
Game intel
Mycopunk
A ragtag squad of robot rejects is hired by the SAXON corporation and given one last shot at profitable glory (and avoiding the scrap heap). They are the New A…
This caught my attention because Mycopunk already had a tight co-op loop, but it capped out at four players and felt one major update away from true chaos. Pigeons at Play and Devolver Digital just dropped that update. Oxythane Breach is the game’s largest free patch to date, adding two fresh levels (including the Oxythane Facility), new massive enemies like the Missilehead, the Accelerator weapon, turbo Exotics upgrades, hidden secrets, and-most eyebrow-raising-a new Paid Time Off mode that supports up to six players. Also worth noting: the game’s 20% off on Steam for a week, which is exactly how you fuel a player surge after a content drop.
“Largest update yet” isn’t just marketing fluff this time. Two new levels matter because Mycopunk’s replayability came from upgrade experimentation more than from map variety. The Oxythane Facility sounds like classic sci-fi industrial hell-think layered walkways, hazard-filled rooms, and crisp sightlines that can flip a fight fast. The mention of new secrets is a good sign too. This community loves a breadcrumb trail, and secrets give squads a reason to comb corners instead of just speed-running objectives.
The Missilehead is the headline enemy and, based on the name alone, it’s positioned as a big, read-the-room threat. These “massive” enemies typically force positioning discipline. If it fires salvos (as the name suggests), clustering is a mistake; expect the game to punish the kind of shoulder-to-shoulder play that six-player lobbies naturally create. I’m here for that—co-op shooters are best when they pressure comms and spacing, not just DPS checks.
Going from four to six players is a bigger deal than it looks on paper. Deep Rock Galactic and Left 4 Dead built their identity around the intimacy of four; adding two more bodies changes pacing, enemy density, and build synergies. Mycopunk’s class-agnostic weapons and movement toys were already loud; with six players, expect ult overlap, ability chaining, and a lot of “who brought the crowd control?” moments. The key question: does spawn scaling keep things tense without turning everything into visual soup? If the devs nailed that balance, Paid Time Off could become the go-to Friday night mode.

I’m also curious how progression ties into PTO. If rewards are meaningful (not just cosmetics), lapsed players will grind it. If not, it risks becoming a novelty playlist. Either way, it’s smart positioning—give veterans a new chaos sandbox while giving newcomers an instantly social on-ramp.
The Accelerator weapon and turbo Exotics upgrades are clearly designed to shake up builds. Mycopunk’s grid-based upgrade system is a tinker’s dream, but it needed more top-end options to avoid samey late-game loadouts. “Turbo Exotics” reads like high-tier, high-impact modifiers—expect combos that delete trash mobs or reorient squads around one big synergy. The risk: power creep. If Accelerator trivializes weak points or stacks too cleanly with popular AoE mods, the sandbox could flatten. Given Pigeons at Play’s track record of quick balance passes, I’m optimistic they’ll iterate fast if something breaks the game.

Also: the secrets. This is how you build post-launch culture. Hide a room that needs three synchronized switches. Drop a riddle that sends Reddit into corkboard mode. Even if you don’t care about Easter eggs, these hunts keep lobbies busy and Discords buzzing long after the patch notes are read.
2025 has been ruthless for co-op shooters—players churn unless updates feel generous and fresh. Oxythane Breach being free hits the right note. Devolver tends to let its teams get weird rather than nickel-and-dime, and this update fits that vibe. The one-week discount is the multiplier: new mode, new maps, new gear, and a price drop means your group chat has no excuse. If Mycopunk wants to lock in a long tail like Vermintide or Helldivers 2, this is the kind of cadence it needs to sustain.

If you’ve been away, start with the Oxythane Facility on a mid-tier difficulty to feel out the new enemy pacing, then rotate into Paid Time Off with a mobility-heavy build. Six-player chaos rewards squads that coordinate roles—someone brings hard CC, someone runs single-target melt for elites, and someone watches flanks. New players? Do the tutorial, unlock a couple of core upgrades, then dive straight into PTO for fast loot and reps. And if Accelerator drops early, test it in the firing range before committing upgrades—you don’t want to brick your grid chasing a meme build.
Oxythane Breach is a legit step up for Mycopunk: two new levels, a new giant enemy, new power toys, and a six-player mode that could redefine weekend runs. It’s free, it’s loud, and it arrives with a 20% discount to boot—exactly the kind of update that earns a second look.
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