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MycoRelicNewsThe Elemental Infusion Update & Release Announcement
Major update

The Elemental Infusion Update & Release Announcement

MycoRelic · published 16 Sep 2026, 05:09 UTC · build 25333784

All newsPlayers around this dateRead on Steam

Release Announcement

MycoRelic 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 Live

Elemental status effects have had a rework. Weapons now roll perks. The Water Temple has two bosses waiting at the top.

Featured in this Update:

  1. Elemental infusion: Status effects with eight element types that build up on characters and interact with each other.

  2. Item perk system: Weapons roll random perks when they drop, and every weapon has a perk pool to draw from.

  3. Water Temple rework: The water temple has been updated, including significant changes to the boss fight and its rewards.

  4. Join codes. Share a short code with other players and they can join your game. Friendship optional.

  5. Controller and HUD overhaul. Updated HUD visuals and streamlined ability selection on controller.

  6. Dismemberment and breakables. Revamped hit effects. Enemies break apart and props shatter.

Also in this patch: New world waypoint teleportation, new gear, new abilities, faster XP, early game level-flow changes, and a big round of fixes.

Heads-up for players:

  • Cloud saves now rely on Steam auto-sync. 

  • XP rates were increased.

  • Blocking and dodge inputs were adjusted.

  • Slash builds should feel more powerful.

Please: continue giving us feedback on the steam forums, or join our Discord and give us feedback there. 

Elemental Infusion

For a while we’ve felt like something is missing from MycoRelic to really fill out the fantasy of being an elementally infused robot. We hope that the infusion system will help us bridge that gap and make buildcraft in the game more interesting. We’ve replaced most of the main status effects in the game with this infusion system, which allows us to make more dynamic interaction between effects.

How it works: Stacks fill a bar, decay over time, and can trigger effects when they fill up or empty. We will continue to add perks that interact with infusion to create interesting builds. We are able to add complex interaction rules for different infusion types. 

Element-by-element breakdown

  • Life: gain life infusion by using healing items, it will tick down when you are hurt, healing you.

  • Spirit: applied by empowerment, adds spirit damage to your attacks.

  • Fire: burning, you are on fire. 

  • Water: being wet adds weight but prevents you from catching on fire.

  • Dusk: silences (preventing ability use). 

  • Caustic: deals damage as it ticks and bursts when it overflows.

  • Corruption: the pink goo debuff, causes slow.

  • Overclock: adds physical attack power per stack. 

Some elements interact in hidden ways. We encourage you to play with it to figure out.


Randomized Item Perks

Perks will now be rolled for higher tier items. Currently this is only enabled for weapons and offhand items like shields. We will continue to add different perks in the coming weeks. Perks are rolled out based on categories like the intended elemental theme of the weapon, or its move set.

The Water Temple

  • Environment: The temple has been given another pass with new art and interactable objects to contribute to the overall vibe of the area as well as refine the shape of intended playspaces.

  • Village: The nearby village features an active battle between the storm temple guards and the mysterious mangrove tribe.

  • Boss fight:

    • The Water Guardian is now joined by the Puaritii, Shepherd of the Storm.

    • Changes to the boss arena and behaviors have been made to make the fight between the duo more dynamic.

    • This fight now scales with player count and has a variety of new items (and abilities) to earn.

Game Feel

  • Robotic enemies explode into a mess of scrap and sparks when dying, losing struck limbs.

  • Updated damage particle effects.

  • Weapons scrape when hitting the wall.

  • Added fracturing breakable objects with physics debris.

  • Arrows and discs stuck in enemies turn into pickups when the enemy dies that stack automatically.

Balance:

  • Blocking now overrides light attacks and has no hold delay.

  • Dex now reduces attack energy cost by 20%. 

  • Slash attack power now scales from Torque and Dex. 

  • XP drops increased. (Enemies now drop more XP based on their health).

  • Early game level requirements have been increased, late game requirements have been reduced slightly. 

  • Health from Body ratio raised from 5:1 to 6:1.

  • Consumable digestion debuff cut from 20s to 6s.

  • Dozens of other small fixes that improve the feel of the game.

Our intent has always been for slash damage to fulfill a sort of “hybrid” capability between torque and dexterity. We’ve altered the slash power calculation to encourage balance between torque and dexterity to get the most out of it. It takes the lower of the two attributes and multiplies it by two (2 * min(torque, dex) for the math minded).We’ve heard that leveling up feels a bit too harsh later in the game, so we’ve made some changes to XP rates and requirements to hopefully alleviate this. We will continue to watch and listen to feedback on the topic, so be sure to let us know if this feels better to you.

Controls and HUD

  • Controllers now support using a single input for casting abilities and a single input for swapping between equipped abilities.

  • Abilities on the HUD now indicate when you are silenced from dusk damage, preventing you from casting.

  • Some aesthetic updates were made across the HUD to increase visual juice.

Controller support is high on our priority list as we grow closer to our 1.0 launch and we aim to make further improvements over the coming weeks.

Co-Op Join Codes:

  • Join codes: built on Steam's existing API, hosting a game automatically generates a short code. Players you wish to invite can be given the code to join you, without being friends on Steam.

  • Teleporter refresh: Dusk-themed pads that move the whole party, with two-way pads at Crab Island and Polestar. We will add more of these teleporters with the 1.0 release, with the goal of reducing backtracking later in the game.

What’s Next for MycoRelic?

As stated above, we aim to leave early access in November. Alongside this, the base price will increase to $19.99 USD. MycoRelic will be discounted at the current base price one last time before the 1.0 launch, so keep an eye out. We also intend to launch at the updated base price with a discount. This is the final stretch of development, and we have our work cut out for us. We’re extremely grateful for the feedback you all have given us. Please keep reporting issues, bugs, and suggestions via the steam forums, or join our Discord and give us feedback there. We hope you’ve been enjoying MycoRelic, and look forward to delivering you the full game in November.

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