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Shroom and Gloom on Steam

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Gather and grow cards in Shroom & Gloom, a moody first-person, roguelike double-deckbuilder bursting with fungal foes and mountains of mega-combos!

Shroom and Gloom is a deckbuilding, card game and hand-drawn game developed by Team Lazerbeam and published by Devolver Digital.
Released on September 10th 2026 is available on Windows, MacOS and Steam Machine in 2 languages: English and Simplified Chinese.

It has received 1,637 reviews of which 1,522 were positive and 115 were negative resulting in a rating of 8.8 out of 10. 😎

The game is currently priced at 14.99€ on Steam, but you can find it for 9.62€ on K4G.


The Steam community has classified Shroom and Gloom into these genres:


Here is the detailed breakdown of supported languages for Shroom and Gloom:

UI Subtitle Audio
English
Simplified Chinese

Media & Screenshots

Get an in-depth look at Shroom and Gloom through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 x64 Bit
  • Processor: Intel Core i3-6300 / AMD FX-8350
  • Memory: 8 GB RAM
  • Graphics: GeForce GTX 960 / Radeon RX 570
  • DirectX: Version 11
  • Storage: 13 GB available space
  • Additional Notes: Low Quality setting, in 1080p, producing 30 FPS
MacOS
  • OS: Mac OS X 11.6.1 or later
  • Processor: Intel Xeon W-2140B
  • Memory: 16 GB RAM
  • Graphics: Radeon Vega Pro 56
  • Storage: 13 GB available space
  • Additional Notes: Low Quality setting, in 1080p, producing 30 FPS

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

3 hours played
Sept. 2026
I love the art and atmosphere of this game. I do think there's some tweaking that needs to be done to make the runs more balanced, to smooth out the difficulty curve of a run, to encourage exploration/experimentation, and to make runs more challenging/interesting without feeling too punishing (I feel like I'm always rushed out of a room before I can interact with most of it). It could also be that I'm not very good at the game, but I don't really like looking up optimal card strategies for games like this. I'm excited for 1.0!
96 hours played
Sept. 2026
Amazing game but please, I'm so sick of accidentally hitting space bar when I'm inside an exploration room and take a bunch of damage I didn't mean to and ruining my run, and there's no remapping it either as far as I an see
13 hours played
Sept. 2026
I love the mushroom theme! I felt captivated right away and it's a unique deck builder like Slay the Spire. Somehow got lucky and beat a run on the very first try lol I'm excited to see how this game will continue to grow as it develops through it's Early Access stage. Off-topic but for those interested in mushrooms/fungi I recommend a book called "Entangled Life" by Merlin Sheldrake.
16 hours played
Sept. 2026
Shroom & Gloom is an excellent entry in the deckbuilder genre, blending atmosphere and gameplay in a way I have been looking for in other titles. There's already enough in the current version of Early Access to justify the price, and if you want to play this blind, I would say it's definitely worth a purchase. Gameplay There are a lot of ideas here that I have seen in other games, but not in quite the same form. The concept of building 2 separate decks is present in Griftlands, the atmospheric and immersive visuals are reminiscent of Inscryption, as is the first-person perspective which you can also find in Diceomancer. A unique aspect of this game is that the currency you spend in shops is represented by actual cards added to your deck, calling back to the grandfather of the genre, Dominion, where winning requires clogging your deck with victory cards. But these similarities are only surface-level; the actual game is a unique and well-executed blend of mechanics that compliment one another, building the game's unique identity. If I were to describe that identity in one word, it would be scrappy. The game encourages you to view everything as a resource: the enemies you kill can be turned into food cards. Those can be used to heal, as the game intentionally lacks any block mechanics, or can be saved and later spent at shops. Encounter rewards don't actually give you any new combat cards, instead granting you camping cards for your second deck that you use at rest sites in-between combats. There, the game turns into a push-your-luck puzzle where you try to get as many activities done before moving on, using cards to interact with the environment to recover health, gain and improve combat cards, all while taking increasing damage with every turn spent at the camp. This design presents the player with a lot of interesting and meaningful decisions. Do you kill the enemy as quickly as possible, or should you wait until you can use a card that turns them into food? Should you then use that food card to heal, or do you want to keep it for the upcoming shop or to spend at the camp site? Do you want to use those camp sites to fully recover your health, or would it be better to take damage to improve your combat deck as much as possible? Should you use a card to increase your maximum health, or would it be better used to interact with one of the items at the camp? Another way in which the game stands out is that unlike most other deckbuilders, you spend as much time improving your existing cards as you do adding new ones to your deck. Many events and objects give your attacks or skills permanent bonuses and new abilities, meaning that by the end of a run you often end up with cobbled-together cards with a bunch of added keywords, further contributing to the scrappy feel of the game. The vibe The visuals in the game remind me of Edmund McMillen's games -- they're both ugly and charming, often blurring the line between the two as the game presents you with cute mushrooms and eldritch horrors alike. The cards you use feature different tools, items, trinkets, bugs, animals, and anything else your character managed to scrounge up before and during your expedition into the depths. The enemies become increasingly more deformed and disturbing was you venture further, starting with cute sentient mushrooms and ending with cosmic terrors during the final encounters. In contrast, the music is often ambient and sometimes even serene, at least until you face the final encounter. I do, however, find the self-aware humor used by merchants and some other NPCs a bit distracting, as it takes me out of the otherwise immersive experience. This is where I beg the developers to change the sound effect for playing ferrets. Why do they sound like horses? Please add dooking sounds. The feel The cardplay is very smooth and responsive. Although this is a deckbuilder with no maximum hand size, there are good accommodations made to make that decision work, like zooming out the view of your hand once you have a lot of cards or stacking identical cards on top of one another. You also have a good system of card tooltips where if one card references another, the latter will pop up to the side. I hope they will add the option to lock those tooltips in place to inspect the pop-up, as currently you can't view the keywords on the second card. During the camping phase, the game also highlights the applicable targets of your cards, allowing you to see your options at a glance. For example, holding a matchbox will highlight the cooking pot, the campfire, the torch, and the gloom to show that you can interact with them. I am having some mild performance issues with the game, getting around 30-40 fps despite the game's simple visuals, though thankfully this is a genre where complete responsiveness is necessary, though it is a bummer. Progression At the moment, there are 2 acts in the game (3rd coming soon) featuring unique playable characters (5 total), maps, and environments. Completing the game unlocks new cards, characters, and reveals explored parts of the map. A big part of progression is learning the different item interactions in the camping phase, turning the game from an exploratory experience into an optimization puzzle. The per-run progression often involves stacking buffs on a select few of your cards rather than building highly synergistic card packages, though the latter can still happen. The game currently lacks difficulty options, so the runs can get somewhat trivial as you get better at the game, but I imagine that will be added later. Conclusion I like the game
17 hours played
Sept. 2026
It's $15. It's a lot of fun! It has a Demo, give it a try. The Devs are involved, available, open, and transparent with their community. Wouldn't that be nice if all Devs on all games were this involved with their communities? Did I mention it's only $15? #worth #eattheshrooms

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Frequently Asked Questions

Shroom and Gloom is currently priced at 14.99€ on Steam.

No, Shroom and Gloom is currently not on sale. You can purchase it for 14.99€ on Steam.

Yes, Shroom and Gloom received 1,522 positive votes out of a total of 1,637 achieving a rating of 8.83.
😎

Shroom and Gloom was developed by Team Lazerbeam and published by Devolver Digital.

Yes, Shroom and Gloom is playable and fully supported on Windows.

Yes, Shroom and Gloom is playable and fully supported on MacOS.

No, Shroom and Gloom is not playable on Linux.

No, Shroom and Gloom is not playable on Steam Deck.

Yes, Shroom and Gloom is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Shroom and Gloom does not support VR.

Shroom and Gloom is a single-player game.

No, Shroom and Gloom does not currently offer any DLC.

No, Shroom and Gloom does not support mods via Steam Workshop.

No, Shroom and Gloom does not support Steam Remote Play.

Yes, Shroom and Gloom is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Shroom and Gloom.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 06 October 2026 21:17 UTC
SteamSpy data 23 October 2026 05:33 UTC
Steam price 27 October 2026 20:28 UTC
Steam reviews 18 October 2026 05:53 UTC

If you'd like to dive deeper into the details about Shroom and Gloom, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Shroom and Gloom
  • SteamCharts - Analysis of Shroom and Gloom concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Shroom and Gloom compatibility
Shroom and Gloom
Rating
8.8
1,522
115
Game modes
Features
Online players
371
Developer
Team Lazerbeam
Publisher
Devolver Digital
Release 10 Sep 2026
Platforms
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