- Patch ver 2.0.12 - 16 August 2026
-fixed How to play screen cut off for ultrawide resolutions. -added Exit Game button in Pause Menu to directly exit game.
- Co-op Bots Are Now Available! - 14 August 2026
Hosts can now fill empty co-op slots with bots and mix them with human players or just play solo with 3 other bots.Bots hunt, gather, recover, build, research, balance production, defend the colony, and report their actions in chat. Their actions are synchronized for all players, and their position and health are included in co-op saves.To play co-op with bots, from main menu > co-op > host game > click on the OPEN button on each player slot to fill it with bot and start the co-op game!
- Patch ver 2.0.10 - 27 July 2026
Fixed game resolution switch bug for windowed and fullscreen view modes.
- Patch ver 2.0.9 - 10 July 2026
Improved peer reconnection with full state syncing so peer reconnection now works reliably. Disconnected players rejoin with their full game state restored. Sessions can be recovered using the lobby code.
- Mycelium Conquest: Mitosis Playtest Live — Invite Your Friends for Free Co-Op - 27 June 2026
Mycelium Conquest: Mitosis free co-op playtest is live — and your friends are invited.Think of Mycelium Conquest: Mitosis as a Friend's Pass: a free, co-op-only companion app to the full game. The playtest is open now and runs through July 8. You own the full game, so you host — and your friends download it for free, join your session, and crash-land on the alien world of Xenoterris with you. No purchase needed for them to play. Wishlist for the full release — July 10 The playtest ends July 8, but Mycelium Conquest: Mitosis gets its full free release on July 10. Tell your friends to wishlist it now so they're ready the moment it launches. How to host & join Co-op runs on a short lobby code — no Steam invite needed, so it works whether you own the full game or your friends are on the free Mycelium Conquest: Mitosis app. To host (you):1. From the main menu, choose CO-OP → HOST GAME.2. A 6…
- Patch ver 2.0.8: Additional screen resolution support - 26 June 2026
Added support for more screen resolutions: 1920×1200 2560×1080 2560×1600 3440×1440 3840×2160
- Patch ver 2.0.7 - 25 June 2026
This update improves co-op connectivity for players on cellular hotspots allowing hotspot players to connect directly to one another for a smoother, more responsive experience.
- Patch ver 2.0.6 - 23 June 2026
Changes: Audio: sounds occasionally continued playing after quitting to main menu. Visuals: ocean waves, camera shake, chat bubbles, resource overlays leaked across co-op sessions. Network/chunks: lag from chunk load/unload thrash when players far apart; mid-session save load didn't disconnect old clients. Player state: clients spawned dead/respawning after rejoin; wrong spawn positions; paused state leaked. Entity state: flora/creatures mismatched between host and client after starting a new co-op game; "under attack" bubble fired on save load with no enemies.
- Patch ver 2.0.5 - 22 June 2026
Changes: Tooltip fix — releasing consume mid-leap left the game thinking the player was still consuming a structure, permanently blocking structure hover tooltips, production controls, and resource node tooltips Creature AI after player death — creatures stopped swarming corpses in co-op, disengaged from structures near dead players, and no longer get stuck in a siege→wander→chase loop; single-player combat unaffected Co-op death/respawn lifecycle — rejected stale death hints, prevented respawn death loop, recovered stuck respawn state, added 20s respawn timer with nameplate countdown, synced revival labels and nameplates, kept nameplates visible through the full death/respawn cycle, moved remote nameplates to screen-space overlay Co-op visual/combat sync — creature attack animations, player knockback, projectiles, gas particles, damage numbers, heal gain text, structure tentacle consum…
- Important Notice: Upcoming Price Adjustment & Steam Summer Sale - 21 June 2026
Hello Spores,Following up on my recent announcement about the new Co-Op Update, I want to share an important update on the future pricing of Mycelium Conquest.To reflect the substantial expansion in gameplay value and replayability that co-op brings, the base price of the game will increase from $9.99 to $14.99 USD on July 10th (regional pricing applies — your local price on the store page may differ).Last Chance: Save 20% in the Steam Summer Sale!I want to be upfront with everyone who has wishlisted the game, so you have a fair chance to grab it at the original single-player price point before the change takes effect. Mycelium Conquest will be in the upcoming Steam Summer Sale (June 25 – July 9) at 20% off — the lowest discount it will see at the current price tier before the permanent move to the new co-op pricing.If you have friends you want to team up with for the new co-op mode, th…
- Patch ver 2.0.4 - 21 June 2026
Changes: Fixed a bug where hovering over buildings would stop showing status tooltips, requiring a full game restart to fix Smoothed out creature movement so animals no longer appear to teleport or jitter around the map Removed a misplaced "YOU (HOST)" label that was appearing above the player character in single-player mode Fixed a crash that occurred when loading a co-op save and then backing out of the lobby to the main menu
- Patch ver 2.0.3 - 19 June 2026
Summary: Overhauled co-op networking with a hybrid peer-to-peer system that connects players directly whenever possible and falls back to a relay only when firewalls block it. Changes: Co-op connections now try to connect players directly to each other first, only using a relay server as backup when direct connection isn't possible Players behind difficult network setups (like apartment buildings or campus networks) can now connect and stay connected more reliably The host's plants and creatures now appear correctly on joining players' screens Lobby player lists and chat messages no longer go missing when joining a session Saving during co-op matches is now restricted to the host only, preventing confusion about whose save is authoritative Optimizing breeding pit structure Save failures now properly surfaced, and an overwrite data-loss bug fixed
- Patch ver 2.0.2: Co-op now runs direct between players. - 19 June 2026
Summary: Co-op no longer routes gameplay through the hosted server. Players connect directly: same-WiFi is instant over the local network, and players across the internet go peer-to-peer with the server only handling lobby matchmaking. Loading a co-op save now takes the host to the lobby first with each player's slot reserved, Start locked until everyone is back, and the saved world restores structures and placement correctly. A handful of performance and polish fixes round it out: large-base production is faster, lobby visuals are smoother, the pause tag no longer flickers on remote players, and the window reliably reopens on its last monitor. Changes: Direct connection between players — server now only handles the lobby and matchmaking; all gameplay runs peer-to-peer with no server in the middle. Same-WiFi players connect instantly over the local network, no internet needed. Loading a…
- Patch Ver 2.0.1: Performance Fixes - 18 June 2026
Summary: Fixed several internal systems were quietly accumulating leftover data from dead creatures, particles, and explored flora for the entire session, never cleaning up until a full restart. All three leak sources have now been patched, so frame rates should remain stable indefinitely during long sessions. This update is purely under-the-hood — no gameplay, balance, save files, or co-op behavior has changed. Changes: Decorative visual effects (thread tethers behind creatures, lurker fade, frenzy clouds and trails) kept stale records for creatures that had died long ago. Over thousands of spawns and deaths, this clutter built up until it choked the frame rate. Now automatically cleaned up every frame. Combat performance hardened. Particle effects (blood splatter, explosions, clouds) now have a safety cap so sustained combat can't overwhelm the system. Under normal play nothing change…
- Co-Op Update — Consume The World With Your Friends! - 17 June 2026
Multiplayer Co-op Is here!Team up with up to 3 friends in the full campaign — shared resources, shared evolution, lobby codes, built-in voice chat and difficulty scaling with party size. Feature list:Team up with up to 3 friends in the full campaign.Shared resources — everyone contributes to the same pool. Build, research, and evolve together.Host a game with a simple lobby code.Voice chat built in.Difficulty scales with your party size — more players means tougher enemiesSaved co-op games appear in blue from load save games list.How to host game:From the main menu > co-op > host game.Share the 6 digit password with your friends to join.Note: Since this is a pure P2P Co-op session, it'll work on home internet connections and same WiFi/LAN (eg. 4 players in the same house, university dorm, office or any local network where both machines can see each other). It does not work using mobile…
- Patch ver 1.0.19: Fixed game not being able to start from steam on some PCs - 9 June 2026
Summary: The fix adds a safety net that re-requests Steam stats on the first game frame if the initial request during startup failed silently on some PCs (slow Steam startup, network lag, debug timing issues), preventing achievements from being permanently blocked due to stats never loading.
- Patch ver 1.0.18: Parallel creature processing, frenzy cloud overhaul - 8 June 2026
Summary: This update introduces multi-threaded simulation dispatch, allowing independent subsystems and creature updates to run in parallel across worker threads with automatic core detection and graceful fallback on low-end hardware. Several player-reported bugs were fixed: ESC now properly closes build menus before pausing, audio no longer screeches during mass attacks, and Steam achievements unlock correctly again. The frenzy particle system was also reworked with per-organism staggered emission, reduced counts, and improved fade timings.Changes:Fixed ESC key not properly closing build menus before pausingFixed audio screeching when many entities attack simultaneouslyReworked frenzy particle system — per-organism staggered emission instead of global bursts, removed particle cap, reduced particle counts, and fixed fade timingsAdded multi-threaded simulation dispatch — independent subs…
- Patch ver 1.0.17: Demo-to-Full-Game Migration & Bugfix Patch - 7 June 2026
Summary: Fixes three player-reported issues: demo save achievements not carrying over to the full game, players dying during the evolution transformation cutscene, and deleted save files reappearing due to incomplete cloud sync removal. Changes: Achievements earned in demo saves now unlock correctly when loaded in the full game Player is invulnerable during evolution cutscene to prevent a broken death state Deleting a save file now properly removes associated cloud copies Steam cloud sync no longer loads saves when cloud is disabled by the user
- Patch ver 1.0.16: Achievements not unlocking for players upgrading from demo - 5 June 2026
Summary: When a demo player bought the full game and loaded their save, stat-based achievements would never unlock because the resync happened before Steam stats were loaded. Changes: Stats-based achievement resync now retries automatically once Steam is ready Previously unlocked achievements are re-pushed to Steam when the retry completes
- Patch ver 1.0.15: Mycelial Roots Rendering Performance Overhaul - 4 June 2026
Summary: The hyphal network that grows across the map is now drawn much more efficiently. Instead of sending each thread to the GPU one at a time, all threads of the same type are bundled together and drawn in a single pass. This eliminates hundreds of redundant operations per frame, especially noticeable in late-game networks with many active roots. Changes: All network threads are now drawn in a few grouped passes instead of one by one Branches, twigs, live threads, and fading threads each get their own batch No visible changes — the network looks and animates exactly the same Biggest gains appear in late-game networks with hundreds of active threads Reduces CPU overhead significantly during network rendering