lobby play are both described as considerably weaker experiences than coordinated group co-op, despite single-player being technically supported — several reviewers who bought expecting a solid solo experience specifically say that expectation was mistaken

Who it's for: Co-op looter-shooter fans specifically drawn to Deep Rock Galactic and Risk of Rain 2's blend of build experimentation and mission-based structure, who are comfortable buying into an Early Access title with an acknowledged content and grind gap rather than a complete, polished release. Best played with a coordinated group of friends rather than solo or in public lobbies.

Our recommendation: A confident buy at its current price for co-op shooter fans specifically, provided you treat it as an Early Access work in progress rather than a finished game — the first several hours are widely praised, and the developer's active post-launch additions give reasonable grounds for optimism about where the grind and content gaps go from here.

6.5 / 10

Deep Rock Galactic on mushrooms

Mycopunk's pitch lands immediately with anyone who's spent time in the co-op shooter space: a ragtag crew of robot exterminators, hired by a shady mega-corporation, drops into mission-based levels to clear a spreading fungal infestation, picking apart enemies piece by piece while building increasingly ridiculous weapon loadouts through a grid-based mod system. Reviewers reach for specific, well-earned comparisons — Deep Rock Galactic's mission structure and cooperative spirit, Risk of Rain 2's build-experimentation chaos, even a dash of Borderlands-style movement — and one memorably describes the whole experience as "tripping on mushrooms" while playing those games simultaneously. The upgrade system in particular draws enthusiastic, specific praise: players describe specialising into healing support builds, strapping deflector shields onto chainsaws, or engineering themselves into walking bombs, with reviewers crediting genuine creative freedom rather than a handful of obviously-optimal builds.

A grind wall reviewers are surprisingly gentle about

The dominant critical thread across the review corpus is progression pacing, and it's worth noting how consistently reviewers frame it charitably given the game's Early Access status. Multiple independent accounts describe a genuine honeymoon period — five to ten hours of consistently fun, well-paced play — giving way to a much harder progression wall: levelling stalls, mission variety thins out, and enemies increasingly rely on inflated health pools rather than interesting behaviour to provide challenge. One detailed reviewer specifically reports no level-ups for hours past an early milestone despite steady play, and a separate reviewer bluntly states that killing enemies doesn't feel meaningfully rewarding in resource terms — a complaint about the core loop's moment-to-moment feedback rather than simply its long-term pacing.

What's notable is how many reviewers explicitly contextualise these complaints within the game's Early Access framing rather than treating them as a finished product's failure. One reviewer specifically describes the game as "shaping up to have a promising early access," and another dismisses harsher critics as failing to account for the current, acknowledged development state. That generosity isn't universal — several detailed negative reviews argue the grind is severe enough to recommend against buying even at a reduced price right now — but it's a meaningfully different critical register than this review has seen applied to finished 1.0 releases with similar complaints elsewhere in this survey.

Built for a squad, not a solo run

Despite official single-player support, reviewers are consistent that Mycopunk is designed around and best experienced through coordinated group co-op. Multiple reviewers who bought expecting a solid solo experience report specifically that the game technically works alone but isn't built to be enjoyed that way, with public lobbies faring only somewhat better than true solo play. Reviewers who play with a communicating group of regular friends describe a substantially different, more positive experience than solo or public-matchmaking accounts — worth knowing clearly before buying if you don't already have a squad lined up, since the build-diversity systems that draw the strongest praise depend heavily on teammates covering different roles and combos rather than one player trying to do everything alone.

Between missions

Mycopunk's hub space — an orbital dropship where your crew unwinds between planetside missions — gets specific, affectionate mentions across the review corpus, anchored by an insectoid SAXON company veteran named Roachard Cox who reviewers describe as a genuinely funny presence rather than a forgettable NPC. Games and toys scattered through the hub give players something to do between missions besides staring at a loading screen, and reviewers who mention it treat it as a small but real sign of the developer's care for atmosphere beyond the core shooting loop. That attention to tone and character work is part of why so many critical reviewers go out of their way to say they don't dislike the game, even when detailing genuine frustration with its current pacing — the foundation clearly has real personality, which makes the progression complaints read as growing pains on top of something worth caring about rather than fundamental design failure.

What the achievement data shows

Steam's own completion statistics corroborate the progression-wall story independently. Early achievements tied to basic onboarding sit at 84.6-93.5% of the playerbase, but the milestone for reaching character level 30 falls to just 7.4%, with several of the hardest achievements dipping under 6%. That's consistent with reviewer accounts of a strong early hook giving way to a much smaller committed base as the grind intensifies — though it's worth noting this kind of curve is also unremarkable for an Early Access looter-shooter whose endgame content is still actively being built out, rather than necessarily indicating a design failure specific to Mycopunk on its own compared with genre peers at a similar stage of development.

The verdict

Mycopunk earns its Very Positive reception through genuinely strong foundations: inventive build systems, strong presentation and humour, and mission-based co-op that lands well with the right group. Its progression and content-depth problems are real and widely reported, but the review corpus itself treats them with more patience than usual, precisely because this is openly, honestly still an Early Access work in progress rather than a finished release falling short of its own promises. At its current price, that's a reasonable trade for co-op shooter fans willing to buy in now and watch the grind curve get tuned over time — just bring friends, and don't expect the late hours to sustain the same momentum as the first ten until further Early Access updates land.

Pros and cons

Pros

  • The grid-based weapon upgrade system draws consistent, enthusiastic praise for genuine build variety, letting players combine mods into deliberately absurd or finely optimised loadouts, with reviewers specifically comparing the creative freedom favourably to genre touchstones
  • Movement, humour and presentation earn strong, specific credit — the music is repeatedly singled out as excellent, and the game's tone (including an insectoid corporate veteran character named Roachard Cox) draws genuine affection rather than eye-rolling
  • Reviewers who play with a coordinated, communicating group of friends describe the co-op experience as the clear best way to play, with teamwork amplifying the build-diversity systems in ways solo or public-lobby play doesn't showcase as well
  • The developer is actively adding new content during Early Access, with multiple reviewers specifically returning every few months to check out additions and reporting genuine enjoyment on each return visit
  • At its current discounted price, several reviewers explicitly argue the game is worth the cost even accounting for its Early Access content gaps, framing the purchase as support for a promising work in progress rather than a complete package

Cons

  • A large, independently-corroborated share of reviewers report progression stalling hard after an initial five-to-ten-hour honeymoon period, with one detailed account describing no level-ups for hours past an early milestone despite consistent play
  • Enemy variety is repeatedly described as thin, with several reviewers specifically calling out damage-sponge health pools substituting for interesting design, and empty, lifeless-feeling maps compounding the sense of repetition once the initial mission types are exhausted
  • Solo and public-lobby play are both described as considerably weaker experiences than coordinated group co-op, despite single-player being technically supported — several reviewers who bought expecting a solid solo experience specifically say that expectation was mistaken
  • At least one detailed reviewer argues killing enemies doesn't feel meaningfully rewarding in resource or progression terms, a structural complaint about the core moment-to-moment loop rather than simply a pacing issue
  • Visual accessibility options are a specific, repeated request rather than universal complaint — several reviewers ask for the ability to disable screen shake and UI bloom/distortion effects, citing genuine eye strain during extended sessions

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Progression 5 / 10
  • Originality 6.5 / 10
  • Multiplayer 7.5 / 10