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Steam News4 June 20261mo ago

Patch ver 1.0.15: Mycelial Roots Rendering Performance Overhaul

Summary: The hyphal network that grows across the map is now drawn much more efficiently.

Full notes

Full Mycelium Conquest update

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What changed

0 fixes0 additions4 changes0 removals
  • Server
changedSummary: The hyphal network that grows across the map is now drawn much more efficiently. Instead of sending each thread to the GPU one at a time, all threads of the same type are bundled together and drawn in a single pass. This eliminates hundreds of redundant operations per frame, especially noticeable in late-game networks with many active roots.
changedAll network threads are now drawn in a few grouped passes instead of one by one
changedNo visible changes — the network looks and animates exactly the same
changedReduces CPU overhead significantly during network rendering

Mycelium Conquest changes

changedSummary: The hyphal network that grows across the map is now drawn much more efficiently. Instead of sending each thread to the GPU one at a time, all threads of the same type are bundled together and drawn in a single pass. This eliminates hundreds of redundant operations per frame, especially noticeable in late-game networks with many active roots.
changedAll network threads are now drawn in a few grouped passes instead of one by one
changedNo visible changes — the network looks and animates exactly the same
changedReduces CPU overhead significantly during network rendering

Summary: The hyphal network that grows across the map is now drawn much more efficiently. Instead of sending each thread to the GPU one at a time, all threads of the same type are bundled together and drawn in a single pass. This eliminates hundreds of redundant operations per frame, especially noticeable in late-game networks with many active roots.

Changes:

  1. All network threads are now drawn in a few grouped passes instead of one by one

  2. Branches, twigs, live threads, and fading threads each get their own batch

  3. No visible changes — the network looks and animates exactly the same

  4. Biggest gains appear in late-game networks with hundreds of active threads

  5. Reduces CPU overhead significantly during network rendering

Source

Steam News / 4 June 2026

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