
Mycopunk: the guide to surviving the first two hours
Almost everybody who quits does so before hour two. Here is what the game does not explain and you need to know.
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Video game guides and tips: builds, weapons, mechanics and advice to progress. We break games down to save you time and level you up.

Almost everybody who quits does so before hour two. Here is what the game does not explain and you need to know.

Your car park is not your income, it is your conversion tool. Until you grasp that, you stall in scenario one.

The ramjet, the heat, the planets that change your thermals, and the golden rule of parts: never build wide.

100 echo shards maximum, 10,000 emeralds maximum, enchantment books reusable forever. All of it hidden.

Centre of mass, density, angle of incidence and ballasts. How to build a ship that floats level, takes hits, and survives the first salvo.

The clock freezes and waits for you at class, your flute score strengthens your spells, and the garden pays for your potions.

Montclair, Zeiza, Parkside: who hosts what, how Archetypes and Amps work, and where to spend your time.

Two reputations, a police gauge, one very versatile oven. How to start without ending up in a cell in week one.

Two heroes instead of one changes everything. Here is how to pair them, where to place your first towers and when to spend your spells.