Going Hands-On With Mycopunk—Grunge Work

Going Hands-On With Mycopunk—Grunge Work

Organized Chaos

Going Hands-On With Mycopunk—Grunge Work

By now, it’s probably obvious why Mycopunk caught my attention. Devolver Digital has become a publisher synonymous with putting its seal of approval behind promising studios and interesting games, and whenever I see its logo on something, I immediately expect a quality product.

While Devolver may have gotten me through the door, Pigeons At Play certainly kept me in the room with an exciting and genuinely interesting co-op shooter that is as chaotic as it is strategic. Channelling games like Serious Sam and Risk of Rain, Mycopunk offers a fast-paced, objective-based experience with surprising depth.

Going Hands-On With Mycopunk—Grunge Work

CGM was fortunate enough to get a first look at Mycopunk, courtesy of the team at Pigeons At Play, who provided a brief overview of the game and its gameplay. Even from an outside perspective, the game showed off an incredibly unique sense of style, both in its aesthetic and gameplay. Just from the little hub area designed specifically for players to goof around with their friends, you could see the design philosophy that went into making it.

“Channelling games like Serious Sam and Risk of Rain, Mycopunk offers a fast-paced, objective-based experience with surprising depth.”

However, it wasn’t until I got my own hands on it that I really saw how well Mycopunk works in action. At its core, the game is a really solid shooter, but it’s how it prioritizes player freedom and experimentation that truly sets it apart. Players choose one of four robot characters. While each has a unique ability, they are otherwise functionally similar, except for one crucial difference: movement abilities.

It’s something Pigeons At Play really wanted to focus on. During the preview, they explained they didn’t want characters to feel locked into rigid classes. Instead, they wanted movement options that encourage players to consider how they operate within the battlefield and alongside their teammates.

Going Hands-On With Mycopunk—Grunge Work

The Wrangler, for example, can dash in midair and use a Rocket Lasso to pull objects toward it or launch itself forward. Meanwhile, the Bruiser can deploy a hard-light shield and also has an incredible double-jump that can combo into a massive ground slam.

Adding to this is a unique upgrade system that functions much like Resident Evil 4’s inventory management. Players need to slot upgrades into a large grid, creating an interesting environment where flexibility and planning are both key. You can build a character that suits your playstyle, but you also have to think strategically. Do you make room for a massive upgrade that takes up a lot of space, or try to maximize the grid with smaller, more flexible upgrades? The choice is yours.

When it comes to the nuts-and-bolts gameplay of Mycopunk, it really is just a ton of chaotic fun. Players approach different areas with distinct objectives and face off against an ever-growing horde of fungal foes while completing their tasks. But these aren’t your standard point-and-shoot enemies—they’re designed with fully destructible limbs and targeted weak points, meaning how you take them down requires some tactical thinking.

Going Hands-On With Mycopunk—Grunge Work

Adding to the game’s sense of chaos, it’s easy to find yourself in situations where enemies you thought were defeated are still crawling toward you. The result is a hilarious, messy battlefield full of sudden surprises and frantic moments. What makes it even more fun is how Mycopunk uses evolving missions to keep gameplay dynamic and engaging. One of the missions I tried required me to activate an orbital railgun to destroy a competitor’s ship.

“What makes it even more fun is how Mycopunk uses evolving missions to keep gameplay dynamic and engaging.”

First, I had to locate a scanner that would point me toward the planetary tracking devices. Then I had to clean off fungal growth that had overtaken the sensors to get them functional again, before ordering the delivery of the railgun. Once the railgun was dropped, I had to use its computer to track the target ship in space and protect the gun’s batteries while it powered up.

After it fired, all that was left was to wait for the return dropship, dodging incoming space debris from the ship I had just destroyed. And all the while, my team and I were fighting off hordes of bizarre monstrosities, creatures made of twisted metal and fungal growths, growing more fearsome and difficult as time went on.

Going Hands-On With Mycopunk—Grunge Work

While it sounds incredibly challenging—and it certainly can be—Mycopunk is surprisingly generous to the player. Even when I played alone, it was clear the game is optimized for multiplayer, but elements like a generous life system, an interesting ammo mechanic where scoring kills with one weapon refills your second, and a well-balanced difficulty scale kept the experience from ever feeling unapproachable.

While it’s still early, I believe there’s a bright future for Mycopunk. It takes the fundamentals of the co-op shooter genre and builds on them in a way that’s both compelling and incredibly fun. Pigeons At Play seems to understand exactly what players are looking for in these kinds of games, and they are delivering on it. Definitely keep your eye on this one.

Mycopunk is available for Wishlist on Steam.

Jordan Biordi
Jordan Biordi

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