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Mycopunk on Steam

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Cut through fungal aliens in this hyper-customizable, mission based looter shooter. Hundreds of hand-crafted upgrades, 4-player co-op, and a little roach man. What’s not to love?

Mycopunk is a action, fps and online co-op game developed by Pigeons at Play and published by Devolver Digital.
Released on October 20th 2026 is available only on Windows.

It has received 4,712 reviews of which 4,172 were positive and 540 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 7.49€ on Steam with a 50% discount.


The Steam community has classified Mycopunk into these genres:

Media & Screenshots

Get an in-depth look at Mycopunk through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 x64 Bit
  • Processor: Intel Core i3-610 / AMD FX-8350
  • Memory: 8 GB RAM
  • Graphics: GeForce GTX 960 / Radeon R9 380 / Arc A380
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 10 GB available space
  • Additional Notes: Low Quality setting, in 1080p, producing 30 FPS

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

1755 hours played
Sept. 2026
Surprising ive not put in a review for this game thus far. But, i fell in love with this game fairly early on into its early access. I was shown this game by a friend and never really looked back. The game shows itself off at first to be a quirky little game with fairly simple to understand concepts. Over time giving you more tools to dispatch your enemies with. So its a true sort of zero to hero fantasy. I think the greatest system in this game is the grid placement for the upgrades. It makes the game singularly one of the most interesting games for build crafting that ive played. I think its something to dwell on for a little while but the upgrade system is the one thing that kept me coming back for so long (before i began making mods). The discovery process of continual optimization was a great time and i would suggest to anyone to try and discover builds themselves since you can find the meta fairly easily on the discord and most people will point you to it. But that process is part of the magic. Since its initial early access ive seen so many nice quality of life changes for newer players come along that i started a new save profile to see how it would be. (this doesnt exactly put me in their shoes given a knowledge gap) And i must say the game is significantly friendlier. - base resource grind is effectively removed - upgrades are usable straight away - ouroboros can be used to test crazy things out quickly - the grid screen no longer lags like mad - the new tutorial is kinda fun - rotation is unlocked over time rather than only at level 30 - having the favorite system is amazing One thing for those who care, this game is extremely stable in my experience, ive only managed to make it crash while creating mods, and at no point have i encountered that in game otherwise. This game ofcourse isnt without its faults. A lack of upkeep on translation for foreign users, some strange math on upgrades making it harder to understand, heavy weapons are just not worth using ( sorry liam :c ), a lack of direction for newer players, and sadly for those who do want to play it at this very moment its low player count (im a solo player so its not really too important for me). Having been in the community for a long time at this point i can certainly say that the devs are great people to interact with and genuinely care about making something fun. Having made my start making a spreadsheet of upgrades before the wiki got fully kicked off and having fun discovering the game with many players was a great time. Then branching into making mods and helping develop the wiki has been a great experience overall and i dont regret any time i put into this game whatsoever. I truly hope the best for this games 1.0 release in the near future <3
55 hours played
Sept. 2026
This game is a underrated gem! It's influenced by so many great games Borderlands, Destiny, Helldivers etc... It doesn't care to look the flashiest. Pigeons at Play truly put the gameplay above all else, a philosophy i wish was more common in todays UE5 Slopfest most games seems to be now. It was worth the $15 when i bought it over a year ago. The game is so much more refined and needs more players! A must buy if you love Looting and shooting. This game deserves to be bigger than any of the titles i mentioned above. Keep up the good work PaP!
32 hours played
June 2026
Very fun game, it has the feeling of a Deep Rock Galactic, Risk of Rain, Borderlands, Titanfall, and a Hint Of Lethal Company Lovechild.
29 hours played
June 2026
A lovechild of Roboquest, Helldivers 2 and the entire Borderlands-series. If you like ANY of those games, youll enjoy your time in Mycopunk.
51 hours played
March 2026
This game basically takes everything I like from DRG, Borderlands, and Warframe, removes the stuff I don't like, and somehow turns it into a game that's actually fun and charming. It almost feels like a finished game already, which is kinda crazy. That said, it isn't technically finished yet. As of writing this review, the upgrade and modding system alone has already gone through at least three different versions. It has the class-style setup like DRG where each character has their own kit, but unlike DRG you don't feel like the entire run is suffering because one specific class is missing from the team. You can mix and match characters without the whole thing feeling crippled. The humour also hits a nice balance. It has wacky guns and silly ideas, but it doesn't shove it in your face with dated, cringe-tier, forced "jokes" like Borderlands does. Instead of the constant smug snark and "HEY LOOK A REFERENCE!!!" writing that plagues a lot of games lately, the jokes actually have a bit of thought behind them. The guns are where things get really interesting. The modding system reminds me a lot of Warframe, but if DRG got mashed in there too. You pick a base gun, unlock mods, and eventually you're able to buff those mods and fit more of them onto the weapon as you progress. So you'll go from something like a simple SMG that’s just a solid, well-rounded gun… to an elemental-proccing, fully automatic SMG rocket launcher hybrid that builds stacks so you can overcharge the magazine to 300 rounds instead of 30. Or you take a normal revolver and turn it into a charged shotgun revolver that corrodes enemies, sets them on fire, and turns you into a point-blank boss-melting speed demon. It's kind of like DRG overclocks, except instead of one single mod drastically changing the gun, your entire build reshapes the weapon into something completely different. It also has that Warframe-style mix of passive improvements and crazy gameplay-altering mods. The depth is honestly kind of insane without being overly complicated. It makes every weapon feel like it's secretly five different weapons depending on how you build it. And the best part is you don't even have to turn it into something weird. If you like the base gun, you can just super-buff it instead. Each character also has their own traversal tools. They're not wildly different to the point of being awkward, but different enough that it actually changes how you fight. Scrapper's jetpack feels very different from Wrangler's air dash and rocket rope, for example. Even though the base characters all technically play the same (even Bruiser, who is basically a walking spider tank), their movement abilities and mods can change how they feel pretty drastically. Grenades get the same treatment as the guns. Different elements, different mods tied to those elements (except the disc which is its own weird thing). My favourite build so far turned the fire grenade into a SUPPORT HEALING GRENADE that also sets enemies on fire AND splits into a M.I.R.V cluster bomb. So basically I throw a heal, a boss-melting nuke, and a crowd clearer all at the same time. But again, you don't have to do that. That's the beauty of the system. The roguelike mode is also a really nice change of pace from the normal DRG-style missions. You start the run with everything wiped and build your kit based on what you get from rooms and boss clears. It breaks up the usual "do objectives in this order" mission flow. That said, it desperately needs more bosses. I am so unbelievably sick of fighting Hedron for the 12 billionth time. One cool thing though is that at the end of a run you can spend currency to keep whatever weapon, grenade, or character mods you found. It's actually a really good way to farm upgrades for characters or weapons you don't normally use. My only real complaint with the game is the driving. It feels terrible. It's floaty, awkward, and honestly not worth using most of the time. You're usually better off abusing momentum movement tech than opening the menu, asking Roachard to drop a car, waiting for it to land, getting in, finally reaching max speed, and then slightly bumping a rock and launching 40 feet into the air while almost dying from fall damage or the car somehow hitting you despite being in the seat. If you're wondering what you actually fight in this game, it's technically some kind of fungus. But it's easier to think of them as weird orb creatures and geometric shapes that spawn with different loadouts. They have a base "kit" of limbs and gear, but they can spawn with different pieces of that kit. You can shoot off their weapon limbs, their movement limbs, and break their metal shell to expose the glowing core inside. If you don't fully destroy the limbs though, the fungus can actually absorb them and reuse them. And it doesn't care if it makes sense. This can be VERY funny or VERY annoying. YOU DON'T KNOW PAIN until one of the tiny generic orb enemies grabs two boss legs and starts hitting you across the entire room with them. They're also incredibly hard to kill because the orb itself is completely blocked by the sheer THICKNESS and LENGTH of the boss legs. Or when a sniper enemy grabs a projectile bubble shield. Now the only way to kill him if you don't have a anti-shield mod, is to walk inside the shield and try to wedge your melee attack just barely into his hitbox so you hit the core or shield generator instead of the shield itself. Overall though, I love the game and I'm really excited to see where it goes. The update cycle is a little slow, but honestly I'd take how these devs handle things over Arrowhead or Saber any day.

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Frequently Asked Questions

Mycopunk is currently priced at 7.49€ on Steam.

Yes, Mycopunk is currently available at a 50% discount. You can purchase it for 7.49€ on Steam.

Yes, Mycopunk received 4,172 positive votes out of a total of 4,712 achieving a rating of 8.55.
😎

Mycopunk was developed by Pigeons at Play and published by Devolver Digital.

Yes, Mycopunk is playable and fully supported on Windows.

No, Mycopunk is not playable on MacOS.

No, Mycopunk is not playable on Linux.

No, Mycopunk is not playable on Steam Deck.

No, Mycopunk is not playable on Steam Machine.

No, Mycopunk does not support VR.

Mycopunk offers both single-player and multi-player modes.

Mycopunk includes Co-op mode where you can team up with friends.

Yes, there are 2 DLCs available for Mycopunk. Explore additional content available for Mycopunk on Steam.

No, Mycopunk does not support mods via Steam Workshop.

No, Mycopunk does not support Steam Remote Play.

Yes, Mycopunk is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Mycopunk.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 26 October 2026 00:41 UTC
SteamSpy data 27 October 2026 01:20 UTC
Steam price 27 October 2026 15:29 UTC
Steam reviews 19 October 2026 09:48 UTC

If you'd like to dive deeper into the details about Mycopunk, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Mycopunk
  • SteamCharts - Analysis of Mycopunk concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Mycopunk compatibility
Mycopunk
Rating
8.6
4,172
540
Game modes
Multiplayer
Features
Online players
2,562
Developer
Pigeons at Play
Publisher
Devolver Digital
Release 20 Oct 2026
Platforms
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