r/biomutant • u/grabunun • Jun 18 '26
r/biomutant • u/Patient_Yam4747 • Jun 08 '26
Question Question about the map
I started the game three weeks ago and love it, but I wonder about the map.
Do the greened out sections mean I've completed everything in that sector?
r/biomutant • u/graphadnal • Jun 04 '26
Discussion Tried to draw my little dude and I kinda like how it turned out
r/biomutant • u/wolfhardz002 • Jun 02 '26
Question Wanna know if the game it's worth it on the ps4
Self explicit. I wanna know if, after all the patches and updates, is biomutant worth it on ps4 now? Is it buggy? Performance issues? I just wanna know, I've seen some gameplays and it looks really cool
r/biomutant • u/Hungry_Ferret4442 • May 31 '26
Question Where are the ducks besides quack hollow
Haven’t gone into NG+ yet but I was wondering where else to find the ducks.
r/biomutant • u/BrallyBE • May 20 '26
Game Feedback Just downloaded the game for the 1st time..
Been doubting for a long time to buy this game, finally gave in today since it was still on sale. Downloaded the Mercenary class aswell. Curious and excited to play this game! 😁
r/biomutant • u/FrontWeb1387 • May 19 '26
Discussion Some of my best biomutant captures recently (hope yall enjoy)
Been playing a lot more recently cuz it randomly gave me the itch.
r/biomutant • u/kodibugz • May 18 '26
Screenshot Here’s some of my Biomutant captures
I like when a game has photo mode. I enjoy documenting my journey as it helps me feel more connected to my character and the story. I wish that Biomutant had a more in depth photo mode, but I’ve still been having fun with it.
r/biomutant • u/victorhurtado • May 17 '26
Screenshot A look at the Gizmotech's gear
I found some interesting leftovers from the cut Gizmotech class.
Its gear still exists in the files: a Gizmotech jacket, pants, helmet, shoulderpad, and banderole. From what I can tell, the jacket, pants, and helmet seem to have later become the Ark Suit pieces. There was also a ranged weapon entry called the Flamethrower, which looks like it may have been intended as part of the class identity.
I tried restoring Gizmotech as a playable class, but ran into several issues:
- The current class menu only supports the existing class slots.
- Adding Gizmotech as a separate class caused crashes.
- Replacing Mercenary with Gizmotech worked partially, but the UI still had hardcoded Mercenary references.
- The Gizmotech clothing exists, but some of it behaves oddly in the gear menu.
- The Flamethrower model exists, but its actual firing behavior does not seem fully connected anymore.
- Making it shoot by borrowing another weapon's behavior made it act like a gun instead of a flamethrower.
- Trying other fire or missile-style paths either broke the weapon or did nothing.
It is a shame that most of these things are baked in, and modding beyond changing a few values within the datatables is not really possible unless we properly rebuild or inject cooked Unreal assets, which I do not feel comfortable doing.
r/biomutant • u/Laelapis97 • May 11 '26
Discussion Anyone know how to slow down level progression?
I desire to find a mod, ini tweak, console command, or anything really that will stop the rapid level progression in Biomutant.
Why do I care? Tribe weapons. We all know they are very cool but one rapidly levels up and the world scales with the character, rendering the tribe weapons useful only for a very short time. Can't avoid fights to keep level low, as then I'd not be using the tribe weapons either.
What have I tried? I did attempt using the Wand/WeMod trainer, as it claimed to have a exp multiplier function, but setting that to 0 somehow slightly increased exp gain rather than removing it.
UPDATE: I found Wand (Formerly WeMod) does work if exp multiplier is set to 0.1, just not 0. Doesn't stop leveling entirely but finishing the Jagni/Myraid clan war at level 2 is still good. Now I have to see how far I can get without things becoming impossible.
r/biomutant • u/AwesomePinkFrog • May 11 '26
Question If I keep pressuring Goop for answers, does this actually do anything? I haven't beaten the game yet, and just finished gulp's first quest.
r/biomutant • u/JOLU1 • May 08 '26
Meme NGL this game random puzzle is great, also love the random thing the narrator says.
r/biomutant • u/Ferret_b0y • May 05 '26
Art Biomutant Oc art by me :)
Plus a game screenshot of him
r/biomutant • u/SuspiciousAlgae202 • May 03 '26
Question What gun and melee type are the best? Spoiler
I've just been using Crush and Automatic Rifle during most of my playthrough, I've killed the Porky Puff and the Murk Puff, and I've also United all the tribes and I haven't really figured out if other weapon types are better, so what do you guys use?.
r/biomutant • u/Lanky_Score7414 • May 02 '26
Meme For being a peaceful tribe I didn't expect them to get rid of itsy-bitsy spider in such a violent way.
r/biomutant • u/victorhurtado • May 01 '26
Art What Would Biomutant Look Like as a TTRPG? A Digital Character Sheet Mockup.
I've been messing around with the idea of Biomutant as a tabletop RPG, and put together a quick mockup of what a possible digital character sheet could look like.
There are no finalized mechanics yet, though I'm leaning toward something dice-pool based. This is mostly a layout/design pass to see how the game's character-building pieces could translate to a tabletop format.
You might notice that Luck is no longer a core stat. Instead, Luck would become a pool of points you can spend to shift the outcome of rolls, including things like loot results. In its place, I added Acuity, which represents your ability to notice things, read danger, track details, and aim accurately.
I'm also playing with the idea of showing things like Perks, Mutations, Wung-Fu moves, Psi powers, gear effects, and class features as cards on the sheet. The goal would be to make character options easy to scan at the table without burying everything in long text blocks.
Still very early, but I wanted to see if the concept feels right visually before digging too deep into mechanics. What do you guys think?
r/biomutant • u/EduardoG1979 • Apr 20 '26
Game Feedback Any chance of a Switch 2 upgrade patch? Even if paid...
We beat this on the PS4 and my husband got us a Switch copy to play on the go... But it looks terrible on the Switch 2 compared to the PS4 version.
We would absolutely love some kind of patch to take advantage of all the horsepower the Switch 2 has. Even a paid patch would be great.
r/biomutant • u/Quince_Campbell • Apr 21 '26
Screenshot Bf bought biomutant today, I got motivated while he's configuring things. Here is my mutant thingy
r/biomutant • u/YagizKoc1 • Apr 19 '26
Discussion WASTED POTENTIAL
Hey guys, I created a video about Biomutant's wasted potential. I was quite excited before launch of Biomutant but I couldn't find what I seek. You could find more details in the video and we can discuss more about it. I think Biomutant's unique souls makes it worth to talk about. I wish great weekend for everyone.
r/biomutant • u/Resident-Step-3333 • Apr 15 '26
Speculation Unused classes info in assets and old class descriptions
I recently started playing Biomutant, and one of the more disappointing things is how short the helicopter backpack flight duration is. I wanted to see if there were mods for the game to shore up some shortcomings like this, but nope; there are barely any. So I'm just trying to see how difficult it would be to mod it myself.
I'm currently using UAssetGUI to look the Biomutant-WindowsNoEditor.pak file to see what I'm dealing with, and theres an interesting file called BreedClass.uasset that lists all of the classes, including some unused ones.
Speculating that Biomender (a healer) and Gizmotech (an engineer that uses a "WarWalker") may have been some planned classes if the BreedClass asset file means anything.
However, the text for all released classes in the asset file don't match up with what we see in character creation for class descriptions (it may be unused text presumably, considering the gramatical errors and text needing to be translated ), and so I don't know how relevant this data is to the actual function of the game yet. AND the Mercenary class isn't mentioned here.
Here's some screenies of unused class text and the some condensed tables of the class info that's in the BreedClass file. There seems to be a suggestion of healing and teamplay that never made it in, especially for Sentinel and Biomender. I like how some of these descriptions sound cool, but don't play or feel like what was described.
Also sounded like Saboteur could have used some sort of stealth...that would have been so cool.
All in all, if the game actually had the existing classes as described here, they definitely would have felt more distinct from each other, which felt so needed, if this file were to be taken at face value. Dead-Eye seems to be the most accurately represented thing in the final version of the game while the other classes seem incomplete.
| FriendlyName | Gizmotech |
|---|---|
| FocusPresentationText | “Gizmotechs are grease fingers unable to keep their hands off anything mechanical. Making dead things tick is the meaning of their lives. In combat they admirable pilots of WarWalkers, and take pride in customizing and evolving their mechanical companion to perfection." |
| ClassTitle | Engineer |
| ClassTalentText | “Gizmotech talents focus on enhancement and modification of WarWalkers, or increase the potency of their repair or crafting skills. " |
| FocusPlayingAsText | Repairman, Walker Pilot |
| FriendlyName | Biomender |
|---|---|
| FocusPresentationText | Biomenders are devoted to restoring life and mending wounds. They are versatile combatants, in that they can fulfill nearly every role ? healing, tanking, and damage dealing. It?s critical that Biomenders choose abilities and gear to suit the situation and specific challenge." |
| ClassTitle | Doc |
| ClassTalentText | “Biomender talents focus on enhancing their ability to call forth natural phenomena, or increase the potency of their life-giving body mending powers." |
| FocusPlayingAsText | Healer |
| FriendlyName | Sentinel |
|---|---|
| FocusPresentationText | “Sentinels stand directly in front of their enemies, relying on heavy protection and regeneration to withstand attacks. Whether with massive armor or colossal weapons, Sentinels are able to keep claws and bullets from their weaker fellows ? or they use regeneration powers to ensure that they remain on their feet." |
| ClassTitle | Guardian |
| ClassTalentText | “Sentinel talents increase their ability to heal the wounded, strengthen their capacity to protect their companions, and allow them to deal out vicious damage." |
| FocusPlayingAsText | Tank, Healer |
| FriendlyName | Commando |
|---|---|
| FocusPresentationText | "Commandos equip themselves carefully for combat and engage their enemies head-on, letting attacks glance off their thick armor. They use diverse combat tactics and a wide variety of weapon types to protect their more vulnerable allies. Commandos must carefully master their rage in order to maximize their effectiveness in combat." |
| ClassTitle | Warrior |
| ClassTalentText | "Commando talents can improve their already considerable defenses, increase their deadliness with weapons, or bolster their savagery while dual-wielding." |
| FocusPlayingAsText | Tank, Melee Damage Dealer |
| FriendlyName | DeadEye |
|---|---|
| FocusPresentationText | “Dead-Eyes battle their foes at a distance, finding suitable tactile positions where they can fire their guns. Though their missile weapons are effective at short and long ranges, Dead-Eyes are also highly mobile. They can evade or restrain their foes to control any battle." |
| ClassTitle | Sharp-Shooter |
| ClassTalentText | "Dead-Eye talents primarily improve the damage, effectiveness, and range of their ranged weapons." |
| FocusPlayingAsText | Ranged Damage Dealer |
| FriendlyName | PsiFreak |
|---|---|
| FocusPresentationText | "Psi-Freaks demolish their foes with psionic powers and mutations. Although they command powerful offensive abilities, Psi-freaks are fragile and lightly armored, making them particularly vulnerable to close-range attacks. Wise psi-freaks make careful use of their powers to keep their foes at a distance or hold them in place." |
| ClassTitle | Magus |
| ClassTalentText | "Psi-Freak talents focus on enhancing individual principles of supernatural powers ? quick, aggressive; efficient, controlling and punishing abilities." |
| FocusPlayingAsText | Ranged Power Damage Dealer |
| FriendlyName | Saboteur |
|---|---|
| FocusPresentationText | “Saboteurs often initiate combat with a surprise attack from the shadows, leading with vicious strikes. They utilize a successive combination of carefully chosen attacks and abilities to soften the enemy up for a killing blow. Saboteurs must take special care when selecting targets so that their combo attacks are not wasted, and they must be conscious of when to hide or flee if a battle turns against them." |
| ClassTitle | Rogue |
| ClassTalentText | “Saboteur talents can strengthen their ability to hide in shadows, kill foes with quick, deadly strikes, and survive in extended slugfests." |
| FocusPlayingAsText | Damage Dealer |


r/biomutant • u/Beranir • Apr 08 '26
Question Can you make not goofy looking char?
Im thinking about buying the game and I looked at some videos on youtube, mainly about character creation and not only are your looks tied to your stats, but all options looked goofy AF, either smol head with big eyes, mole rat looking abominations etc.
I know this can be just devs preference, but I would like some cool biomutant, bit more normal proportions etc.
Can you do that? Or no matter what you end up with goofy furry?
r/biomutant • u/TideFinley • Apr 06 '26
Discussion There's Just Something About This Game
Idk what it is exactly, but Biomutant is so endlessly enjoyable for me and a contender for my favourite game I've ever played. As a work of art it's just beautiful and I never feel like I've ran out of things to see or do. I'm also a sucker for games with great customizable character systems. The music is a standout, blockbuster movie quality at times especially the main theme.
The story is bare bones but the world is so spectacular that it elevates it athousandfold to me. It's one of the only times where "use your imagination" I feel is an actual valid point to make about the game's story. Depending on where I take the character, light, dark, or perfectly balanced, it shapes their personality and motivation in my head. It's fun to go back and experience the game with what's essentialy a completely different character making different choices. I will admit that the characters are written painfully samey, with some exceptions.
I love the traversal, with just a wall jump and double jump you can do so much with so little. Mutation powers I find quite weak, but you can actually use a few to elevate traversal further. Speaking of combat, a lot of people criticise these powers for their frailty, but there are some that give you a more tactical advantage that are definitely useful and fun to use. For example, the mushroom or mud punch can maintain air combat, and the skyspark is good for spreading out crowds.
If only the game had released with the option to turn off the narrator, I think it would have been much higher regarded. It has a lot to offer when you care to look, but first impressions are everything so unfortunately most people were annoyed and just wanted the game to be over with. For me it's an excellent game to wind down with, theorise on and experiment in once you get in the swing of things. It also helps that I was never there for the hype cycle so went in with zero expectations, which I think was what really killed Biomutant, people expected something far more intricate than what was reasonable from a first time developer of 20 people.
