SAXON NOTICE // Mycopunk 1.0 is live. Hazard crews report to New Atlas.
Mycopunk Guide

Mycopunk Weapons and Grenades: Full 1.0 List and Unlocks

Quick answer

The arsenal splits into precision (DMLR, Beam Ripper, Laser Cannon), close burst (G6 Streetsweeper, Au-Si Jackrabbit, Carver), area (Globbler, Plate Launcher, Trident, Gunship Cannon) and support. Two unlocks have explicit gates: the Diffraction Driver needs level 10 plus resources, and the Shocklance needs the Overtime Assignment done.

Mycopunk's arsenal is deliberately unglamorous: power tools next to ion weapons, a chainsaw next to a grenade launcher. What matters is that each family answers a different question — do you need precision at range, burst inside a crowd, or area denial around an objective. Here is the 1.0 list as the game names it, what each family does, and the two unlocks that actually gate you.

Official Mycopunk screenshot: a large futuristic weapon in the hands of a hazard crew robot

The families

Precision. The DMLR and the laser weapons reward holding an angle: charge, aim, delete one target. The A16 Beam Ripper and Laser Cannon both received damage increases in the 1.0 balance pass, and the DMLR picked up a new Epic upgrade that spawns cryo shards when you fire the DMR or the laser. If your crew struggles with armoured elites, this is where you look.

Close burst. The G6 Streetsweeper, the Au-Si Jackrabbit and the Carver all want to be inside a crowd. The Streetsweeper got a 40% damage increase and its falloff range extended by four metres in 1.0, which made it a much more honest mid-range option. The Jackrabbit is the mobility-flavoured pick, with turbocharges that reward being ignited and being airborne.

Area. The Globbler, Plate Launcher, Trident and Gunship Cannon exist to delete groups. The Globbler's charge-and-release loop got riskier in 1.0: it now auto-fires when you consume the maximum ammo or reload, so you can no longer hold a charge forever. The Plate Launcher's new Epic upgrade heals you intermittently while you stand on one of your own plates, which quietly turned it into a sustain weapon.

Support and utility. The Accelerator and the Shocklance sit here. The Shocklance needs the Overtime Assignment completed before it can be unlocked at all, and in 1.0 its damage was pushed toward the first few targets it pierces rather than the whole line.

The 1.0 additions

ItemWhat it isHow you get it
Diffraction DriverIon scattergun, wide cone by default, alt-fire spins a halo that tightens the cone and extends rangeUnlock with resources after reaching level 10
Snowball GrenadeCryo grenade, heavy crowd control rather than pure damageUnlocked from X11-B
ShocklancePiercing coil weaponAfter completing the Overtime Assignment
Cycler, Jackrabbit, Swarm Launcher, DMLR, Plate Launcher, Gunship Cannon, Trident, Globbler, Carver, Accelerator, Beam RipperThe core arsenal, each with its own hex gridMission rewards and crafting

The Diffraction Driver is the one worth planning for. It sits between the Jackrabbit and the Carver in role — a close-quarters weapon with more consistency than either — and the alt-fire mode gives it a genuine ranged option. If you are level 10 and sitting on resources, this is the highest-value unlock in the patch.

Grenades and elements

Grenades are their own upgrade track, and 1.0 renamed two of them: the Shock Grenade is now the Voltaic Grenade and the Acid Grenade is now the Caustic Grenade. Older guides and videos use the old names, so if a build guide tells you to stack Shock Grenade upgrades, it means Voltaic.

Every grenade rolls elements, and the element system is broader than "fire, ice, lightning". Ignite, shock, acid, rot and cryo all exist, and several weapons can be converted: the Cycler has a cryo conversion, the Gunship Cannon's Tinderbox can be turbocharged into shock or acid, and the Accelerator can imbue rot if you have a rot-applying Caustic Grenade equipped.

How to actually unlock things

Weapons unlock through three routes: mission and reward drops, crafting with resources, and explicit prerequisites. Prerequisites are the ones that confuse people, so treat them as a checklist:

  • Reach level 10 and have resources available for the Diffraction Driver.
  • Complete the Overtime Assignment for the Shocklance.
  • Play X11-B for the Snowball Grenade.
  • Resolve Expedition Alpha to bring the Mycologist into your roster, which also opens her weapon and upgrade pool.

Everything else is a drop or a craft. If a weapon feels unavailable for a long time, it is usually because you have not pushed threat high enough for Saxonite, not because you missed a secret.

Which weapon to upgrade first

Upgrade the weapon you fire when things go wrong, not the one with the best damage-per-second on paper. In practice that means your primary, and it usually means the one with the widest usable range band, because Mycopunk's missions constantly pull you between long sightlines and cramped interiors.

Build order that holds up across employees:

  1. One close-range primary with a utility upgrade — reload speed, magazine, or a movement effect.
  2. One precision secondary for elites and armour.
  3. Grenades last, once your two guns have full grids.

The 1.0 balance pass pushed a lot of damage into the first few targets of each weapon, which rewards committing to a target rather than spraying across a wave. If you are used to Early Access pacing, expect to kill the front of a wave faster and the back of it slower.

Last checked 2026-10-21 against the Steam store page, the 1.0 announcement and the full 1.0 patch notes.