Mycopunk review: brilliant gunplay held back by crashes

Mycopunk left early access on 20 October 2026 and launched the same day on PS5, straight into the PS Plus Extra catalogue. Pigeons at Play’s co-op shooter, published by Devolver Digital, sends you and up to three other robots to clean up a planet overrun by alien fungus. I played it for about four hours on PS5 with teammates. The gunplay won me over, and so did the way you tear enemies apart piece by piece. The trouble is that the game crashed more than seven times in those four hours, and that’s what holds my score back.

Essentials

Mycopunk hits 1.0 on PC and PS5, and it’s been part of PS Plus Extra since day one.

The gunplay, the moddable weapons and the enemies you dismantle piece by piece give the game real character.

More than seven crashes in four hours, micro-stutters and frame rate drops do serious damage to the PS5 version.


Mycopunk leaves early access and lands in PS Plus Extra

Mycopunk had been playable in early access on PC since 10 July 2025, as Gematsu points out. Version 1.0 came out on 20 October 2026 on PC and PS5, and Sony added it to the PS Plus Extra catalogue on launch day, as Push Square reported once Devolver Digital confirmed the date. If you subscribe to that tier, you can play it at no extra cost. On Steam it’s £12.99, and a 50% launch discount had it down to £6.49 on 22 October.

In Mycopunk you play a crew of scrapped robots, picked up by the SAXON corporation to wipe out a fungal infestation on the planet New Atlas. Corporate humour is everywhere, and your robots are treated as disposable kit, which sets the tone from the first few minutes. Missions take up to four players, with hordes of enemies and an extraction at the end, and it reminded me a little of Deep Rock Galactic.

Version 1.0 brings a new playable character, a new region called X11-B on New Atlas’s moon, a fully reworked hub and complete translation of all the text, according to the patch notes the studio posted on Steam. Pigeons at Play also released a first fix on Steam on 21 October, mostly for side objectives that weren’t registering.


Gunplay with the snap of Apex Legends and FragPunk

This is Mycopunk’s big strength. The gunplay is really good, and it reminded me of how Apex Legends and FragPunk feel in the hand. Mycopunk’s weapons respond well and each one is interesting to use, to the point where I wanted to try every single one. From the same publisher, our review of Boltgun 2, Devolver Digital’s other shooter is worth a look if fast, punchy firefights are your thing.

Variety is there in the arsenal, and it goes deep once you start modding it. Upgrades picked up on missions, resources and skill points let you rework your weapons and abilities on a grid, and some mods change how a weapon behaves quite noticeably. I had a lot of fun experimenting freely with those upgrades to put together unusual builds that suited the way I play.

A robot unloads its golden rifle into an infected machine in Mycopunk
Every weapon can change behaviour depending on the upgrades slotted into its grid. Official Pigeons at Play screenshot

Each character brings different abilities to the squad, covering mobility, protection, healing and melee. You tailor your gear to the objective, which can be anything from clearing an infested area to setting up a planetary railgun.


Machines you take apart piece by piece, ARC Raiders style

Mycopunk’s other good idea is its enemies. Their limbs can be destroyed one at a time, and that goes for the bosses and the big machines too. This ARC Raiders-style dismemberment turns every fight into a small tactical decision, since you choose which part to bring down first.

Keep an eye on the debris you leave behind. Enemies can pick up whatever drops during a fight to power themselves up, a rule Devolver Digital spells out in the game’s description. So it pays to clean up fast, or a horde will get stronger using parts of the machines you’ve just wrecked.

Combat is at its best when the hordes get huge and enemies start combining their abilities. Difficulty is set across several threat levels, with settings that affect how often waves arrive, so you can find the right balance for your squad. Solo is another matter, as it can get demanding against the most dangerous enemies, and it’s in co-op that the game really shows what it can do.


A roomy hub with plenty to do between missions

Between missions you head back to a ship in orbit that serves as your base. The hub is well designed and fairly big, with lots to do, and I liked hanging around there between runs. Version 1.0 reworked it completely, according to the studio’s notes.

In the hangar of the Mycopunk ship, a robot walks across the empty deck between missions
The ship in orbit is your base between missions. Official Pigeons at Play screenshot

Mycopunk’s progression also borrows from roguelites, a bit like Returnal, and I thought that influence worked really well. The upgrades and resources you bring back from each mission feed into the next ones, and that makes you want to keep going.

As for the look, the art direction is pleasant, with very colourful planets and patched-together robots. It’s fairly conventional to my eyes, and it still gives Mycopunk an identity you recognise quickly.


Seven crashes in four hours on PS5

Now for the bad news. Mycopunk crashed more than seven times in four hours of play on my PS5, which is simply not acceptable, even for a game that has only just come out.

On top of the crashes there are fairly frequent micro-stutters and optimisation problems, with the frame rate dropping, even on PS5. Bugs are common, right down to teammates stuck in walls just as a mission starts. In a game built around co-op, that kind of issue quickly kills the momentum of a session.

The game also lacks a dash for dodging, especially against bosses. Only one character has one, which is a shame, because bosses are exactly where you miss that kind of move most. Lastly, I found some missions too slow, and a lack of polish makes a few stretches frustrating.


Mycopunk deserves another look in a month

All told, Mycopunk is an inventive and generous co-op shooter that blends several sub-genres with a real identity of its own. Its gunplay, moddable weapons and enemies to dismantle deliver on their promise. The PS5 version, though, has too many crashes and technical problems for me to recommend it without reservation today, hence my verdict of Good. Since it’s part of PS Plus Extra, subscribers can try it at no risk, and everyone else would do well to wait for a few patches. I’ll come back to Mycopunk in a month to see what the updates have changed.

Hitbox verdict for Mycopunk: Good

What we likeWhat we like a lot less
Really good gunplay, in the spirit of Apex Legends and FragPunkMore than seven crashes in four hours on PS5
Varied weapons that are interesting to useMicro-stutters and frame rate drops
Upgrades that change how weapons workBugs, right down to teammates stuck in walls
Enemies and bosses you dismantle piece by pieceA dash limited to a single character
Debris enemies can grab to power themselves upSome missions that drag
A big, well-designed hubA demanding solo experience
Roguelite-inspired progression that works
Difficulty adjustable across several threat levels
What might make you buy itA generous co-op shooter with excellent gunplay, included in PS Plus ExtraWhat might put you offA PS5 version that crashes and stutters far too often

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