Full notes
Full Mycofall update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Fixes
From day one, your feedback shaped this game. You told us what was missing, and we listened. We asked ourselves: what if progression changed how you play instead of just making you stronger? No free stats. No broken leaderboard. Just real depth, real builds, and a real reason to run it again.
That's what this update is.
CHARACTER PROGRESSION SYSTEM
Each character now has a level that persists across runs and unlocks character-specific perk sets as you play.
These sets don't give you free power. They push your character in a direction. Assassin. Tank. Speed. Your Mo-Ying can feel completely different from someone else's Mo-Ying. It's about builds and min-maxing — and you still need to play well to score high.
The leaderboard stays intact. The depth is finally there.
(Artifacts — basically equipment — are already in planning. This is just the foundation.)
NEW SKILL: HYPHAL BRIDGE
A brand-new skill with 3 unique evolutions. Try it. Break it. Tell us what you think.
CO-OP AGGRO SYSTEM
You can now pull enemy aggro in co-op. Tank. Protect. Coordinate. The forest fights better together.
VISUAL & AUDIO OVERHAUL
Full VFX overhaul across combat
Gore effects on enemy death
New sounds for characters, enemies, skills, UI, and indicators
New UI elements and sprites throughout
COMPLETE BALANCE PASS
Enemy scaling, behavior, and wave progression
Skill morphs, cooldowns, and costs
Difficulty and XP curves
Perk scaling
Reduced base dash range
Damage morph now scales
Reduced DoT scaling
Toxic Spitter: less ground coverage, more ground damage
Miss Mantis got new melee behaviors and a balance pass
Vampire damage loss increased
🐛 CRITICAL FIXES
Armor now actually reduces damage. Yeah. That was broken. It's fixed.
Score calculation corrected
Minor Leaderboard calculation bug → fixed
Greed Bug animation broken in co-op → fixed
Miss Mantis & Greed Bug indicators in wrong position → fixed
Cellar Beetle getting stuck on walls → fixed
Flying Bugs getting stuck / falling asleep / animating wrong → fixed
Ticks not showing explosion indicator / exploding randomly → fixed
Rotblade not hitting correctly → fixed
Projectiles hitting multiple enemies → fixed
VFX breaking after pausing → fixed
Skills behaving incorrectly in edge cases → fixed
Thank you for being honest with us. You were right, and this update is the answer.
We are working on more. Stay shroomy. 🍄
— The Lazy KodKod Games Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
