Update log
Full MycoRelic update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone,
Extracted changes
- Performance
- Gameplay
- Balance
- Store
Today we’re releasing our Spring update, bringing fixes to multiplayer save issues, smoother early and mid-game progression, and a new area to explore. Over the past two months we’ve focused heavily on stability, combat balance, and progression based on player feedback. The update also introduces a new area: The Storm Temple, a domed ziggurat built on the cliffs above the southern beach.
If you haven’t played in a while, now is a great time to return to the island and see how MycoRelic has evolved. Thank you to everyone who shared bug reports, save files, and detailed feedback. It helped guide a lot of the improvements in this update.
Let’s take a look at what’s new.
Progression & World Flow
We’ve made significant changes to the early island experience to reduce friction and improve the pacing of progression after the Lighthouse.
Scrap Beach Adjustments
Reduced early combat friction and difficulty.
Improved navigation and player guidance through the area.
Added a secret alternative path, which will be expanded in the future.
Village & Island Flow Changes
The central village has been relocated and the surrounding plateau has been heavily redesigned.
Travel routes between the beach, village, and dungeon exits have been improved.
Scrapped Factory Rework
The factory area has been redesigned to improve navigability, combat flow, and to create a better understanding of where to go next.
We have added a dedicated mini-boss to the factory, guarding the next area.
New Early Vendor
A Tier 1 body part vendor has been added to help unlucky players who struggle to find upgrades early.
We have moved The Exiled Dowager vendor and this new body part vendor to The Scrap Beach
These changes should make the early hours of the game feel smoother while keeping the sense of discovery intact.
Balance & Survivability
A major focus of this update was improving how durable players feel in combat.
Body Stat Improvements
Increased HP gained from Body
Increased armor effectiveness
Increased poise and flinch resistance
These changes should make investing in survivability feel more meaningful and help reduce situations where players feel unexpectedly fragile.
Energy Regeneration Changes
Energy regeneration now pauses briefly when it reaches zero.
Higher armor increases the delay before regeneration begins
Endurance reduces this delay
This system creates a clearer tradeoff between heavy armor durability and stamina management. We felt that the endurance attribute was underutilized and wanted it to feel more impactful.
Combat Updates
Critical Strike Changes
Critical strikes are now percentage-based, making them more predictable and easier to build around.
Base crit chance now scales directly from crit rating
High-damage situations (backstabs, headshots, parries, stunned enemies) double the crit chance
The perception attribute still increases this stat, and we feel like this will make perception builds more attractive over simply stacking torque or dexterity. We’ve also introduced the functionality for weapons to have on-hit and on-crit effects, so we are excited to add more engaging weapon variety in the future, alongside some existing items.
Weapons & Movesets
Several weapon groups received improvements and expanded movesets. In particular, we have made it so that spears can be used with shields or other offhands.
Spears
New classification: One-Handed Thrusting Spears
New moveset allowing attacks while blocking with medium shields
Polearms
New Two-Handed Polearm moveset for glaive-style weapons
Shields
Shields are now split into Medium Shields and Parrying Shields
Medium shields support spear thrusting while blocking
Unarmed Combat
Improved reach against large enemies
Source
