In recent years, a certain brand of chaotic co-op game has taken off. You have Risk of Rain 2, where escalating waves of baddies force you to make tough decisions about when to fight for upgrades versus move on to the next area before you get overwhelmed. Last year, there was the breakout success of Helldivers 2, a game that skillfully keeps you on the brink of disaster, as ordinance, unexpected swarms, and occasional friendly fire send these slogan-spewing soldiers to an early grave. While both these games likely share a bit of Left 4 Dead’s DNA, they manage to be even more manic and varied, with procedurally generated levels and multiple layers of upgrades to make each scuffle a bit unique.
Mycopunk, the latest from Devolver Digital and freshman work from Pigeons at Play, slots in nicely next to games like Helldivers 2 and Risk of Rain 2, combining the mission structure of the former with the screen-filling bedlam of the latter. Here, you and up to three other unfortunate robots run jobs for the SAXON corporation, taking orders from a cockroach man while repeatedly dropping onto a planet infected by a strange mycological phenomenon. Once planet-side, you race against the clock to scrounge up resources and complete objectives before you’re overrun by a growing horde of cyborg fungus monsters.
The game is launching in Early Access today, and the good news is that its central first-person-shooting action already feels fully formed. As you disembark from a junky SAXON corp drop pod, it won’t be long until you’re surrounded by spider-like monsters that are actually bits of scrap metal combined with a rampant purple fungal growth which threatens the galaxy. Each of these creatures has a metallic center that you need to destroy, as well as appendages that can be snipped to slow them down.
Where things get particularly interesting is that if left unattended, these fungal colonies will grow strong by absorbing scrap metal from their downed or delimbed comrades. This creates an interesting balance between targeting enemies’ cores and their limbs; smaller foes have weak defenses, so it often makes sense to target their bodies right away, but with bosses, it’s frequently more prudent to snip their limbs to slow them down and disarm their long ranged weapons before chipping away at their cores. It all channels some of the appeal of the Dead Space games, where you’re forced to make snap decisions about where to shoot next while getting mauled by an alien that’s trying its best to kill you.
The ability to blast apart these spindly monsters, bit by bit, gives your arsenal satisfying feedback, and these weapons only become more interesting as you move past the base assault rifle and shotgun combo. My favorite of the bunch so far is the DMLR, a laser rifle that functions like a scalpel for taking apart mechanical joints thanks to its precise semi-automatic blasts. And then, once you’ve charged up this gun’s secondary mode by firing enough shots, it becomes more like a hammer as it transforms into a sustained plasma cannon. While it’s tempting to stick to your favorite weapon, there’s an interesting ammo mechanic that encourages you to switch things up. Instead of picking up items spread throughout each area, expending ammo on your currently equipped weapon automatically restocks your secondary, unequipped one. This leads to interesting situations where, to remain ready for all types of threats, you need to switch between the two liberally to ensure neither runs dry. It all creates an interesting mixture of frantic and tactical, forcing you to fight overwhelming waves of enemies with a fair bit of precision.
Thankfully, one of the things that makes it possible to navigate these busy screens full of angry mushroom monsters is that the four base classes you choose from each have movement abilities to deal with being surrounded. For instance, the Wrangler comes equipped with a magic lasso that lets them whip across the stage, while the Glider can perform an extended horizontal boost with their wings that puts distance between them and their attackers. These skills are all on a modest cooldown, ensuring that you use them judiciously while still giving ample opportunity to dart across these biomes. The game also includes a feature I don’t think I’ve ever seen in an FPS before: because these playable characters are robots, you can sprint forward, and then swivel your torso to look behind you, letting you run away and cover your own back at the same time. It’s a clever inclusion that makes it much easier to manage these swarms.
However, while Mycopunk’s central scuffles are good enough that they’re likely to empty your brain of extraneous thoughts as you unload clips on these unsettling mixtures of mycelium and metal, some of the objectives you’ll be performing along the way are more of a mixed bag. At one point, after working through a multi-step plan, my efforts culminated in being tasked with tediously rolling a difficult-to-control orb back through the entire level. At another point, I played out an escort mission that involved a painfully slow-moving truck. If there’s a common theme here, it’s that many of these goals undermine the game’s otherwise speedy battles, forcing you to slow down as you’re mauled by a legion of killer fungus.
Beyond this, some of these problems also stemmed from how this experience is very much designed around co-op play, so much that some of these goals are incredibly awkward without backup—I imagine it would be slightly less of a pain in the ass to transport key objects if I had someone to cover me. At another point, I had to slice through a steel door with a mounted laser gun, something that wouldn’t have taken so outrageously long if I didn’t have to hop out of the chair every few seconds when the next wave of enemies spawned. But regardless of whether you’re with others or alone, the lineup of mission types currently in the game mostly comes up short, getting in the way of engaging with what the game does right.
Another issue, and one that will likely be fine-tuned over Mycopunk’s early access period, is that right now, the progression systems are a bit glacial. One of the game’s core features is the ability to customize your robot and weapons with a bunch of upgrades: you can equip as many as you like as long as they can all fit in a grid. Unfortunately, the process of gaining these doesn’t quite feel right at the moment, requiring you to not only unlock the skill but also find specific resources planet-side, Helldivers 2 style. Having played a late-game build of the game at a preview event, where the Glider lived up to their name by zooming across the map while wielding a corrosive rifle that melted enemies, it feels like a missed opportunity that you’ll have to play for hours and hours before reaching this point. This rollout is likely leisurely because these upgrades seem to be the main source of progression at the moment, with only the beginning of its overarching narrative in place, but it would still be nice if there was a quicker initial on-ramp.
Still, there’s a lot to love about Mycopunk, even in its current incomplete form. Its central planet is a far-out, Moebius-inspired world that becomes increasingly outlandish as your sightline is increasingly filled with strange mycelium-based creatures and their winding appendages. At its best, it offers no room to breathe in the best way possible, forcing you to slice through metal and mushrooms as you dash to avoid a laser blast and then grapple hook onto a nearby roof to escape a walking explosive. It’s smooth, has a slick look, and its satirical bent lands a bit better than I thought it would (I expected your talking cockroach boss to come off like a failed Rick and Morty bit, but he got quite a few chuckles out of me). In short, Mycopunk has a strong foundation to build on: if it can tune its progression, refine its mission types, and add more of an overarching structure, it has a real shot at growing into something great.
Mycopunk was developed by Pigeons at Play and published by Devolver Digital. It is available for the PC in Early Access.
Elijah Gonzalez is an associate editor for Endless Mode. In addition to playing the latest, he also loves anime, movies, and dreaming of the day he finally gets through all the Like a Dragon games. You can follow him on Bluesky @elijahgonzalez.bsky.social.