Everything Mycopunk 1.0 added to the arsenal: the Diffraction Driver, the Snowball Grenade, seven new upgrade nodes and six turbocharges.
Mycopunk New Weapons: 1.0
1.0 added two weapons: the Diffraction Driver primary and the Snowball Grenade. It also added seven upgrades to existing guns and six turbocharges, which matter more than the weapon count suggests — the launch build changed how several old weapons scale.
Everything Mycopunk 1.0 added to the arsenal: the Diffraction Driver, the Snowball Grenade, seven new upgrade nodes and six turbocharges.

The two new weapons
Diffraction Driver
An ion scattergun with a spinning halo. Base damage 75, 3 rounds, 0.4 s reload, 130 RPM, 8–14 m falloff, 20° cone. Holding alt-fire spins the halo, shrinking the cone and pushing the effective range out past 30 m.
It unlocks with resources after player level 10. The design intent, per the developers, was a close-quarters middle ground between the Jackrabbit's bounce and the Carver's melee range.
Snowball Grenade
A cryo grenade unlocked from X11-B. It flies in a straight line and detonates on the second press, unlike the other five grenades which arc and burst on impact. 10 impact damage, a full 10-stack cryo application, 8 in the pouch, 26 nodes.
New upgrades on old weapons
The 1.0 notes list these additions, all of which are in the current node pools:
| Weapon | Upgrade | Rarity | Effect |
|---|---|---|---|
| Cycler | Subzero Energy | Epic | Bullets apply cryo; fire rate decreases |
| DMLR | Stormcloud Accumulator | Epic | Firing the DMR or laser spawns cryo shards; stackable |
| Plate Launcher | Charging Port | Epic | Intermittently heal while standing on a plate |
| Trident S2 | Plasma Arc | Exotic | Fires a single arc of plasma damaging a small area |
| Globbler | Solidified Acid | Rare | Impact damage increased |
| Carver | Turkey's Bloodlust | Exotic | Hold reload to consume blood for damage |
| Accelerator | Confident Queen | Rare | Other-weapon damage no longer refills the magazine; ammo capacity up |
New turbocharges
Turbocharging is the mechanic that lets certain exotics gain a second, much stronger effect at a cost. 1.0 added six:
- Flamethrower (Jackrabbit) — more damage while you are ignited
- All Powdered Up (Jackrabbit) — more damage the higher you are above your target
- Breeding Season (Swarm Launcher) — spawned pellets hit harder
- Tinderbox (Gunship Cannon) — converts the Tinderbox element to shock or acid
- Pressure Cooker (Globbler) — magazine size +1
- Hearth & Home (Incendiary Grenade) — the grenade's own upgrade, tied to the fire pool
What changed in the launch patches
Patch 2.0.2 buffed pattern infusion: larger patterns now give more stat increase, and smaller patterns punish you less. Patch 2.0.3 made Gunship Cannon prism upgrades scale properly with pattern size, after an earlier patch had flipped some scaling the wrong way.
Both patches matter for anyone reading an Early Access weapon guide. A "best damage" number from July 2026 is not the number the gun puts out today.
FAQ
How many weapons did 1.0 add?
Two: the Diffraction Driver and the Snowball Grenade. The Mycologist, X11-B, Population Control and the Couch assignment came in the same patch but are not weapons.
Are the new weapons stronger than the old ones?
They are not a tier above the existing roster. The Diffraction Driver fills a range gap between the Jackrabbit and the Carver, and the Snowball adds control rather than damage. Stats for every gun are on the /guides/mycopunk-weapons-list page.
Do 1.0 weapons have fewer upgrades?
Slightly. The Diffraction Driver has 31 nodes and the Snowball 26, against 41 for the Cycler. The count is not a power measure; it reflects how many patterns the developers built for each gun.
Two pages pair well with this one: the employees overview for what each crew slot can do, and the mission list for which activities appear on the map and when.
Sources
Weapon, grenade and heavy-weapon values were read from the Mycopunk 1.0 build and cross-checked against the official patch notes and the Steam store page. Rarity and unlock wording follows the Steam community guide index for the game.
More Mycopunk Guides
Every Carver upgrade node in Mycopunk 1.0 — the blood package, Deflector, range trade-offs, status nodes, level rewards and grid notes.
The Cycler's full 1.0 stat block, all 41 upgrade nodes by rarity, weapon level rewards and why the starting SMG stays in the loadout.
How Mycopunk's decay element works: the 20% damage amplifier, the 10% part-detach rule, exact tuning values and how it compares to Rot.
Every Mycopunk element with damage multipliers, saturation rules, status lifetimes and what Fire, Shock, Acid, Decay, Rot and Cryo actually do.
How employee upgrades work in Mycopunk: six tiers, 5/9/14/18 skill-point gates, per-class node counts, drop-only nodes and the Amalgamation exclusive.
Every Mycopunk employee with mobility and utility abilities, skin counts, unlock conditions, and what each upgrade tree actually changes.
All 38 Mycopunk enemies: grunts, brutes, abominations and bosses with shell health, leg and arm counts, overclock chances and the part system explained.
The hidden Mycopunk achievements with exact conditions: Roachard waving, killing a teammate, the Hornet slap, the fall deaths, Ground Zero and X11-B.
