Mycelarium Upgrades Guide: Paths, Costs & Order
The Mycelarium upgrades guide — how the upgrade system works, what the demo reveals about paths and costs, and the recommended order taking shape.
Mycelarium Upgrades Guide: Paths, Costs & Order
Upgrades are the levers of Mycelarium — the system that turns slow fungal growth into a compounding network. This upgrades guide explains how the system works, what Demo 2.0 reveals about the upgrade paths, and the recommended order taking shape as the wiki tests through the demo.
An honest scoping note: exact costs and complete branch lists are being verified from live play. What's solid now is the system's shape and the principles that hold across incremental games — and in Mycelarium's case, both come from official material and the demo.
How the Upgrade System Works
Upgrades shape how your network expands, per the official description. In practice (demo-verified): upgrades are purchases that modify your network's behavior — growth speed, connection capability, resource flow. They're the game's main progression currency sink, and the demo includes the system in full, so every mechanic is learnable right now.
The upgrade decision that matters most: not "what can I afford" but "what changes my behavior." Mycelarium upgrades alter how your network expands — and the right purchase is the one that favors the play pattern you're already running.
The Principle: Compounding Beats Burst
Incremental game upgrade wisdom, applied to fungal networks: compounding upgrades beat burst upgrades over any long session. A purchase that improves connection speed pays off every future connection; a purchase that adds a one-time resource chunk pays off once.
Mycelarium's automation layer makes this sharper — mushrooms already produce passively, so upgrades that feed the automation loop multiply through the mushroom system too. When costs are verified, expect the recommended order to favor connection and automation-feeding upgrades early.
What Demo 2.0 Shows About the Paths
Demo 2.0 (the current build) includes the upgrade system with its balance changes — meaning the demo's upgrade tree is close to launch tuning. The demo is where to test: try each branch's early purchases, watch how your network's behavior changes, and note which upgrades you felt.
The confirmed-so-far roster includes the systems feeding mushroom cultivation — the Repeller mushroom arrived in Demo 2.0 alongside balance changes, a hint that mushroom-affecting upgrades are a real branch, not a side note.
The Recommended Order (Taking Shape)
Being tested now, the early shape: connection upgrades first (they compound), automation-feeding upgrades second (they multiply through mushrooms), burst options last (they don't scale). The full order with costs lands in this guide as launch play verifies it — within days of November 3.
Until then, the demo is the lab. Your own upgrade experiments with saves are the best possible preparation for launch-week efficiency.
FAQ
Q: What upgrades should I buy first in Mycelarium? A: Connection-oriented upgrades — they compound across the entire network. The full recommended order with verified costs is coming to this guide at launch.
Q: Are upgrades refundable? A: Not announced. Assume no — the demo's save support makes experiments safe anyway.
Q: Do upgrades affect mushrooms? A: The mushroom automation layer and the upgrade system interact — Demo 2.0's balance changes touched both. Specific interactions are being verified.