Shroom and Gloom Guide
Current launch-version help for the double-deckbuilder: build cleaner decks, stop bleeding health to bad rests, unlock the new Facility path, and separate old demo advice from what works now.
High-friction guides
Shroom and Gloom Beginner Guide: Survive Your First Runs
A practical first-run guide to deck discipline, exploration actions, healing, rest risk, card growth and route decisions in Shroom and Gloom Early Access.
Shroom and Gloom Areas & Progression Guide
How Early Access progression is structured around two routes to the Gloom, quests, character unlocks and the newly accessible Facility.
Shroom and Gloom Boss Guide: How to Prepare for Boss Fights
Boss-fight fundamentals for launch Early Access: deck size, Vulnerable windows, reinforcements, Thorns, sustain and setting up a real finishing turn.
Shroom and Gloom Cards & Builds Guide
How to build around Fatal, growth, Vulnerable, food and card draw without turning your deck into a pile of unrelated rewards.
Shroom and Gloom Characters: Launch Roster & Playstyle Guide
The five Early Access launch characters, how character decks differ, and what to expect before you chase character-specific unlocks.
Demo advice can be actively wrong now
The Facility is no longer a locked tease. Early Access adds the launch roster, quests, autosaves, controller support, targeting improvements and balance changes.
See what changed →
Do not rest on autopilot
Use the run planner for Explore verbs, Warmth/Threat checks and deck-cleaning reminders while playing.
Use the run planner →
A grim double-deckbuilder about exploring, surviving and uncovering what is really growing below.
Learn more →