Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
MycoRelic›Events›Development Update 4
Community

Development Update 4

MycoRelic · published 17 months ago

All eventsPlayers around this dateRead on Steam

Playtest is now open.

The playtest is now live so stop reading and go update/download/tell your friends to play with you. We will keep it up, probably until we re-release the demo this summer. But things may change.

Welcome back to another installment of mycorrespondance. It’s been a while since our last devblog, because we’ve been hard at work juicing the game feel and clamping down on our features. Dare I say the game is almost feature-complete. Our next run is to make as much content as we can before the game supposedly launches in early access later this year.

Damage Push, Knockdown, and In-Air Stagger

Something we’ve found awkward about previous iterations of the game is the lack of damage pushback from melee attacks. There’s something very satisfying about bonking an enemy off of a ledge and watching your loot plummet into the abyss.

We’ve added damage pushback to most attacks, and this can be amplified by our knockdown system. Generally, non-boss sized enemies can be knocked down when they are poise broken.

Additionally, the feeling of getting hit in the air was always kind of stiff and jank. We delight in the freedom of movement offered in our game, but also felt like the player had too much freedom and that spam jumping was always better than dodging.

Enter the in-air stagger system. It’s quite simple: if your poise meter breaks while in the air, you will be launched in the direction of the last hit and you will pancake when you hit the ground. This can happen to enemies as well. The launch distance scales based on damage and poise damage. We think this feature is really fun and we’re excited to see people play with it.

Perks and Abilities


This system has gone through multiple iterations and we have finally settled with an item-based approach for skills and abilities.

Some of you may remember that we once had a skill tree where you assigned points to the tree in order to unlock perks and abilities. This worked okay but it felt very generic and also kind of fiddly.

In January we were re-working this system and decided to try to implement xp based progression. (Where hitting an enemy with a mace would grant melee xp, and skill points were unlocked via hitting different levels). Ultimately this system didn’t pan out or play well, so we scrapped it in favor of a more item based approach.

Passive skills have been changed into ‘Item Perks’ which are applied to the player if they have the item equipped. Active abilities are now items that you slot into ability slots. These two systems are fused via the Fungal Mind, a body part that grants a number of ability slots and generally offers a build-defining perk.

Developing new perks and abilities is really easy within this system and we are excited to expand on it by building out different playstyles.

Items and Inventory Updates


We gave world items new, juicier effects, in order to emphasise the importance of loot to player progression.

The inventory and equipment screens have been redesigned. Now players are able to decompose items into a stable mold metal item, which can be further decomposed into the xp currency that can be spent on leveling up among other things.

We have also implemented a comparison tool, though we go back and forth on how much information this should give you.

Lastly we’ve re-added the backpack.

Updated Checkpoints: Relic Bloom

We’ve updated our checkpoints to be more bubbly. It’s pretty simple: walk into the bubble, save the game, reset the world, restore your hp and charges. Being in the bubble also allows you to edit your stats, change body parts around, and summon your friends to your location.

An issue with the souls-like formula that we are contending with is that the checkpoints were never meant to be used in multiplayer. In other souls-likes, the host must kick the clients and rest to reset the world. Our game differs from this because we don’t have to re-initiate the client summoning process, the clients are just permanently connected to the host’s world.

The question is, what happens when I am fighting something and my friend wants to reset the world?

Our solution to this is that now all players must be present at the checkpoint for it to save/reset/restore your hp and charges. Our goal is that this will keep groups of players together and focused.

An issue that cropped up early in testing this system was that there’d always be that one player who was just not on the same page, lost, or otherwise chomping at the bit to keep going. Because of this, we added a summoning mechanic where whoever is inside the relic bloom bubble can spawn a mushroom nearby every player which allows them to teleport to the summoning player’s location.

We feel that this mechanic both encourages exploration and allows players a quick way of regrouping and resetting. But we are curious about how it will be used and need feedback on the system.

More from MycoRelic

Other announcements

All events
MycoRelicGame update4 Jul 2026Early Access Patch v0.352Balance & 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 prior…MycoRelicGame update26 Jun 2026Early Access Patch v0.342Fixes · 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…In-game event25 Jun 2026Firefowl Boss Update, Backpack Rework, & More.New Content Firefowl Boss · The 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 Set · Added the Fowlslayer armor set, now obtainable…