

We finally added the depth Mycofall was missing
Hey everyone!
We just shipped Character Perk Sets, and honestly this one has been brewing for a while. I'll explain why in a second.
The set-sheet image is attached but you can also view it here:
Reference Sheet for all Mycofall Perk Sets
TL;DR: We added Character Perk-Sets. They don't make you permanently stronger, but let you shape how your character plays (assassin, speed, tank, etc.). More build depth, more min-maxing, leaderboard stays fair.
Long Version:
When we started building Mycofall, we had one rule: players should not get stronger just by playing more. Your skill matters, not your hours. No permanent stat boosts, no power creep. The highscore leaderboard stays fair for everyone.
Sounds good in theory. But as our demo launched Playtesters, YouTubers, and pretty much everyone else said the same thing: "the game feels early." And honestly, they were right (even tho it hurt our team). Once you learned the core mechanics, there was nothing left to chase. No collecting, no experimenting, no reason to come back. It just felt flat.
We argued about this a lot internally. The leaderboard was important to us. We didn't want to ruin it. But we also knew the game needed more depth and something to keep players hooked long term.
Character Sets (perk sets) are how we solved it. They don't make your character stronger. They change how your character plays. Every character now has multiple sets that push them in a specific direction. Want to go full assassin? There's a set for that. Want to be fast or tanky? You can. Your Mo-Ying can feel completely different from someone else's Mo-Ying. It's about builds and min-maxing, not free power.
You level up characters to unlock new sets, and we're planning artifacts (basically equipment) in the future to go even deeper.
The leaderboard still works because sets don't just give you free stats. They shape your build. You still need to play well to score high. If you want to play the demo, you can do so here.
So, how do you feel about progression in survivors-likes? Do you prefer pure skill-based leaderboards, or does build depth and collecting keep you playing longer? Seems like there are two camps.