Patch ver 2.0.12
-fixed How to play screen cut off for ultrawide resolutions. -added Exit Game button in Pause Menu to directly exit game.
Developer posts and news about this game.

-fixed How to play screen cut off for ultrawide resolutions. -added Exit Game button in Pause Menu to directly exit game.

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

Fixed game resolution switch bug for windowed and fullscreen view modes.

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 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

Added support for more screen resolutions: 1920×1200 2560×1080 2560×1600 3440×1440 3840×2160

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.

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 did

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

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

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 ab

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 s

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 t

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 ind

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

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 ne

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

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

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

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 fr