Mycopunk All Weapons: Full List, Hidden Unlocks, and How to Get Every Gun

A full Mycopunk all weapons list covering the 13 main guns, four heavies, grenades, and step-by-step unlocks for the Carver, Globbler, and Accelerator.

Chasing the last few guns in Mycopunk can stall a run for hours, because three of the strongest weapons never appear on the license board at all. A complete Mycopunk all weapons list is the fastest way to see what you're missing and which unlock path each gun hides behind. Below you'll find the 13 main weapons, the four heavies, the grenade options, and the community-documented steps for the Carver, Globbler, and Accelerator — plus the patch caveats that make most tier lists out of date.

One note before we start: Mycopunk is still receiving balance patches, so weapon numbers move. Everything here is tied to a dated source, and Mycopunk on Steam remains the place to confirm build status.

Mycopunk All Weapons at a Glance

The community-maintained Miraheze weapon list, as summarized by mycopunk.net's weapons page in a check dated 2026-10-23 against patch 2.0.2, counts 13 main weapons, plus four heavies and grenades. That's the roster most players mean when they search for Mycopunk all weapons.

WeaponUnlock pathNotes
The CyclerLicense pathStandard progression
AU-SI JackrabbitLicense pathStandard progression
Swarm LauncherLicense pathStandard progression
DMLRLicense pathStandard progression
Lead FlingerLicense pathPopular build target
FR.15833 Plate LauncherLicense pathStandard progression
Gunship CannonLicense pathPatch 2.0.3 increased stat gain from larger Prism patterns
Trident S2License pathStandard progression
ShocklanceOvertime Assignment prerequisite1.0 notes say it can only be unlocked after completing the assignment
Diffraction DriverPlayer level 10 + resourcesAdded in 1.0
The CarverHidden questStarts from a Broken Frame
GlobblerHidden switch puzzleAcid grenade launcher
AcceleratorHidden missionOxythane Breach route

There's one extra that doesn't sit inside the 13-name list: Snowball, which the same write-up attributes to an X11-B unlock and also places in the 1.0 additions alongside the Diffraction Driver. If you're counting every gun you can physically hold, that's the name most lists drop.

Licensed Versus Hidden: Two Very Different Grinds

Most of the Mycopunk all weapons roster sits behind the normal license path. You play, you unlock, you move on. Eight entries in the table are ordinary license-route weapons; the Shocklance additionally requires completing the Overtime Assignment, while the Diffraction Driver has its own level gate.

The remaining three are a different animal. As the mycopunk.net write-up puts it bluntly: a license board will not hand you the chainsaw. The Carver, Globbler, and Accelerator each require a specific piece of world content — a part hunt, a button puzzle, or a dedicated mission — before they appear in your arsenal. You can grind contracts for a hundred hours and never touch them.

That split matters for planning. If you're hunting the full set, do the hidden unlocks early, while you're still exploring biomes you'd visit anyway, rather than treating them as cleanup at the end.

How to Unlock the Three Hidden Guns

Community reports on the Steam Community discussion thread about the last three guns lay out all three routes. The exact pixel locations are easier to follow in video form, but the structure is clear enough to act on.

The Carver

This is the chainsaw, and it's a four-part hunt:

  • The first part is found in Titan City underground.
  • Three more parts are scattered across other biomes, tied to "Singularity" gravity farms and explicitly not including Ice Floes.
  • For reference only: community routes conflict on the final module layout (diamond versus triangle). Collect all four pieces, then follow the current in-game grid to finish the weapon.

Your starting point is a Broken Frame, which is why the Carver shows up as a locked curiosity long before you can use it. Patch 2.0.2 addressed the Carver's Sharing Lunch upgrade, so if you tried it earlier and found the perk underwhelming, it's worth another look.

The Globbler

The Globbler is the acid grenade launcher, and its unlock is a switch puzzle rather than a fetch quest:

  1. Find and press three buttons inside "Singularity" gravity farms.
  2. That opens a specific room near the center of the map.
  3. Inside, pick up a transponder.
  4. Activate the transponder in the hub.
  5. A mission unlocks — complete it, and the Globbler is yours.

The Accelerator

The Accelerator is the simplest of the three on paper: complete the "special" Oxythane Breach mission and the gun is the reward. For reference only: the checked player reports do not establish whether a threat-level minimum gates the reward or access to the mission.

There's a related bonus worth knowing: community reports say the Foreign Hashetty device comes from completing the breach mission at threat level 7, and it improves drop rates for the rare resource used to supercharge exotics. If you're grinding exotic upgrades, that device is a bigger long-term win than the gun itself.

Do Paid Time Off missions count?

Yes, according to later posts in the same thread. Both regular missions and PTO variants progress the hidden weapon unlocks — you just have to be on the correct map. That flexibility makes the Globbler and Carver steps far less painful than they sound, since you can fold them into whatever rotation you're already running.

Heavies, Grenades, and Where Builds Live

Beyond the 13 main weapons, the arsenal includes four heavies and grenades, which the mycopunk.net summary lists without naming individually. Heavies aren't handed out through the standard weapon flow either — the Steam Guides hub for Mycopunk carries a dedicated player-written guide titled "How to get heavy weapons in the HUB" by YEETIS_99, which tells you the process is non-obvious enough to need explaining.

The Mycopunk Steam Guides hub is also the best place to go once you're past unlocking and into optimizing. At the time this page was captured on 2026-10-25, the hub listed 11 guides tagged Weapons, out of 17 total, alongside 18 tagged Secrets. Standouts include:

  • "Secrets & Weapon Unlocks" by the dragon mom — a walkthrough of known secrets and unlocks.
  • Lead Flinger "Handcannon" Build – 500 damage per shot by .cha — a community build that pushes the Lead Flinger into heavy-hitting territory.
  • "Glider build + some other builds" by FAMILIAR — build ideas for players past the unlock stage.

All of these are player-authored, not developer documentation, and guide counts shift as authors publish or retire entries.

Stats, Patch Notes, and Tier List Reality Checks

Damage numbers are the fastest way to get misled about Mycopunk all weapons rankings. The wiki sample stats quoted by mycopunk.net come with an explicit warning: the site had not remeasured them on 2.0.2. Reproduced as-is, for patch context 2.0.2 and checked 2026-10-23:

WeaponDamageRPMMagazine
The Carver21.85526100 rounds
Globbler331507 rounds
Diffraction Driver751303 rounds

Treat that table as a historical snapshot of wiki data, not as verified 2.0.2 performance. The Carver's high RPM and 100-round magazine explain its reputation, but the damage figure predates whatever 2.0.2 changed.

Two patch notes worth flagging:

  • Patch 2.0.2 fixed the Carver's Sharing Lunch upgrade.
  • The Gunship Cannon's Prism infusion scaling was listed as a known issue in 2.0.2; Patch 2.0.3 increased the stat gain from larger Prism patterns.

And on tier lists: a Gamerch ranking dated 21 October 2026 is a player ranking, not a developer ranking. It's a useful starting point, but it shouldn't be treated as authoritative after every number change. The same caution applies to any 2025 DPS video — it predates 2.0.2, and the assumptions behind its math may no longer hold.

FAQ

How many weapons are in Mycopunk?

The community Miraheze list counts 13 main weapons, plus four heavies and grenades, as summarized by mycopunk.net in a check dated 2026-10-23 against patch 2.0.2. Snowball, tied to an X11-B unlock, sits outside that 13-name count. Any Mycopunk all weapons tally should note whether heavies and grenades are included, because most lists count only the main 13.

Which weapons can't I get from the license board?

Three: the Carver, the Globbler, and the Accelerator. Of the other main-weapon entries, eight use the ordinary license route, the Shocklance requires the Overtime Assignment, and the Diffraction Driver has a separate level gate. This is the single most common gap in Mycopunk all weapons coverage, because players assume a fully leveled account has everything.

What's the fastest hidden weapon to unlock?

On paper, the Accelerator has the shortest documented route: complete the special Oxythane Breach mission, with no multi-biome part hunt. For reference only: the checked reports do not establish whether a minimum threat or access level also gates that route. The Globbler requires a three-button puzzle plus a hub transponder activation. For reference only: checked Carver routes conflict on whether the four parts finish in a diamond or triangle, so follow the current in-game grid.

Do I need a specific threat level for the hidden guns?

For reference only: the checked community reports do not establish a minimum threat for the weapons themselves. Separately, players report that the Foreign Hashetty device comes from a threat level 7 breach and improves exotic-supercharging drop rates.