About the Game
Unleash cards to hack, slash and roast your way through hand drawn dungeons of fungal foes! Build devastating decks, and grow cards into massive abominations as you fight your way into the heart of The Gloom!
Double-Deckbuilding!
Build 2 distinct decks! Use the combat deck to survive fierce battles! Use the explore deck to navigate dungeons, modify your cards, and unlock new weapons and abilities!Eye-ball melting art!
Hand-drawn art and animations collide with rich 3D spaces, bringing you into a surreal world of mushrooms and madness!Infinite growth and monstrous mega-combos!
Shroom and Gloom offers unique ways for players to grow and modify their cards infinitely. Grow low level starting cards into over-powered attacks, or modify rare cards into game-breaking super-weapons!Less blocking, more eating!
Why block your enemies when you could eat them instead! Shroom and Gloom features a bounty of ways for you to season, skewer or roast your foes, then eat them to restore lost health. Better yet, throw your roasted enemies into a pot, and cook up some game-changing soups!Screenshots
10 imagesVersion Information
Steam Patch Notes
Official update history
Yo Shroomers!
Exciting news! Shroom and Gloom just got another update - 0.6.41 is now live!
[img src="{STEAM_CLAN_IMAGE}/45620440/1ed5dd04376681563e27c2639989c8d86a0f6199.png"]
This is our third update to the game since launching into Early Access. We've continued to focus on resolving the most critical bugs, and improving on gameplay and player experience. Once again, this update has been heavily shaped by the feedback and bug reports that we received from players. Thank you all for being such an awesome, supportive community! Curious about what's changed? Here's a quick breakdown of the main gameplay changes, improvements and bug fixes rolling out in 0.6.41;
Gameplay and visual improvements:
Prologue/ Tutorial - improved feedback to highlighting the rest button to prevent new players being confused.
Added Discard Pile to deck viewer
Shivering Horror now shows which card will be taken so the player can form a strategy around it.
Updated Creeping Horror’s card icon so players should notice its different from Shivering Horror
If an enemy retreats with a card lodged in it, you will now need to defeat the veteran version of that enemy once they return.
Evolve status is now hidden on some smaller enemies to allow for some unexpected moments for players. Surprise!
Poisoned status numbers no longer tick down on enemies
Improve the look of the P2 character selection screen
Updated all Stray dog’s card art
Updates nutrient fabricator - art and placement
Adjusted Grimoire's intent position
Updated several Card Icons
Cosmetic updates to in-game UI
Polished tunnels and some environmental art
Enemy distribution on some combats have been improved to look better.
Fixes:
Fixed bugs where some achievements weren't been awarded when they should be.
Resolved the issue where Concerned Parent character sometimes wouldn't unlock.
For any player who was unable to unlock Concerned Parent before, the character should now automatically unlock after you complete your first run after the update. Please let us know if you still have any issues unlocking Concerned Parent.
Resolved instances of Rerolls causing soft-locks or disabling card options.
Improvements to card save stability.
Fixed a bug where the player would get locked into a fight even though enemies were dead.
Audio and music playback improvements.
Ensured the game can be played properly offline.
Ensured that ESC doesn't open the pause menu during the round-up.
Ensured that pause menu can't be accessed if deck view is open.
Implemented a bunch of minor stability fixes
Preemptively fixed a localization edge case where some UI text would not update if UI was disabled shortly after it was created
We've pushed really hard to get these first 3 updates out as quickly as possible, resolving the most critical bugs that were identified, and make changes to improve on the core gameplay experience.
There are still bugs in the game. We will resolve these in future updates, but now that we have the game in a more stable state, we can start looking ahead to adding more content and features, as we work towards our first major update!
In future updates you can look forward to
Gloom Levels - For high level players, this will be a series of unlock able challenges that increase difficulty and modify how Shroom and Gloom plays.
The Deck Crystal - a compendium for reviewing the cards you have discovered so far.
The Quest Cabinet - a space to check out all quests, their requirements and rewards.
Mystery Character 1 - We've been working on a 3rd character for The Facility. Harness the power of science!
Steam Deck Verification (the game does already play great on the Deck if you'd like to try it)
Steam Controller Verification (again, you can already play SnG with a controller, but we do plan to improve on the experience)
Thanks once again to everyone in the Shroom and Gloom community for being a part of these first 2 weeks of Early Access! We've been blown away by how many people have gotten behind this thing. All your playtesting, bug reports, feedback, suggestions and encouragement have already helped this game so much!
After a very intense post-launch period, our next update will only come through in a few weeks, but while we're working on this next one we look forward to keep in touch with all of you!
Stay rad everybody! [img src="{STEAM_CLAN_IMAGE}/45620440/482694decc6de4f94b9198827a61056c429f85f6.png"]
Hi Shroomers!
We’ve just rolled out a fresh update to Shroom and Gloom - 0.6.39 is now live for your
mushroom-roasting pleasure!
[img src="{STEAM_CLAN_IMAGE}/45620440/15c3d89c1df2b803c5ca1584b43d362f90ae2b0d.png"]
This update is focused on both gameplay improvements, and stability fixes. Huge thanks to everyone
that shared feedback on your experiences playing the game, or logged bug reports. We’re so grateful
to all of you, and it’s awesome to be making this game better with you!
TL:DR For gameplay changes:
Broadly, our biggest focus with gameplay tweaks has been to address the feedback that The Janitor and The Facility are too challenging or complex for most new players. Analytics also confirmed this was an issue, with only a small majority of runs ending in The Gloom.
We didn’t change anything drastic to make the janitor outright stronger, but made tweaks that should make this new playstyle easier to pick up and more fun to master. There have also been improvements to the behaviors of several cards in P2.
For the high level players who are already mastering the game, we see and hear you too! An assault of more punishing shrooms will be coming just for you with the upcoming challenge modes, AKA “Gloom Levels”.
TL;DR for bug fixes:
Despite the best efforts of Team Lazerbeam and our beta testers, Shroom and Gloom launched into Early Access with some pretty aggressive gremlins breaking things for some players. We want to get the game as stable and bug free as possible, as quickly as we can, so bug fixing efforts were heavily focused on the worst issues we picked up in these first days after launch.
We’ve given a lot of focus to improving on issues when playing the game in Simplified Chinese, especially the bug where some players had the game freeze on start up. Our apologies to that segment of the Shroom and Gloom community, and special thanks for your patience and understanding while we ironed out those issues.
Do you want to know more? Cool, let’s dive into all the changes in Shroom and Gloom 0.6.39!
Gameplay (Some of this was listed mistakenly in 0.6.24 changes. Sorry!)
Added “Dice”, which can be collected to allow you to reroll certain card choices! Added this to smooth out some of the frustration players raised with RNG. Note: It's possible this will appear on certain camp encounters where we don't intend it to. Also you can't re-roll in all situations we would like you to. This will be improved over time.
Changed how cleaning cards explain what they do both on card descriptions and their tooltips. This was in an effort to make it clearer how gunk removal works, and that over-cleaning can make cards sparkle.
Camp card descriptions have their activation verb in card properties. Eg. “Unlockable” (please let us know if you find this meaningful or if it just adds more noise!)
“Melty” and “Gunk Pile” are now temporary. (Preventing new players from clogging their decks with these cards.)
“Sweep” now cleans for 1.
“Gross Feast” is now “"Collect 100% of Gunk on card and heal 5 X the Collected amount. ”
“Flash Turret” Applies 2 vulnerable instead of 3, but now deals 2 damage.
“Analysis” draws a Data card, but no longer lingers.
“Chugger Chugger” is now "Deal 5 Damage. Temporary. IF FATAL, Make Sticky Residue.
“Oozing Canister is now “ Unplayable. IF GUNKED, +2 Decay on a random card. ”
“Splatter Saw” is now “Unplayable. When an enemy dies, Make Chugger-Chugger with 5 damage.”
“Writhing Mass” is now “Apply 3 DECAY. Make Writhing Mass. Draw With Gunk 1. Temporary. Eager.”
“Secretion” is now “Unplayable. IF GUNKED, Make Writhing Mass.”
“Unstable Concoction” is now “Unplayable. Draw With Gunk 1. IF GUNKED, Create LODGED Glass Shard in a random enemy AND Deal 5 Damage to a random enemy.”
“Stem Pack” is now “Heal 5. Draw 2 cards. Bioheal 5. Exhaust.”
“Flea Bites” now deal 5, instead of 15 damage.
“Sacrifice” now affects all cards in your hand with IF FATAL.
“Shurikens” now persist for 3, no longer have uses, do not replenish, and cost 3 in shop. Have fun ninjas!
Tweaks to numbers: Gunklung, Fumigate, Splatter Saw, Greycap Tag, Gnat Nest, Gunk Pile, Endless Larvae.
Enemy Tweaks: Bloat Shroom, Mechamuck.
Small Gunk Worm status effect adjustments.
You can no longer get multiple “Skin and Bones”
“Workbench” camp structure adds less damage.
Training type “Multiply Damage” applies to “Make Card With Damage”
Some Modify card camp structures have new upgrades.
The Facility Explore danger scales a bit faster.
Sparkling visuals and sound effects adjusted.
Gloom hand in character screen has some animation.
Fixes
Auto-walk/ not walking issues should be fixed! Cause was unrecognized input devices, like joysticks and keyboards, should no longer register as a valid input device. Previously, in certain circumstances this would lead to the Unity input system registering an analog input with default position as +0.5 or -0.5. Leading to the “Always walking forward” or “Always walking backwards” bugs. We are hoping the changes we have made will fix the majority of issues that have been reported. (thanks for letting us know!)
If you are still experiencing the same, or a similar bug after this release, we should get a report of the device causing the problem, and fix it in subsequent versions. But your reports still really help us know what to prioritize!
If a device that you would like to play with, is no longer working. Please let us know via Discord or Steam Discussions.
Fixed a softlock on controller where you could enter the character selection, and then go back to the title, and then not be able to start a new run.
Chinese Localisation: Hopefully fixed the issue where the game would take very long to load/ would crash during load on some systems.
Chinese Localization: Ensured that if your system language is “Chinese”, “ChineseSimplified” or “ChineseTraditional” the locale will fall back to our available Chinese locale.
Chinese Localization - resolved issue with some instances of text appearing blank. (Issue was caused by large text atlases taking longer than expected to load, leading to nothing where text should be.)
Fixed a settings issue where “Chromatic Aberration” and “Lock Camera in Combat” settings had their wires crossed and would enable or disable each other.
Visual fix: “Large rock” and “space heater” rewards should no longer be float.
Visual improvement: Coffin and Gloom shelf material updates.
Visual fix: Environment updates in Forgotten Path Tunnel 12.
Visual fix: When cards grow damage they should “ping!”
That’s all the big stuff for 0.6.39! Thanks again to everyone that’s been helping us iron out these kinks, and improve on the Shroom and Gloom experience! We’re already working on the next round of fixes, so expect to hear more from us soon.
Stay rad everybody!
[img src="{STEAM_CLAN_IMAGE}/45620440/482694decc6de4f94b9198827a61056c429f85f6.png"]
Good news Shroomers! First patch is live! We had an absolutely stellar Early Access launch for Shroom and Gloom. Huge thanks to everyone that picked the game up at launch, left a Steam review, or spread the spores! After our first weekend we had 700 reviews with a 91% positive rating. We’re very happy with this, but THAT NUMBER NEEDS TO GO UP!
The Lazerbeams have been hard at work, reviewing initial feedback and bug reports. We’ve been squishing some of the most nasty bugs that were troubling players. After a bust of bug fixes, we’re happy to share that our very first post launch patch is out! Shroom and Gloom 0.6.24 is now live!
[img src="{STEAM_CLAN_IMAGE}/45620440/74c797a0301db2672d426eee9033c014bd2394d7.png"]
Here are the biggest bug fixes:
Achievement “Gloom Slayer” should work now
Achievement “Would you love me if I were a worm” should work now
improved loading times
localization: Chinese loading screen is an image. Further resolve above loading issue.
Explore rooms with 3 doors have had their layout adjusted
Veterans (enemies that run away) should have lodged cards when you encounter them next (may not persist over multiple sessions)
Ensured that cancelling a cast and letting go of a cast doesn't lead to a null ref
fixed issue where some locked cards could be found in weird situations
Fixes errors related to dead enemies receiving damage.
Fix cases where the deck viewer can open during a transition.
Fixes errors related to adding cards to player deck when the active player hand is not set.
Fixed errors resulting from trying to stop a nonexistent or already destroyed sound.
Fixed Card “Acid Vial” breaking things
Fixed some sketchy selection outlines.
Improved environment prompts intersecting with world.
Some enemy vfx spawn position adjustments
Gameplay improvements:
In The Forgotten Path, more torches can spawn in more locations.
Permanent food and data should have the "Endless" property when you make a permanent copy.
Coming next:
balance fixes to make Janitor less punishing
fix for auto walk/ can’t walk:
In the mean time please try Bebel-O-Rama’s fix:
https://steamcommunity.com/app/3271280/discussions/0/568163851455049030/?tscn=1789310152#c520883440133960144
This next patch should be live very soon.
[img src="{STEAM_CLAN_IMAGE}/45620440/482694decc6de4f94b9198827a61056c429f85f6.png"]
Current Release
Build 25442225
Uploaded Oct 13, 2026
System Requirements
How to Install
Shroom and Gloom.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Shroom and Gloom for PC with a direct link or via torrent. Get the full version of Shroom and Gloom for free. Shroom and Gloom is a Adventure released by Team Lazerbeam.