Character Guide: Bruiser, Wrangler & Glider

Meet the four Mycopunk characters — Bruiser, Wrangler, Scrapper, and Glider — plus how to switch employees, level them, and build upgrades.

Meet the Four Mycopunk Characters

Four employees are on the Saxon Industries payroll in early access — Bruiser, Wrangler, Scrapper, and Glider — and each one answers the same question differently: how do you stay alive while everything on the map wants you scrapped? All four hit hard and all four are friendly to a first-timer, so the real distinction is the gear strapped to each frame. More hires are expected as early access continues, so treat this roster as a snapshot rather than a finished list.

EmployeeSignature gearMovement identityPlays like
BruiserShield and ground slamGrounded by default, but upgrade paths add serious mobilityA front-line anchor who controls space
WranglerGrappling hook and dashHorizontal repositioning and fast gap-closingA duelist who picks fights and leaves on his terms
ScrapperGrappling pole and jetpackVertical routes and unexpected anglesAn aggressive brawler who attacks from above
GliderWingsuit and shoulder-mounted lock-on missilesAirtime and gliding traversalA ranged pressure pick who punishes from height

The important detail that trips up new players: your employee does not lock your loadout. Every weapon in the game can be used by any class, and there is no primary/secondary split — you equip any two weapons and both are fully yours. That means choosing among the Mycopunk characters is really a choice about movement, defensive tools, and how you want to open a fight.

If you want to see how each one's signature gear reshapes a run before you commit, this breakdown of the four employees in action walks through their kits in early missions.

How to Choose Your First Employee

Because every class is viable, don't agonize over tiers. Pick the fantasy that sounds cool to you, then learn the map with it. The table below matches common player preferences to a starting pick.

If your instinct is...Start withWhy it fits
"I want to hold a doorway and not budge"BruiserThe shield plus ground slam gives you a defensive tool and a crowd-control panic button in one kit
"I want to be everywhere at once"WranglerGrappling hook and dash turn distance into a suggestion
"I want to fight from angles nobody expects"ScrapperThe grappling pole and jetpack open vertical routes the other three have to earn
"I want to delete things from the sky"GliderWingsuit airtime plus shoulder-mounted lock-on missiles keeps you above the mess

Your other early decision is the first weapon unlock. Two options appear after the tutorial, and neither is a trap:

Starter weaponStrengthBest first pick if...
Swarm LauncherShort-range crowd control with a "death from above" feelYou plan to jump into high-hazard missions and want crowd control in the build immediately
DMLRMedium-to-long-range rifle with a high-damage single-target laser modeYou plan to start on more forgiving difficulty and want flexible range

Either way, you can unlock the second option fairly quickly, so treat the choice as a head start rather than a commitment.

Switching Mycopunk Characters Without Losing Progress

Swapping is painless. Head back to the hub, open the pause menu, and click your character to change employees at any time while you're there. Plan the switch before you pull the lever at the drop pod, since the drop pod is where you confirm a mission, choose difficulty, and set swarm intensity.

What carries over and what doesn't is where new players get confused:

ProgressionShared or separate?What it means for you
Resources (Gats, Romys, Gusula, Bizia, Yuko, Saxonite)SharedSpent on unlocks for any employee or weapon
Unlocked weaponsSharedAny class can equip any two
Upgrade inventorySharedBut each copy must be slotted into a specific gear grid before it applies
Employee levelSeparate per employeeEach level grants one skill point
Weapon levelSeparate per weaponEach weapon has its own upgrade grid size
Player levelCombinedYour player level is the sum of all employee levels

The practical takeaway: experiment freely with Mycopunk characters, because nothing you earn is wasted.

Leveling Your Mycopunk Characters

Here's the part that surprises people — levels do not change your stats directly. They unlock things. Your upgrade grid expands as individual employees and individual weapons reach certain levels, and your account-wide player level opens system-wide perks.

MilestoneWhat unlocks
Employee or weapon level 3Larger upgrade grid for that specific gear
Employee or weapon level 6Grid grows again
Employee or weapon level 10Current maximum grid size (no further growth beyond this)
Player level 12Overtime assignment becomes available — a weekly, difficulty-locked mission with six modifiers and reliable upgrade farming
Player level 30Ability to rotate upgrade nodes inside the grid, which is huge for fitting awkward shapes

There is no level cap, but nothing unlocks past player level 30. Grid size is tracked per employee and per weapon, so a maxed Glider does nothing for your Scrapper or your Swarm Launcher.

Skill points deserve their own note. You earn one per employee level, every node costs exactly one point, and you do not need to unlock adjacent tiles first. Points spent in any employee's tree count toward the "spend X points" requirements on other nodes, so you can reach a distant upgrade early — just remember it still has to fit into your grid before it does anything.

Building Each Character: Upgrades and Elements

Every upgrade has a shape, and every piece of gear has a hex grid. More powerful upgrades are rarer, more expensive, and more awkward to place, which turns build-crafting into a packing puzzle rather than a menu choice. Most upgrade abilities stack, but unless the text explicitly says otherwise you cannot equip two copies of the same upgrade. Upgrades with hollow nodes are exclusive and usually elemental, so most builds commit to one element.

ElementWhat it tends to doBuild around it by...
FireLeans toward healing and self-sustainStacking "while on fire" triggers, including upgrades that ignite you when you burn enemies
Electric (shock)Leans toward move speedPairing with hit-and-run play and repositioning tools
DecayApplies a debuff that makes targets take more damageApplying it first, then dumping burst damage
CorrosionOne of the shared damage-over-time elementsTesting pairings in the grid to see what it enables

Three habits make building faster:

  • Sweep the maps for hidden crates. These one-time collectibles can hand out up to 17 free upgrades, which is the fastest early boost available to any of the Mycopunk characters.
  • Use targeting consumables. The personal access token and premium loot license let you steer which employee or weapon your next upgrade belongs to, and they even work if you activate them mid-mission. They cap at five each, so spend them.
  • Recycle duplicates. Crafting costs four scrap for a random upgrade, six for a specific weapon, or eight for an exact upgrade; scrapping unwanted extras is how you fund it. Check stat rolls first, since every drop rolls its own numbers.

Also grab upgrades you miss after the mission from the lost loot dispenser — a despawned pyramid is not a lost pyramid. And watch enemy status effects closely: fire, shock, and gas clouds will chew through you early, before your healing options come online.

Teamwork, Revives, and Friendly Fire

Your team is made of robots, which means death is a detour rather than an ending. When a teammate goes down, they split into two pieces and get flung across the map. Pick up the parts and throw them back together and they revive instantly — no channel, no downtime. Don't leave them scattered too long, because enemies will keep working on you while you play fetch.

If you're separated, hold the default spare-parts call-in key to drop replacement parts right in front of you, and use the same call-in system to bring in the D19 Dart, the current personal vehicle. Three more things to keep in mind:

  • Friendly fire is on. Any weapon can drop a teammate, including yours.
  • Respawns are limited. The remaining count sits at the top center of your screen; when it hits zero, the mission ends.
  • Failure is soft. You keep every upgrade and resource you collected, but you forfeit completion bonuses and end-of-mission loot rolls.

Movement is your real defense. Sliding, mantling, double jumps, and even sprinting backward are all in the kit, and staying in motion is non-negotiable — even Bruiser has movement upgrades worth chasing. Just don't drift so far from your team that a revive turns into a scavenger hunt.

FAQ

How many Mycopunk characters are there right now? Four: Bruiser, Wrangler, Scrapper, and Glider. The game is in early access and more employees are expected later, so the roster will likely grow.

Can you change Mycopunk characters mid-mission? Switching happens in the hub through the pause menu, so pick your employee before you confirm a mission at the drop pod. Bring the class you actually want to level.

Do Mycopunk characters share levels and upgrades? Partially. Resources, weapon unlocks, and your upgrade inventory are shared, but employee levels and weapon levels are tracked individually. Your player level is simply the sum of your employee levels.

What happens when your character dies? You split into two pieces and a teammate has to carry or throw the parts back together to revive you instantly. If your whole team runs out of respawns, the mission ends — but you keep the upgrades and resources you already earned.