Shroom and Gloom is a double-deckbuilder because you actively build a Combat deck and an Explore deck. Launch footage also exposes a separate Foresight layer for passive run modifiers. Combat solves enemies, Explore solves rooms and upgrades, and Foresights reward repeated behaviors across the run.
Version note: This page is written for the September 10, 2026 Early Access launch. Shroom and Gloom is actively changing, so treat older demo videos as historical unless the same behavior appears in launch footage or official notes.
Combat deck
Combat cards are the attacks, finishers, status setup and food-generating tools you draw in fights. This deck wants consistency. If three cards do the same low-value job, one or two of them may be better forgotten so your upgraded attacks appear more often.
Explore deck
Explore cards interact with the world: Dig, Unlock, Break, Reveal, Fix, Ignite, Feed and related actions. This deck wants coverage plus efficiency. Flexible cards are valuable because they solve more than one obstacle without forcing another rest.
Foresight layer
Foresights act more like persistent modifiers than ordinary hand cards. They can reward behaviors such as Fatal kills, eating or other repeated actions. Choose them based on frequency: a modest effect that triggers constantly can outvalue a dramatic condition your deck rarely meets.
Why players get confused
A strong Combat deck does not rescue a bad exploration sequence if you take repeated Threat damage before the next fight. Likewise, a perfect Explore hand does not matter if your Combat deck cannot reach its damage engine.
Think of the run as two linked economies:
- Combat economy: draw, energy, damage, healing, scaling.
- Explore economy: actions, rest cycles, Warmth/Threat, upgrades, route access.
Foresight sits above both and rewards the behaviors you repeat.
Use Beginner Guide for the whole loop and Foresights for passive choices.