About Mycopunk Guide
Mycopunk Guide answers one question: which loadout clears the threat level you are stuck on, and why. Every page here is written around a decision — which hex cells to buy first, which weapon deserves the grid space, when to rotate, when to leave a run. We do not publish stat tables for their own sake; there are wikis for that and we link to them when they help.
Mycopunk hides its difficulty in the upgrade grid. Two players with identical weapons and identical levels can be four threat levels apart because one of them placed pattern cells where the adjacency bonuses do not reach. That gap is what this site is built to close. Each guide states the patch it was checked against (currently 2.0.3), the threat levels it is safe for, and what breaks the build when modifiers land badly.
How the numbers are checked
Damage, cooldown and cost figures come from in-game tooltips and the developer's own patch notes, cross-checked against community-maintained data. Where a value is a community measurement rather than a tooltip number, the page says so. Patch 2.0.2 changed how pattern size scales bonuses, so any guide older than that patch is treated as unreliable here and rewritten rather than patched over.
What this site does not cover
Weapon stat databases, full upgrade node lists, enemy catalogues and achievement checklists belong to the wiki projects, not here. This site is the field manual: the reasoning that turns those numbers into a run that extracts. New-player basics sit with the wiki as well — we link out instead of duplicating.
Corrections
Mycopunk is a live game and the balance moves. If a build here no longer clears what it claims, send the threat level, the mission and the patch number to hello@mycopunk-guide.wiki and the page gets re-tested. Corrections are published with a date, not quietly edited.
Mycopunk is developed by Pigeons at Play and published by Devolver Digital. This is an independent fan resource and is not affiliated with or endorsed by either company.
