Shroom and Gloom
You crack open a locked door two rooms deep into the Shroom biome, and a Mechashroom V1 is already turning toward you before the door finishes swinging. There’s no time to think about which deck to lean on — you just play. That’s the rhythm Shroom and Gloom keeps hammering into you from the first tunnel onward: explore carefully, fight decisively, and never assume the next room is empty.
| Developer | Team Lazerbeam |
| Publisher | Devolver Digital |
| Genre | First-person roguelike double-deckbuilder |
| Platform | PC (Steam) |
| Status | Early Access, launched September 10, 2026 |
The Combat Deck and the Explore Deck Working Together
Most deckbuilders hand you one pile of cards and call it a day. Shroom and Gloom splits the job in two. The Combat deck is where you stab, skewer, and roast whatever fungal horror just cornered you, while the Explore deck handles everything outside a fight — revealing rooms, searching containers, breaking obstacles, and unlocking doors that stand between you and the next biome. Cards like Flashlight and Flint exist purely to keep your Explore hand moving, drawing extra cards so you’re never stuck staring at a locked door with nothing useful in hand.
What makes this split interesting rather than just busywork is that the two decks feed each other. Grow a low-tier Explore card like Finger into something sturdier, and suddenly your out-of-combat turns start paying dividends mid-fight too, because growth in this game is card-specific rather than deck-wide. A starting card that draws one card can, a few runs later, be drawing three and triggering a bonus effect on top. Players who ignore this growth system tend to hit a wall by the second or third biome, still running the same flimsy cards they started with.
The Foresight cards add a third wrinkle. These are the cards that shape a run before it even properly begins, nudging the kind of enemies, rewards, or hazards you’ll see. Each of the five launch characters — Paper Boy, Janitor, Lunch Lady, Activist, and Concerned Parent — starts with a different base Foresight card, so the opening minutes of a Paper Boy run feel distinct from a Janitor run even before you’ve picked up a single new card.
Eating Enemies Isn’t a Gimmick in Shroom and Gloom
Every enemy in the game is edible, and that’s not flavor text you can ignore. Skewer a fungal foe, season it, roast it, and you can eat it on the spot to heal, or toss it into a Soup Pot to brew something better. Watery Soup is the safety-net option early on, just a flat heal for two energy, but Awesome Soup — once you’ve got the ingredients and the energy to spare — heals for six, draws a damage card, and hands you bonus energy in the same breath. Deciding whether to eat now or cook later becomes a real resource question by the time you’re a few tunnels deep.
This is also where community vocabulary gets colorful fast. Players talk about “cooking a run” when a soup-heavy build starts snowballing, and there’s a fair bit of debate on Steam discussions about whether Soup Pot builds are actually stronger than pure Combat-deck aggression or just more forgiving for newer players. Nobody’s fully settled that argument yet, which is honestly part of the fun.
Newer players tend to make the same mistake early: hoarding Combat cards and ignoring the Explore side entirely. That works for a tunnel or two. It stops working once you reach a biome with environmental hazards that only Explore cards like Fixer or Flare can handle.
Twelve Biomes, One Destination Called The Gloom
The run structure sends you through a network of hand-drawn tunnels spread across twelve named biomes — Gloom, Lab, Mines, Moss, Pipeworks, Rock, Ruins, Shroom, Tech, Thorns, Toxic Slime, and Trippy — each with its own hazards and enemy pool. By the time you reach the Lab biome, the pace noticeably shifts; Mechashroom-type enemies show up more often, and they hit harder than the fungal grunts from earlier tunnels.
Early Access added a second route toward the final confrontation: the Facility, which runs alongside the original path and brings its own cards, enemies, and rewards. Team Lazerbeam has said a third path is planned down the line, but for now you’re choosing between two very different routes into the depths of the game’s underground realm.
- Speed-focused players lean on Explore-deck draw engines to skip optional rooms and rush toward biome exits
- Completionist players clear every locked door and container before moving on, accepting the added risk for more card growth
- Build-experimenters chase specific Foresight and Soup Pot combinations across multiple runs rather than optimizing for a single clean clear
Card Growth and the Grind Toward Game-Breaking Combos
The single most talked-about system in the game is infinite card growth. A rare card doesn’t cap out after one upgrade — keep feeding resources into it and it can eventually turn into what players openly call a “superweapon” card, capable of carrying an entire late run on its own. That said, the RNG-heavy nature of which growth options you’re offered is one of the more divisive points in early community discussion; some players find the randomness exciting, others wish there were more direct control over which card gets the big upgrade.
Early in the game you’ll barely notice this system. It’s once you reach the deeper tunnels near The Gloom that a properly grown card starts trivializing fights that would have wrecked you two biomes earlier.
Quests, Unlocks, and Reading Your Hand on the Fly
Not every character is available from the start. Quests unlock the more advanced characters and access to the Facility route, giving early runs a sense of progression beyond just getting further into the tunnels. The Early Access launch also revised how targeting works — cards that can’t legally be played against a given target now visibly fall away from your hand instead of just sitting there looking playable, which cuts down on a specific kind of misclick that plagued the demo.
A new card inspector was added alongside this, mostly aimed at making dense card text easier to read on smaller screens, though desktop players benefit from it too when a card’s effect stacks several keywords at once.
What Beginners Consistently Get Wrong
The most common early mistake is treating the Explore deck as filler. It isn’t. Cards there directly determine how much you can grow your Combat deck before the next real fight, and skipping Explore-heavy rooms to rush combat encounters tends to leave players under-leveled once they hit a biome boss.
What Happens When You Hit The Gloom Itself
Once you reach the biome that shares the game’s name, the enemy density and card requirements both spike noticeably. This is where a well-grown Combat deck and a stocked Soup Pot routine really separate a clean run from a wipe.
Why the Cooking System Divides Players
Not everyone loves stopping mid-dungeon to brew soup. Some players find it a satisfying risk-reward loop; others see it as a pace-killer when they’re trying to push through a biome quickly, and that tension shows up regularly in community discussion threads.
Frequently Asked Questions
Is Shroom and Gloom worth playing if you didn’t try the demo?
Yes — the Early Access build carries over the demo’s core loop but adds the Facility route, five named launch characters, revised card targeting, and a card inspector, so there’s meaningfully more content than what the original 26-tunnel demo offered.
Which character is best for a first run?
Paper Boy and Janitor are generally considered the most straightforward starting points since their base Combat decks lean on simple stab-and-roast patterns rather than requiring you to understand Soup Pot timing right away.
Do you need to fully upgrade cards before reaching the Gloom biome?
Not fully, but arriving with at least one or two significantly grown cards from either deck makes a real difference — the enemy density there punishes runs that are still relying entirely on starting-tier cards.
Team Lazerbeam clearly built Shroom and Gloom around the idea that exploring and fighting shouldn’t feel like separate games bolted together, and the Combat-Explore split mostly delivers on that. Whether you’re skewering a Mechashroom V1 in the Lab or brewing an Awesome Soup before pushing into The Gloom, the game keeps asking you to weigh two decks against each other instead of just one — and that’s still the thing most players end up talking about days after a run ends.



















































