Mycopunk Weekly Boss: Amalgamation Rewards and Schedule

Amalgamation Hunt in Mycopunk: where the weekly boss spawns, its first and repeat reward tables, arm scaling by party size and limb regrow timers.

Last Updated: 2026-10-25

Mycopunk Weekly Boss: Schedule and Rewards

The weekly boss is the Amalgamation, a fungal amalgam that ambushes crews across New Atlas. It runs through the Amalgamation Hunt special assignment in Flourishing Desert from player level 8, and its reward table is the most generous single source of upgrades in the game.

Quick answer

Amalgamation Hunt in Mycopunk: where the weekly boss spawns, its first and repeat reward tables, arm scaling by party size and limb regrow timers.

Amalgamation Hunt reward screen
Amalgamation Hunt reward screen

Amalgamation Hunt details

Field Value
Mission Amalgamation Hunt
Type Special Assignment
Category Amalgamation
Region Flourishing Desert
Minimum level 8
Extraction at end Yes
Flags Designed levels

The mission is selectable and rejoinable, and the Amalgamation can also invade other missions as a global event. The event line in the game files is explicit: "The Amalgamation may appear."

First completion rewards

  • 5× random upgrade
  • 2× skin
  • A fixed upgrade (ID 1564466)
  • Amalg1Skins loot pool
  • 1000 XP
  • 2 Saxonite

Repeat completion rewards

  • Amalg1Upgrades pool at 10%
  • 1 random upgrade
  • The fixed upgrade at 45%
  • Amalg1Skins pool

That 45% fixed-upgrade roll is why repeat runs are worth doing: it is a guaranteed extra node more often than not, on top of the random one.

Boss stats

Stat Value
Move speed 3.75
Turn speed 30°/s
Shell health multiplier 1.25
Legs 3
Arms 4 (1P), 5 (2P), 6 (3P), 7 (4P)
Regrow limb duration 2.5 s
Regrow cooldown 4.5 s
Melee interval 1 s
Max concurrent melee attacks 3

The arm count scaling is the part that changes the fight in co-op: a four-player Amalgamation has seven arms and can melee from three of them at once.

Is it actually weekly?

The assignment is always available once you reach level 8, and the Amalgamation's global event resets on its own cycle. In practice players treat it as a weekly: run it once for the first-completion table, then repeat for the fixed-upgrade roll. Overtime assignments can also route you into it.

What the drop table is worth in practice

A fresh level 8 crew gets roughly six upgrades and two skins out of the first clear, plus the Saxonite and XP, which is more progression in one run than three ordinary threat-level-3 missions pay. The catch is that nothing in the table is targeted: the random rolls pull from the Amalgamation pool, so a run can hand you nodes for a weapon you have not bought yet. Save the fixed upgrade for the gun you are actually levelling, and treat repeat clears as a way to stockpile nodes before a crafting session rather than as a way to fish for one specific one.

The arm scaling also means the fight gets longer, not just busier, in a full crew. With seven arms on the table and a 2.5 second regrow, breaking limbs only pays if the whole crew shoots the same limb; spread damage just feeds the regrow timer.

Amalgamation in Ouroboros

Ouroboros spawns a boss every four rooms, and the Amalgamation is in that rotation. The final boss room is 28, which makes a full Ouroboros run the longest single-boss chain in the game.

FAQ

When does the Mycopunk weekly boss reset?

The Amalgamation Hunt assignment is permanently selectable from level 8; the global Amalgamation event has its own cycle. There is no separate weekly lockout on the mission itself.

Does the Amalgamation always drop an exotic?

The first-completion table includes an exotic-tier roll through Amalg1Upgrades; repeat runs drop the fixed upgrade at 45% and the pool at 10%. It is not a guaranteed exotic every kill.

Can you fight the Amalgamation solo?

Yes. Solo it spawns with 4 arms instead of 7, and its shell health scales with threat rather than party size.

Still weighing options? The full weapon roster lines up every gun, grenade and gadget side by side, and the upgrade grid basics explain how the nodes on each one are laid out.

Sources

Enemy part, armour and shell values come from the Mycopunk 1.0 build, cross-checked against the official patch notes and the Steam store page. Spawn and mission wording follows the Steam guide index where player reports were the only source.

More Mycopunk Guides

Mycopunk Decay Element: +20% Damage and Part Loss

How Mycopunk's decay element works: the 20% damage amplifier, the 10% part-detach rule, exact tuning values and how it compares to Rot.

Mycopunk Elements: All 7 Elemental Effects and Numbers

Every Mycopunk element with damage multipliers, saturation rules, status lifetimes and what Fire, Shock, Acid, Decay, Rot and Cryo actually do.

Mycopunk Employee Upgrades: All 5 Trees and Tier Gates

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.

Mycopunk Employees: All Five Classes and Their Abilities

Every Mycopunk employee with mobility and utility abilities, skin counts, unlock conditions, and what each upgrade tree actually changes.

Mycopunk Enemy Types: Full Bestiary and Part Stats

All 38 Mycopunk enemies: grunts, brutes, abominations and bosses with shell health, leg and arm counts, overclock chances and the part system explained.

Mycopunk Heavy Weapons: The A16 Beam Ripper and Its Nodes

Mycopunk's heavy slot holds one weapon, the A16 Beam Ripper. Full 1.0 stat block, falloff numbers, heavy upgrade pool and unlock level.

Mycopunk Hidden Achievements: All 14 and How to Trigger Them

The hidden Mycopunk achievements with exact conditions: Roachard waving, killing a teammate, the Hornet slap, the fall deaths, Ground Zero and X11-B.

Mycopunk How to Play: Core Loop, Controls and Loadout

How Mycopunk works: the mission loop, controls, loadout slots, hex upgrades, elements, threat levels and a first-hour checklist for new players.