Mycopunk All Upgrades Explained: Hex-Grid Shapes, Placement, and Combos
A practical guide to Mycopunk all upgrades: how hex-grid shapes work, why placement matters, the Glider rocket combo, and community tools that help.
There is no single best answer to Mycopunk all upgrades, because every upgrade has a shape and every weapon has a limited hex grid. Two players can chase the same build and end up with completely different guns depending on how they pack the slots. That is the whole point of the system: it is a spatial puzzle, and the payoff is a weapon that behaves nothing like its base version.
If you came looking for a flat Mycopunk all upgrades list with a ranking, the more useful question is which combinations fit together, which upgrades buff their neighbors, and which ones loop resources back into each other. This guide covers what is actually documented about the system, the one combo the developers call out by name, and the community tools that make planning easier.
How Mycopunk All Upgrades Actually Work
The surface loop is familiar. You collect resources during missions, then convert them into weapon upgrades between runs. What separates Mycopunk from a standard attachment screen is the format: each weapon carries a spatial hex grid, and every upgrade occupies a different shape. A bulky upgrade eats space that two slim ones could have shared.
According to Game Rant's interview breaking down the hex-grid upgrade system, published July 18, 2025, the team built the system around the idea of downtime in the hub. Creative director Liam Cribbs, lead 3D artist and animator Ryan Yan, and lead writer Noah walked through the design, and the studio's own framing is that slotting upgrades is a "fun little activity" rather than a menu chore.
| System element | How it works |
|---|---|
| Earning upgrades | Resources gathered during missions convert into weapon upgrades |
| Slotting | Each weapon has a spatial hex grid; each upgrade has its own shape |
| Placement effect | Some upgrades are buffed based on the upgrades surrounding them |
| Ceiling | Combinations can fundamentally change how a weapon fires |
The severity is the part that surprises new players. The developers describe a ceiling where roughly ten game-breaking upgrades can stack onto one gun, to the point that an SMG can be pushed toward rocket-launcher behavior. Upgrades are not small percentage bumps; several of them rewrite the rules of the weapon they sit on.
Why Mycopunk All Upgrades Are a Placement Puzzle
Shape is only half the constraint. The other half is adjacency. Cribbs explained that the team wanted interactions that "actually use the space," including upgrades that get stronger based on what sits next to them. That means the same set of upgrades can produce different results depending on arrangement, not just selection.
Yan framed the appeal as min-maxing: squeezing everything you want into a fixed footprint and finding the right placement is the satisfying part. The acknowledged inspirations are spatial inventories in general, with the team citing Ghostrunner and the pack-everything-into-a-small-case feeling of Resident Evil's attaché case.
Practical takeaways for your own grid:
- Place before you buy. Sketch where a large upgrade will sit before spending resources on a shape that will not fit afterward.
- Treat adjacency as a stat. A support piece wedged between two upgrades you care about is often worth more than a standalone damage mod.
- Leave one gap open. Grids that are 100% full cannot accept a late upgrade that would fix a weakness in your build.
Rarity Tiers and Turbocharging Costs
Two upgrade details show up consistently in community reporting rather than official documentation. The first is rarity: the "Quads Mission Haul" mod, listed on the Mycopunk mod database on Thunderstore, tracks session rewards broken down into resources, upgrades by rarity, and XP — implying upgrades come in tiers.
The second is turbocharging. The "Quads Upgrade Cost Preview" mod exists to show what turbocharging an upgrade costs before you hold the key, and it displays each price against your current stock, using a 40 / 125 style comparison in its description. Both are player-made, client-side quality-of-life tools, so treat the specifics as player experience rather than patch notes.
What that tells you as a planner: budget for upgrades and for the cost of pushing an upgrade further. If you are hunting Mycopunk all upgrades on a limited resource pool, knowing the turbocharge price before you commit prevents the classic mistake of dumping everything into one slot and having nothing left for the rest of the grid.
The Combo the Developers Keep Coming Back To
When asked for an example of upgrades interacting, Cribbs pointed to a set for Glider, the wingsuit-and-rockets kit. One upgrade limits her to firing a single rocket at a time. Another refunds wingsuit fuel whenever a rocket is fired. Stack the two and the loop closes: tap fire repeatedly, keep the fuel topped up, and stay airborne far longer than intended.
That is the template for every strong build in the game. Look for pairs where one upgrade creates a cost and another removes it, or where one converts a limitation into a trigger. A "one rocket at a time" restriction is a downside in isolation and an engine in combination.
When you are evaluating Mycopunk all upgrades for a new weapon, ask three questions:
- Does this upgrade create a resource or a cost?
- Is there another upgrade that refunds or exploits that cost?
- Do both shapes fit side by side, with adjacency bonuses intact?
Community Tools for Tracking Mycopunk All Upgrades
As of October 25, 2026, the Thunderstore Mycopunk page listed 133 mods and modpacks across all sections, per the site's captured listing. Most are unrelated to upgrades, but a handful directly support build planning. Mods are unofficial and client-side unless stated otherwise, so they will not change what your squad sees.
| Tool | What it does |
|---|---|
| Quads Upgrade Cost Preview | Shows turbocharge costs before you hold the key and compares each cost to your stock |
| Quads Mission Haul | Adds resource totals and session earnings, including upgrades by rarity, to the reward screen |
| DpsMeter | Live HUD readout of current, average, and peak DPS so you can test whether a combo works |
| GridSolverCoru | Appears in the listing with no description, so there is no verified detail on its function |
The DPS meter is the sleeper pick here. Because upgrade combinations can change a weapon's behavior entirely, feel is a poor measuring stick. A meter tells you whether your carefully packed grid is actually outperforming the build you replaced. If you want the base game before modding, start with Mycopunk on Steam.
FAQ
Is there a complete list of Mycopunk all upgrades? Not in the sources covered here. Game Rant's July 18, 2025 feature explains the system's rules and one documented combo but does not enumerate every upgrade, and no official upgrade compendium was available in the reference material. Your in-game grid and the community listings are the practical places to catalog them.
How many upgrades fit on one weapon? The hex grid is finite and each upgrade has a different shape, so capacity depends on the shapes you choose rather than a fixed slot count. Bigger upgrades trade flexibility for power, which is why placement planning matters more than raw quantity.
What is the strongest documented Mycopunk all upgrades combo? The Glider rocket loop is the only combination the developers describe in detail: a single-rocket-fire upgrade paired with one that refunds wingsuit fuel on each rocket, letting you stay airborne by tapping fire. Use it as a model for pairing costs with refunds.
Do upgrade mods affect other players? The upgrade-related tools listed on Thunderstore are described as client-side and quality-of-life, meaning they change what you see and plan rather than the shared game state. Check each mod's page before installing, since behavior can change between versions.
Can upgrades really break a weapon? Yes, by design. The team's stated goal was to let players break the game in a somewhat balanced way, with combinations that turn something like an SMG into something closer to a rocket launcher. The grid is the balancing force.
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