MycoRelic
Steam News 20 November 20256mo ago

Development Branch Patch v0.2.953

Dev Branch Now Open Hey everyone. We've made the decision to open up the dev branch and get feedback on new things before we push this update to the live branch. If you're interested in seeing what we've been cooking fo…

Update log

Full MycoRelic update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

2 fixes4 additions5 changes0 removals
  • Gameplay
  • Workshop
  • Balance
  • Performance
  • Events
  • Fixes
addedDev Branch Now OpenHey everyone. We've made the decision to open up the dev branch and get feedback on new things before we push this update to the live branch. If you're interested in seeing what we've been cooking for the last month, you can enable the dev build by going into your betas tab and selecting "dev_branch" from the drop down menu.
changedDev Branch Now OpenKeep in mind that Unreal Engine dev builds run a bit slower than shipping builds. It's also worth noting that the save location for a dev build is not the same as a shipping build. You will have full access to the console including the ability to spawn WIP items, etc. Some of you have already done this with third party tools. If you want to use the console, press ' or " once.
addedDev Branch Now OpenExpect a more detailed devlog when we push this update out after we've had a bit of time to polish and balance the new content. Below we've listed a few key points about what is included.
fixedAbility crash fix:We hope to have fixed all crashes related to abilities. This was the most common crash for most people. This might result in some hitching during abilities but we will continue to monitor feedback surrounding this. Hopefully everything is smooth and we can continue adding new and interesting abilities for you to use.
changedGeneral performance improvements:We've improved the way particles are budgeted and this generally improves performance throughout the game. It may be hard to notice this in the dev build but in a shipping build we've seen boosts of up to 30%.
changedc] [/c]Protochasm Updates:The loot system has been changed so that you have to spend your osseous fragments on reward chests at the end of a run, you may bring excess fragments into the next run. These are now only lost on death / group wipe.

Dev Branch Now Open

Hey everyone. We've made the decision to open up the dev branch and get feedback on new things before we push this update to the live branch. If you're interested in seeing what we've been cooking for the last month, you can enable the dev build by going into your betas tab and selecting "dev_branch" from the drop down menu.

Keep in mind that Unreal Engine dev builds run a bit slower than shipping builds. It's also worth noting that the save location for a dev build is not the same as a shipping build. You will have full access to the console including the ability to spawn WIP items, etc. Some of you have already done this with third party tools. If you want to use the console, press ' or " once.

Expect a more detailed devlog when we push this update out after we've had a bit of time to polish and balance the new content. Below we've listed a few key points about what is included.

Ability crash fix:

We hope to have fixed all crashes related to abilities. This was the most common crash for most people. This might result in some hitching during abilities but we will continue to monitor feedback surrounding this. Hopefully everything is smooth and we can continue adding new and interesting abilities for you to use.

Consumable and ammo swapping:

You are now able to swap between all consumables and ammo currently in your inventory. This has also opened up a second layer of inputs on controllers. You may need to update or reset your keybinds. The default for mouse and keyboard is 3 for consumable and 4 for ammo, and the default for controller is hold R2 and press left or right on the d-pad respectively.

General performance improvements:

We've improved the way particles are budgeted and this generally improves performance throughout the game. It may be hard to notice this in the dev build but in a shipping build we've seen boosts of up to 30%.

Steam Cloud Part 1:

Your save should now be automatically backed up onto steam cloud every time you close the game. This is one of the reasons why we decided to open up the dev build, as we don't want this to cause issues for live players until it is tested by the brave. It's worth noting that dev build saves are stored in your game's directory and not app data by default.

[c] [/c]Protochasm Updates:

  • The loot system has been changed so that you have to spend your osseous fragments on reward chests at the end of a run, you may bring excess fragments into the next run. These are now only lost on death / group wipe.

  • Golem is still being updated and is currently about 70% of where we want it to be visually and mechanically.

  • Added multiple new rooms w/ a visual overhaul.

  • Fixed a pathfinding issue preventing navigation in some circumstances (however we are still noticing that the navmesh is not generating quickly enough at times).

  • Added several new items that can drop as rewards intended to fill a few gaps in mid-game itemization.

Two Handed Staff Moveset:

If you remember the old versions of the game, the staff was originally a two handed weapon with a long heavy attack animation that shot multiple projectiles. We've re-implemented two variants of this staff and are excited to expand this moveset and interactions with abilities even more.

Try it out:

[c]myco.giveItemToPlayer 0 SpiritStaff[/c]

Source

Steam News / 20 November 2025

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