Mycopunk Threat Levels: Scale, Rewards and Modifiers

Mycopunk's threat scale explained: 0-7 on New Atlas, 8+ on X11-B, the six named tiers, GATS and XP reward tables and why intensity was removed.

Last Updated: 2026-10-25

Mycopunk Threat Level: The Full Scale

Mycopunk uses a numeric threat scale from 0 to 7 on New Atlas and 8 and above on the X11-B moonlet, with six named tiers attached to specific steps. Threat level decides enemy health, enemy count, mission reward size and which modifiers can roll.

Quick answer

Mycopunk's threat scale explained: 0-7 on New Atlas, 8+ on X11-B, the six named tiers, GATS and XP reward tables and why intensity was removed.

Threat level selection on the mission screen
Threat level selection on the mission screen

The named tiers

Tier Achievement Unlock rate
Safe Safe 30.6% of players
Risky Risky 52.6%
Perilous Perilous 64.3%
Treacherous Treacherous 42.0%
Deadly Deadly 83.3%
Onslaught Onslaught 84.5%

The unlock rates are Steam global achievement percentages, which is why the numbers do not ascend with difficulty: most players clear Deadly and Onslaught early (they are the low end of the ladder) and then stall before Treacherous.

Numeric range by region

Planet Regions Threat range
New Atlas Gravity Farms, Moldy Tundra, Flourishing Desert, Titan City, Ice Floes, Runoff Swamp 0–7
X11-B Moonscape 8+

New Atlas caps at 7. X11-B starts where New Atlas stops, which is the entire point of the moonlet: the missions are the same objectives at a threat floor you cannot lower.

What threat level changes

  • Enemy shell health scales with threat, which is the largest single effect
  • Enemy count and wave composition change, including overclock weighting
  • Mission rewards scale in GATS and XP; the reward table below is per threat tier
  • Modifiers become available, and higher threat unlocks more of them

Reward scaling for a standard mission, by threat level and swarm intensity (GATS / XP):

Threat Low Medium High
1 67 / 80 83 / 100 100 / 121
2 83 / 100 104 / 125 125 / 150
3 100 / 121 125 / 150 150 / 180

Regulated Rampage, the repeatable priority assignment, pays a reduced version of the same table: 44 / 52 at threat 1 low, rising to 98 / 118 at threat 3 high.

The intensity buttons are gone

Early Access had manual enemy-intensity levels on top of threat. Patch 2.0.2 confirmed those buttons were removed at full release: intensity is now dynamic and driven by the mission, so the intensity multipliers still exist in the reward formula but you cannot set them.

That is why older guides talk about "intensity 3" runs. The setting no longer exists in the UI.

Mission modifiers

At higher threat, missions roll modifiers that change the encounter: Bullet Hell, Explodungus, Hive, Meteor Shower, Saxonite Storm, Sharpshooter, Fog, Eclipse, Mitosis, Overclocker, Weak Link and about two dozen more. The Yikes! achievement needs four or more modifiers on one mission.

Modifiers are also the main reason two missions at the same threat feel different. A threat 6 mission with Bullet Hell and Overclocker is not the same fight as a threat 6 mission with Fog.

How to raise threat level

Threat is a mission-settings value, not a character stat. You select it per mission, and the maximum available depends on the region and on your progression. X11-B ignores the cap entirely because its floor is 8.

FAQ

What is the max threat level in Mycopunk?

There is no documented maximum; New Atlas regions run 0–7 and X11-B starts at 8 and goes up. The practical ceiling is whatever the region offers.

Do higher threat levels give better loot?

Yes, in GATS, XP and the number of modifiers. The upgrade rarity weighting also shifts, which is why high-threat runs are the standard way to farm Exotics.

Why did my enemy intensity option disappear?

Because patch 2.0.2 removed it. Intensity is automatic now and scales with the mission.

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

Threat, mission, element and resource values were read from the Mycopunk 1.0 build and cross-checked against the official patch notes and the Steam store page. Where a rule is only described in player-written notes, the Steam guide index is the second source.

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