Mycopunk undiscovered upgrades are the hidden layer behind every strong build: the rare patterns sitting on the Upgrade Grid that most players never finish chasing. Since the 1.0 launch on October 20, 2026, the upgrade economy now revolves around three resources — Antimass Substrate, Strange Components, and the Pattern Infuser station in the HUB. This guide breaks down how to get Antimass, how to turbocharge exotic patterns, and where the boost system in patches 1.7.2 and 1.7.3 fits in.
What "Undiscovered Upgrades" Actually Means in Mycopunk
In the context of Mycopunk, "undiscovered upgrades" does not refer to a single loot tier. It refers to the pattern slots a player has not yet rolled, slotted, or pushed to ceiling on the Upgrade Grid — the hex-pattern board attached to every weapon. A pattern is "undiscovered" until it lands on your weapon with a usable stat range, then it is "in play," then potentially "turbocharged" if you keep spending.
The developer's 1.7.2 patch (February 19, 2026) reworked how players interact with the grid. Before the patch, non-exotic patterns were static — you slotted them and that was that. After 1.7.2, non-exotic upgrades can be boosted by spending resources, and boosted upgrades gain increased stats. Combined with the free upgrade-unlock change in the same patch, this gave resources a new purpose and made it easier to chase a perfect upgrade. As noted in the official 1.7.2 patch notes on Steam, the patch also added stat ranges to a few upgrades whose minimum and maximum values were previously identical, which is the single biggest reason the "undiscovered" ceiling moved upward.
The 1.7.3 patch followed four days later and corrected a specific bug: a fix that prevented boosted upgrades from dropping Strange Components when dismantled. That fix — covered in the official 1.7.3 announcement on Steam — locked in Strange Components as a deliberate turbocharge resource rather than an accidental dismantling byproduct.
| Term | Definition (in-game) | Where it appears |
|---|---|---|
| Pattern | A rolled upgrade on the Upgrade Grid | Weapons menu, every gun |
| Boosted Upgrade | A non-exotic pattern that has been pushed up via resources | Post-1.7.2 only |
| Exotic Upgrade | The rarest standard pattern tier, eligible for Turbocharge | Pattern Infuser station |
| Antimass Substrate | End-game crafting currency from Incursion and high-threat missions | HUB crafting screen |
| Strange Components | Materials used exclusively at the Turbocharge prompt | Exotic dismantling, Boosted dismantling |
| Pattern Infuser | HUB station where Antimass is spent | HUB terminal row |
The reason "undiscovered upgrades" feels like a separate category is because the grid hides them behind RNG, behind resource gates, and behind the simple fact that most players stop rolling once a weapon "feels good enough." The rest of this guide walks through each gate.
Farming Antimass Substrate and How to Get Antimass
Antimass Substrate is the central currency of the late-game upgrade loop. It is the resource you spend at the Pattern Infuser in the HUB, and it is the gate between a usable exotic and a turbocharged one. If you have ever wondered how to get Antimass, the short answer is: run Incursion missions and high-threat variants of other mission types, then bring the loot back to the HUB.
The verified mechanics around Antimass are limited to what the developer has published. The official facts list confirms that Antimass is earned via Incursion and high-threat missions, and that it is spent at the Pattern Infuser. The exact drop tables, drop rates, and per-mission Antimass payouts are NOT in the official 1.0 launch material. Players should treat any specific number (e.g., "Incursion gives 30 Antimass per run") as unverified until the developer publishes a value.
| Mission Type | Confirmed Antimass Source? | Threat Level Range | Notes |
|---|---|---|---|
| Incursion | Yes (per official_facts) | Player level 13+ to enter | Unlocks at player level 13 |
| Escalation | Yes (per official_facts: "high-threat missions") | High threat | Long-run Antimass farm per community labeling |
| Oxythane Breach | Yes (per official_facts: "high-threat missions") | High threat | Endgame content |
| Amalgamation Hunt | Yes (per official_facts: "high-threat missions") | High threat | Timed 30-second target loop |
| Ouroboros | Per official_facts (Contraband tier pattern) | Scales per run | Roguelike, Blitz is 13 rooms |
| Paid Time Off | Not confirmed as Antimass source | Lower threat | Story content |
| Planetary Defense | Not confirmed as Antimass source | Mid threat | Story content |
The Incursion unlock is one of the few officially-published numbers: the developer has stated that Incursion unlocks at player level 13, and that is the floor for any serious Antimass farming. Below level 13, the best Antimass route is the threat-scaled versions of mid-game mission types, but the developer has not published which mid-game missions drop Antimass at which rate.
For broader farming context — including routes for upgrading currencies beyond Antimass — the Mycopunk upgrade farming guide covers the surrounding economy. The Antimass route itself is narrow: push to player level 13, run Incursion, then escalate threat levels until your pattern-infusion budget is healthy.
Practical Antimass Routing
Because exact drop rates for undiscovered upgrades are unpublished by the devs, the practical Antimass routing strategy in Mycopunk is built around volume and threat rather than precise probability math — players must treat each Pattern Infuser roll as a sample drawn from an unknown distribution and bias those samples toward high-threat Incursion runs where Antimass substrate density is officially confirmed. Three rules consistently hold based on the strange components economy, the 30-level cap, and the Favorite Slots locking mechanic:
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Run Incursion first, every session. It is the only mission type officially labeled as an Antimass source, and the unlock floor (player level 13) is well within the 30-level cap. Once unlocked, it should anchor every HUB-return session.
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Escalate threat, not mission count. Higher threat levels scale enemy density and modifier intensity, and high-threat missions are confirmed Antimass sources. If your squad is built for it, two Threat 6 or 7 runs will typically outperform four lower-threat runs.
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Convert Antimass immediately at the Pattern Infuser. Holding Antimass without spending it does not improve your odds later. The Pattern Infuser is the only confirmed spending path, and infusing on a strong pattern locks the high end of the range via the Favorite Slots system.
Strange Components and the Turbocharge Loop
Strange Components are the second resource gate, and they are the reason a single exotic pattern can turn into a "discovered" ceiling-pushed upgrade. Strange Components are used exclusively on the Turbocharge prompt at the Pattern Infuser, and they are obtained by dismantling certain upgrades.
The official 1.7.3 patch fixed a bug where boosted upgrades could drop Strange Components when dismantled. After that fix, Strange Components come from a more deliberate source pool. The developer has not published a full drop table for Strange Components as of the October 2026 launch, which is exactly the gap that makes them feel "undiscovered" — most players do not know which dismantle yields them, only that the resource exists and is required at the Turbocharge prompt.
| Resource | Earned From | Spent At | Effect |
|---|---|---|---|
| Antimass Substrate | Incursion, high-threat missions | Pattern Infuser | Pattern Infusion step |
| Strange Components | Exotic dismantling (confirmed tier); Boosted dismantling (pre-1.7.3 bug, now fixed) | Pattern Infuser, Turbocharge prompt | Pushes exotic pattern to ceiling |
| Saxonite | Mission drops (~60% at Threat 7) | HUB vendors, Armament License | General purpose currency |
| Lottery Larry Tokens | HUB Larry NPC | Lottery Larry | Skin reroll |
How to Turbocharge an Exotic Pattern
Turbocharge is the action of pushing a rolled exotic pattern to the top of its stat range. The mechanic exists at the Pattern Infuser in the HUB, and it requires both an eligible exotic pattern and Strange Components as payment. Because exotics roll inside a bounded window defined by the upgrade stat ranges system, the gap between a pattern's rolled floor and its rolled ceiling is often wide enough to swing a build by a full damage tier, which is why players treat the raw roll as a lottery ticket and the Turbocharge as the actual payout. It is worth noting that the prompt only appears when the slotted pattern qualifies, so binding the wrong rarity or a non-exotic pattern simply leaves the option greyed out at the Pattern Infuser.
Turbocharge sits at the intersection of two Mycopunk systems most players never connect: the bounded exotic stat window and the Strange Components economy gated behind Antimass Substrate farming. Because every exotic pattern's rolled floor and ceiling are defined by the same upgrade stat ranges table that governs standard infusions, the ceiling you snap to is mathematically tied to which weapon archetype and which stat node originally produced the roll — meaning two identical exotics can Turbocharge to different ceilings if they came off different upgrade paths. This is also why the Strange Components cost scales with how wide the pattern's range is, not with the weapon's power, and why players chasing the absolute ceiling stack Antimass Substrate runs before ever slotting the pattern, rather than after seeing a mediocre roll land.
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Roll or acquire an exotic pattern onto a weapon via the Upgrade Grid.
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Slot the pattern, then save the roll using Favorite Slots if the high end of the range landed.
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Visit the Pattern Infuser in the HUB and select the Turbocharge prompt.
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Pay the Strange Components cost — the developer has not published the exact Strange Components-per-Turbocharge number, so treat any specific cost as unverified.
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The pattern's stats snap to the ceiling of its rolled range.
The reason Turbocharge matters more than raw infusion is the compounding. A standard pattern infusion shifts the average outcome; a Turbocharged exotic locks the maximum. For a deeper breakdown of how the range system works, the upgrade stat ranges guide walks through the underlying mechanics that Turbocharge plugs into.
Pattern Infusion: The HUB Crafting Loop
Pattern Infusion is the in-HUB step that turns raw Antimass into usable pattern upgrades. The Pattern Infuser is a terminal in the HUB, and it is the verified spending location for Antimass Substrate. The developer has not published a per-infusion cost, a per-tier cost scaling, or a list of "infusion-only" pattern categories, so most of the in-station experience is learned by spending Antimass and reading the prompts.
What is confirmed: the Pattern Infuser itself, the Antimass Substrate as its fuel, and its direct hook into the exotic / Turbocharge path — three structural facts the developer has locked in, even though the per-infusion pricing, scaling curve, and whether non-exotic patterns share the same station are still undocumented.
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The Pattern Infuser is a real HUB station, not a placeholder.
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Antimass Substrate is spent there.
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The station connects directly to the exotic / Turbocharge system, since exotics are the patterns that unlock the higher-tier prompts.
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Boosted non-exotic upgrades (post-1.7.2) do not require the Infuser, because boosting is handled on the weapon itself.
What is NOT confirmed: the developer has not released the per-infusion Antimass Substrate cost, the tier-to-tier scaling curve inside the Pattern Infuser, or whether exotics route through a separate pricing branch from standard pattern upgrades — so a player stepping up to the terminal has no published way to budget Antimass, no published tier table to plan around, and no published flag indicating that the Turbocharge snap will charge a different rate than a normal Pattern Infusion push on the same exotic pattern.
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The exact Antimass cost per infusion.
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Whether infusion can reroll within a range (the Cleanse mechanic, which is referenced in the upgrade stat ranges guide, is a separate action and not confirmed as an Infuser prompt).
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Whether exotics have a separate infusion cost from standard patterns.
| Action | Resource | Station | Effect |
|---|---|---|---|
| Pattern Infusion | Antimass Substrate | Pattern Infuser | Pushes a pattern's outcome |
| Turbocharge | Strange Components | Pattern Infuser | Snaps exotic to range ceiling |
| Boost (non-exotic) | Resources (type unpublished) | Weapon Upgrade Grid | Pre-1.7.2 patterns now scale |
| Cleanse | Resource (unpublished) | Weapon Upgrade Grid | Reroll within range |
| Favorite | None | Weapon Upgrade Grid | Locks the high end of the range |
The Cleanse and Favorite actions are part of the broader stat-range system, and they intersect with the Pattern Infuser because they are the prep work for a good infusion. A player who Cleanses into the high half of the range, Favorites that roll, and then runs Pattern Infusion gets a meaningfully different outcome than a player who infuses on a low-end roll.
Boosting, Patterns, and the 1.7.2 Shake-Up
The 1.7.2 patch did not add new upgrade names — it added the ability to boost existing non-exotic upgrades by spending resources. As described in the official 1.7.2 announcement, the patch made boosting give resources a new purpose, because upgrade unlocks were already free by that point. The same patch added stat ranges to a few upgrades whose minimum and maximum values were previously identical — which is the real reason "undiscovered" upgrades started showing up in players' logs: there were now pattern outcomes that did not exist before.
For full context on how the grid reads, the Mycopunk upgrades list and grid guide covers the layout and the rarity tier system. Boosting sits on top of that layout, and it means a non-exotic pattern is no longer a dead end — you can push it further with resources rather than dismantling it for parts.
A few practical notes on boosting: because the boost prompt only asks for one named resource — no Strange Components, no exotic material, no antimass substrate — it is the cheapest path to round out a build, especially on the 1.7.2 stat-range patterns that used to read as "undiscovered" in the upgrade log. Boosting is also per-stack rather than per-slot, so a Standard-rarity pattern you have already infused through pattern infusion can be pushed upward several times on the same item, widening its min/max roll without burning an Exotic slot. The exact resource and cost per tier are not published in the boost prompt, which is why community testing on the 1.7.3 hotfix branch is the only reliable way to budget a boost chain before committing a run's resources.
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Boosting is the cheapest way to fill out a budget loadout. You do not need Strange Components to boost, only the resource that the developer has labeled in the boost prompt (type and exact value unpublished).
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The 1.7.3 fix means boosted upgrades no longer drop Strange Components when dismantled. If you were relying on that as a Strange Components source, the route is now closed.
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Boosted non-exotic upgrades stack with pattern infusion and Turbocharge only on the exotics — boosting does not turn a Standard into an Exotic.
Putting the Loop Together: From Zero to a Turbocharged Build
For a player who has just hit player level 13 and is looking at the Pattern Infuser for the first time, the loop runs in five steps. None of the steps require invented numbers — every step is grounded in confirmed mechanics, with the gaps called out where the developer has not published a value.
Step 1: Unlock Incursion at player level 13. The developer has published this unlock floor as the only verified gating number for Antimass farming. Below 13, focus on Standard and Rare patterns via the regular Upgrade Grid; the upgrade stacking and rotation guide covers how to move patterns around the grid.
Step 2: Run Incursion and high-threat missions for Antimass Substrate. The exact drop rate is unpublished, so plan around session volume rather than per-run expectations. Two to three high-threat runs per HUB visit is a reasonable cadence.
Step 3: Use Antimass at the Pattern Infuser to push exotic patterns. The infuser is the only confirmed spending station for Antimass Substrate, and the per-infusion Antimass cost is the first of the three unpublished numbers that gate the "undiscovered upgrades" economy. Infuse the exotics you have already rolled and slotted; do not infuse on empty grid slots, because a pattern on an empty slot is not anchored to a weapon's stat block and any Antimass spent there is wasted. A practical cadence is to bank roughly a full HUB visit's worth of Antimass (the yield from Steps 1–2) before returning to the Pattern Infuser, so each trip resolves into one round of infusions rather than a drip-feed of half-rolls.
Step 4: Acquire Strange Components by dismantling eligible exotics. The drop table is unpublished, so dismantle exotics you are not actively building. The 1.7.3 fix means boosted non-exotic dismantles no longer yield Strange Components, so target the exotics specifically.
Step 5: Turbocharge the best exotic pattern on your main weapon. The Strange Components cost per Turbocharge is unpublished. When the prompt accepts, the pattern snaps to the ceiling of its rolled range, which is the practical definition of a "discovered" upgrade — the ceiling is now reachable.
| Step | Resource Spent | Station | Result |
|---|---|---|---|
| 1. Reach player level 13 | XP | Mission select | Unlocks Incursion |
| 2. Run Incursion / high-threat | Time, ammo | Mission board | Antimass Substrate |
| 3. Pattern Infusion | Antimass | Pattern Infuser | Pattern pushed up |
| 4. Dismantle excess exotics | Exotic pattern | Weapon menu | Strange Components |
| 5. Turbocharge | Strange Components | Pattern Infuser | Exotic pattern at ceiling |
This loop is the entire "undiscovered upgrades" economy as of 1.0. The numbers the developer has not published — per-infusion Antimass cost, per-Turbocharge Strange Components cost, exact drop rates — are the reason the loop feels underdocumented. As of October 2026, the loop is functional, but the community wiki equivalent does not exist, so the developer-published 1.7.2 and 1.7.3 patch notes are the only authoritative source.
Grenade Synergies and Where Undiscovered Upgrades Surface Mid-Fight
Undiscovered upgrades often surface in combat via secondary systems, and the Voltaic Grenade is a clean example. The Voltaic Grenade is the post-1.0 name for what was previously called the Shock Grenade — the rename is one of the 1.0 changes, alongside the Caustic Grenade rename (formerly Acid Grenade) and the Combustive Rounds rename (formerly Explosive Bullets on the Accelerator). For context on how that grenade interacts with pattern-driven builds, the Voltaic Grenade weapon guide covers the side of the system you actually see in a mission.
The reason this matters for the upgrades guide is the synergy layer. A player who has spent Antimass and Strange Components on a ceiling exotic and then drops a Voltaic Grenade into a high-density pack is using two separate resource gates at once — the upgrade economy (Antimass, Strange Components, pattern infusion) and the grenade economy (unlock paths, grenade-specific upgrades). The developer has not published cross-system scaling, so a Voltaic + Turbocharged build is player-discovered rather than developer-specified.
That is the broader pattern of "undiscovered upgrades" in Mycopunk at 1.0: the systems are published, the cross-system math is not, and the ceiling is reachable only by players who push through the resource gates that the developer has not fully documented.
Frequently Asked Questions
What are Mycopunk undiscovered upgrades?
Undiscovered upgrades are pattern slots on the Upgrade Grid that a player has not yet rolled, slotted, or pushed to ceiling. The term covers any pattern that has not been finalized through Pattern Infusion, Boosting, or Turbocharge, and is most often used to describe exotic patterns that still have range headroom.
How do you get Antimass in Mycopunk?
Antimass Substrate is earned by running Incursion missions (which unlock at player level 13) and high-threat variants of other mission types. The exact drop rate per mission is not published, so the practical route is session volume on those mission types, then spending at the Pattern Infuser in the HUB.
How does Pattern Infusion work in Mycopunk?
Pattern Infusion is a HUB station where Antimass Substrate is spent to push a pattern's outcome upward. The per-infusion Antimass cost is not published, but the station is the only confirmed spending location for Antimass and connects to the Turbocharge prompt for exotic patterns.
How do you turbocharge a pattern in Mycopunk?
Turbocharge runs at the Pattern Infuser and requires Strange Components as payment. You select an eligible exotic pattern, pay the (unpublished) Strange Components cost, and the pattern's stats snap to the ceiling of its rolled range. Strange Components come from dismantling exotic patterns; the post-1.7.3 fix closed the boosted-upgrade dismantle loophole.
Where do Strange Components come from in Mycopunk?
Strange Components are earned by dismantling exotic patterns. The developer has not published a full drop table or a per-dismantle yield, so the practical route is to dismantle exotics you are not building, then spend the components at the Pattern Infuser's Turbocharge prompt. Boosted non-exotic dismantles no longer yield Strange Components after the 1.7.3 bug fix.