- Early Access Patch 0.9.475 - 18 September 2026
ChangelogCombat & AbilitiesDeflect no longer has a delay before it triggers.Scrap Glaive damage lowered by 1 pierce and 2 slash, so the values are even.Summon Storm now damages enemies correctly when the player casts it, and it respects crit.Soothing Rains no longer heals enemies, but still applies water infusion (wet) to them.Life infusion's base heal now scales with the number of infusions.Improved collision detection of pink goo zones and increased their application rate of corruption infusion. Fixed collision issues with the lightning floor traps. Bosses & EncountersThe double boss fight now resets correctly if the main boss dies before the secondary bosses.The tutorial crab boss now drops Sacred Sap.Changed the early Water Temple spawns (before the bloom).Ragdolls & DeathRagdolled bodies no longer launch themselves out of their capsule.AI can walk through ragdolls, and both players…
- The Elemental Infusion Update & Release Announcement - 16 September 2026
Release AnnouncementMycoRelic will be leaving early access in November! The base price will increase to $19.99 USD at that time. Prior to the 1.0 launch the game will be discounted one additional time, so keep an eye out.The Infusion Update is LiveElemental status effects have had a rework. Weapons now roll perks. The Water Temple has two bosses waiting at the top.Featured in this Update:Elemental infusion: Status effects with eight element types that build up on characters and interact with each other.Item perk system: Weapons roll random perks when they drop, and every weapon has a perk pool to draw from.Water Temple rework: The water temple has been updated, including significant changes to the boss fight and its rewards.Join codes. Share a short code with other players and they can join your game. Friendship optional.Controller and HUD overhaul. Updated HUD visuals and streamlined a…
- Early Access Patch v0.352 - 4 July 2026
Balance & Other Changes Added a cooldown to being flinched (default 3 seconds for regular characters and 10 seconds for bosses). Reduced the amount of flinch resistance per point of armor from 2 to 1. All melee attacks can hit multiple targets. Added a slight push to any melee damage dealer, pushing them in the opposite direction of the attack. Dodge inputs will now cancel lower priority actions (like light attacks). Increased the amount of health given per point of body from 5 to 6. Updated the revive effects and animations associated with being downed and revived. Particles and hit effects surrounding the dusk element have been improved. Improved NPC sword animation timing. Clamber has been updated to account for moving platforms and the animation has been cleaned up. Fixes Fixed issue where players could get stuck in a jump attack when not trying to perform one. Attempts to reduce an…
- Early Access Patch v0.342 - 26 June 2026
Fixes Players should no longer drown outside of water. (This should fix a bunker related soft lock). Fixed issue where capsules could linger and block the player after an enemy was killed. Removed in-dev duo fight from a certain boss arena. Fixed issue occasionally causing enemies to attack each other unintentionally. Added a redundant trigger to the Hyphae of the Rift that takes you from Crab Island -> Polestar that checks to see if you've killed enshugoo before enabling it. Fixed assorted small issues in the Zanor area. Balance & Other Stuff Aaks robes have been buffed to have better itemization for their tier. Zanor Miniboss has been nerfed and made re-summonable. Added sounds for Zanor Miniboss. Zanor Disclauncher wielders shouldn't be blocking unintentional damage. Parry dagger raw block stats have been reduced. (This does not affect the ability to deflect an attack).
- Firefowl Boss Update, Backpack Rework, & More. - 25 June 2026
New ContentFirefowl BossThe Firefowl boss encounter has been significantly refined — improved animation blending, additional animations and attacks, and better fight pacing for all builds.Wet zones no longer react with projectiles, closing off the cheese strategy of using them as a free bubble shield during the fight.Fowlslayer Armor SetAdded the Fowlslayer armor set, now obtainable from the Firefowl drop table.Balanced around flame power, spirit power, and life power with low defensive stats.Includes the new Flame Eater perk: restores charge when overlapping fire areas and projectiles.New Zanor EnemiesZanor Mage: Rapidly casts fireballs with their hands. They will seek out fires to ignite themselves for more damage. Avoid leaving them at low health, lest they explode.Zizifek’s Burden: An imposing corrupted knight wielding a devastating poleaxe.Per-Boss First Time Kill ProgressionKillin…
- Early Access Patch v0.3.276 - 12 May 2026
Bugfixes Fixed issue where persistent passives tied to items would end if you died (Residual Spirits, Numb Skull, Range Finder). Fixed issues related to aiming a ranged weapon and getting stuck in the walking movement mode. Settings Fixed some visual issues that could occur when setting shadow settings to Ultra. Added a field of view slider. Added controller cursor sensitivity setting. Added separate vertical and horizontal sensitivity modifier settings for both mouse and controller look sensitivity. New strafe behavior setting with three options: Always: Strafe if a weapon is out. Targeting or Shooting: Strafe only when targeting or shooting. Automatic (Default): Uses Always setting when mouse input is detected and Targeting or Shooting setting when controller input is detected. Balance Reworked 1h Spears to play more defensively. Reduced forward movement in the light attack. Moved the…
- Early Access Patch v0.3.262 - 27 April 2026
Fixes: Banks no longer delete items that are inserted into them when there are no slots remaining in the bank. Items inserted into a full bank are returned to the inventory. Fix for parameters less than zero (weaknesses) not displaying on item cards. Fixed an icon issue with ziggy pot. Fixed a stat issue with bodkin spear. Changes: Added a few new bank kiosks to certain areas. Removed parry behavior from aaks mage. Added a brief slowdown in the lead-in of 2h sword attacks when AI performs them, similar to polearm attacks. Updated instant strike to give you a brief indication that it's about to go off. It is technically less responsive now, but feels about the same and feels better to play against. Increased the amount of moldmetal required to level up (increase is larger at higher levels). Higher tier enemies will drop slightly more moldmetal by default. New Stuff: Moldmetal is now able…
- Early Access Patch v0.3.256 - 24 April 2026
Combat & BalanceBlockingBlock has been reworked to be percentage-based rather than a flat value. Block rating now directly scales how much incoming damage is absorbed, and applies after resistances.Blocking damage now reduces your stamina by 50% of the damage blocked.Fixed an exploit where spamming block could allow energy to regenerate while blocking.Block now supports elemental damage types.Enemy Threat & AggroEnemies now have a significantly improved threat/aggro system. NPCs better track multiple threats and won't just laser-focus on one player in all situations.Stunning an enemy now resets their threat, causing them to more aggressively prioritize whoever triggered the stun.Bosses will no longer lose track of you entirely after you put some distance between you.Enemies won't immediately target you just for making noise nearby if you're not already on their radar.Weapons & Abilities…
- Early Access Patch v0.3.213 - 28 March 2026
Combat & Ability Updates Increased 1H sword hit radius for more consistent melee combat. Inheritor split-shot should deal damage now. Fertilize should work consistently in multiplayer. Residual Spirits passive should work correctly now. Crossroads Area Reworked crossroads between the central village and scrapped factory. Re-added relic bloom in this area. Reworked access to the volcano and the storm temple. Potential Performance Improvements Major tick optimization pass across the game. Many actors and systems now update less frequently or only when needed. Reduced unnecessary background processing for better overall performance and stability. General optimizations to ability systems, materials, and audio behavior. AI & Navigation Navmesh has been improved, leading to more reliable enemy movement and fewer pathing issues. Enemies will feel harder to kill and we may need to adjust balanc…
- Early Access Patch v0.3.191 - 11 March 2026
Adjustments to zizifek damage zones and montages to reduce the feeling that you get hit when you shouldn't. Made spirit empower actually cost what it says in the UI (1 charge). Fixed a config issue that made shield bash not work. Updated staff icons to reflect 1h vs 2h. Refactored fire sconce puzzle to work in multiplayer. Fixed issue where players could obtain negative stamina regen pause, permanently draining stamina. Nerfed bonus to regen pause from endurance and reduced malus from armor. Fixed item duplication issue with vendors and backpacks. Scrap pickaxe enemies now have a chance to drop null shards, and a small chance to drop the pickaxe. Pipes in the lighthouse descent should no longer have fall damage.
- The Storm Temple - Stability & Survivability Update - 10 March 2026
Hello everyone,Today we’re releasing our Spring update, bringing fixes to multiplayer save issues, smoother early and mid-game progression, and a new area to explore. Over the past two months we’ve focused heavily on stability, combat balance, and progression based on player feedback. The update also introduces a new area: The Storm Temple, a domed ziggurat built on the cliffs above the southern beach.If you haven’t played in a while, now is a great time to return to the island and see how MycoRelic has evolved. Thank you to everyone who shared bug reports, save files, and detailed feedback. It helped guide a lot of the improvements in this update.Let’s take a look at what’s new.Progression & World FlowWe’ve made significant changes to the early island experience to reduce friction and improve the pacing of progression after the Lighthouse.Scrap Beach AdjustmentsReduced early combat fri…
- The Flaming Wind Pre-Release - Early Access v0.3.058 - 20 December 2025
Flaming Wind ZizifekZizifek is the hardest boss we've made to date. Bring plenty of water. We really enjoy the fight but are interested in feedback surrounding balance. Some of you may remember Zizifek from very old versions of the game. The fight has been revamped while preserving some of the original spirit. There are a few tools we are withholding which will make the fight easier. We will release those in future updates. We also intend to add more loot to the drop table as we receive feedback surrounding the fight. New Mini-Dungeon: Zanorian ApproachGuarding Zizifek's volcano are its acolytes, denizens of Zanor who worship The Flaming Wind. These wayward knights sit atop their walls and smolder for your approach. They wield piercing blades, disk launchers, and fire. Uncommon Fungal Minds Now Drop from MinibossesWe saw people get frustrated that they couldn't find a specific green tie…
- Early Access Patch v0.3.010 - 9 December 2025
Protochasm Changes: Added a work around for the first floor not generating by re-triggering the generation in circumstances where it doesn't generate. Enabled level streaming for all floors of the protochasm, this should boost fps significantly especially on floor 3. Floor 1 and 2 are slightly more complex. Fix for issue where clients in multiplayer would see the entrance door being closed when it was open for the host. During internal testing, we have found that Floor 1 reliably generates, but there may still be issues especially on slower CPUs.
- Early Access Patch v0.3.003 - 6 December 2025
Thanks to a few bug reports, we've fixed a few things wrong with the most recent update. Fixed blade traps dealing damage every tick Fixed enemy spiritballs dealing double damage Fixed a fungal mind having 200 charge Fixed some collision issues preventing AI from traversing across modules in the Protochasm Fixed issue with a certain miniboss not being retriggerable after failing the fight Fixing the protochasm floor 1 occasionally not generating We've also made it so you no longer drop soft/volatile moldmetal on death. There's a lot to say on this last change, but we'll save that for a more thoughtful dev blog or something. We've found many frustrating things can happen and this system is pending a rework. We're always listening to you guys so if you have thoughts about this we'd love to hear them.
- Into the Protochasm - Early Access Patch v0.3.000 - 4 December 2025
This update brings performance improvements, reworks, balance changes, and new content focused around the Protochasm. Below is a full breakdown of everything included.Ability System StabilityA major issue causing crashes during ability use has been addressed. This substantially improves stability and we are confident that we can now add new abilities at an increased pace. All known ability-related crashes have been fixed. This may cause minor hitching during certain ability executions, and we will continue to monitor how this performs in live play.Protochasm & Proc Dungeon OverhaulA substantial rework of the procedural dungeon, its encounters, rooms, and flow.New & Updated RoomsMultiple new rooms added with a full decoration pass using new wall and stair tools.Added miniboss blocking progression past floor 2.Amphitheatre-style Protochasm loot area with terraces for each extract tier.Upd…
- Development Branch Patch v0.2.953 - 20 November 2025
Dev Branch Now OpenHey everyone. We've made the decision to open up the dev branch and get feedback on new things before we push this update to the live branch. If you're interested in seeing what we've been cooking for the last month, you can enable the dev build by going into your betas tab and selecting "dev_branch" from the drop down menu. Keep in mind that Unreal Engine dev builds run a bit slower than shipping builds. It's also worth noting that the save location for a dev build is not the same as a shipping build. You will have full access to the console including the ability to spawn WIP items, etc. Some of you have already done this with third party tools. If you want to use the console, press ' or " once. Expect a more detailed devlog when we push this update out after we've had a bit of time to polish and balance the new content. Below we've listed a few key points about what…
- Early Access Patch v0.2.887 - 15 October 2025
Added two new passive abilities to the censor and chisel: Range Finder 0, +1, +2: Censor heads increases player targeting distance for Junk, Common, and Uncommon Tier by 20%, 40%, and 60%. Numb Skull 0, +1, +2: Chisel heads reduce damage received when hit in the head by 20%, 40%, and 60%.Added a new approach to FX for hit and dodge related events. Adjusted the per-weapon family hitstop multipliers. In general thrusts and slashes have less hitstop than blunt weapons. Reduced Boss Respawn Timers to 5 seconds (for now). Balance Tweaks: Enshugoo enemies now have mild spirit resist and increased health and poise regen. Maceman Guard T2 is now healthier than T1 Removed crits from behind on golem. Disabled physics collision on golem, but added capsule colliders to the legs that do have physics collision. Fixes: Buckler drop item mesh shows correctly Maceman Parry T2 now has correct armguard me…
- Early Access Roadmap - 10 October 2025
Early Access Feedback So FarFor starters, thanks to everyone who has engaged with MycoRelic over the past couple weeks. Launching into Early Access has been a fun, but stressful, ride for us and we are thrilled to see you playing our game. In spite of some frustrating bugs, crashes, and the like, it has been encouraging for us to see just how many of you are having fun. Of course we continue to monitor all of your feedback and have a backlog of issues to fix. Every critique, positive or negative, gives us more data on how we can improve the game.We will be squashing bugs and making the game more stable throughout Early Access and beyond, but today we want to focus on how we plan to grow the world of MycoRelic over the next year. Into the ProtochasmThe first item on our roadmap is to refine and expand on the Protochasm, which is the procedural dungeon found under the central main island…
- Early Access Patch 0.2.878 - 7 October 2025
Quality of Life: - Added a confirm screen to delete characters. - Extended damage zone for 2-handed swords into the hilt to make slashing heavy attacks more consistent. - Fixed issue where Atlatl Darts stuck in the player would block interact prompts. - Fixed interact prompt secondary color becoming red after extended play. - Altered how negative resistances are displayed in the UI. - Fixed empowerment FX issues when applied to players. - Fixed issue that caused items spawned by breakables to not be visible. - Changed "agnostic limit" to "universal limit" and updated its icon. - Fixed issue where staff would fail to fire a projectile immediately after casting spiritball. - Altered staff moveset to shoot instead of sprint attack / dash attack. - Fixed Breaker armor set ground items using Aaks Fighter set meshes. - Fixed Grass armor set ground items having outdated meshes. - Various other…
- Early Access Patch 0.2.860 - 2 October 2025
Fixes: Fix for boss respawn trapping players in the arena if they stayed too long after the boss died. Fix for issue that was preventing players from getting the full reward from their dungeon run after killing the golem. Fix for issue preventing players from picking up loot from the golem boss in some circumstances. Enshugoo should no longer fall through the floor. Fix for a few more various switches causing sequence issues. Balance & Stuff Decoration pass on the Polestar Village area. Big Cutter should drop now from the T2 scrappie swordsman. Dargo sells steel shell shield. Dowager no longer sells captain armguards. Clod no longer sells mangrove arrows.