Mycopunk casts players as the New Atlas Hazard Crew, a band of robot rejects sent by the SAXON corporation to investigate a planet-wide fungal catastrophe. The job is framed as dangerous extermination work, with a comic undercurrent: the crew is chasing clues about the disaster while wondering whether SAXON’s story, or its tax paperwork, deserves trust. That setup gives the action a distinct identity: these are scrappy corporate contractors confronting a world where the infestation reaches beyond ordinary monsters.
Combat centers on futuristic weapons and power tools, with a grid-based system for fitting upgrades into each weapon. Missions award new modifications, encouraging players to combine and stack them into specialized builds. The game describes options such as taking a healing-support role, adding a deflector shield to a chainsaw, or turning the player into a bomb. Enemies can also corrupt and weaponize the planet’s technology, and dropped items may be claimed by other foes, adding a tactical wrinkle to fights against hordes.
Between missions, the crew can return to an orbital dropship to spend time with toys and games, learn more about the galaxy, and talk with the veteran insectoid Roachard Cox. Mycopunk’s loop therefore pairs mission-based combat and evolving gear with a social downtime space, rather than presenting its extermination work as one uninterrupted battle.