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Shroom and Gloom is most compelling when its two decks make a dungeon run feel like two linked puzzles: one about where to go and what to spend stamina on, the other about building card combinations in a fight. Its hand-drawn art and strange mushroom-cooking combat give it a distinctive identity, but it is still an evolving Early Access game. It is best suited to players who enjoy experimenting with roguelike systems and can accept that content, balance, and polish may change.
What is Shroom and Gloom?
Shroom and Gloom is a single-player, first-person roguelike deckbuilder developed by Team Lazerbeam and published by Devolver Digital. It launched in Steam Early Access on September 10, 2026, for Windows and macOS. The store page also lists a demo. Steam describes it as a double-deckbuilder: you use one deck to explore and another to fight. Steam store page
That split is the game’s central idea, not just a change of scenery between battles. Exploration asks you to manage access and resources across a dungeon; combat asks you to shape a hand into useful combinations. The appeal depends on whether those two kinds of decisions complement each other enough to make each run feel varied.
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Exploration deck: spend actions with a purpose
Your exploration deck is used to navigate, investigate, and unlock options. The developers describe it as a way to modify cards and unlock weapons and abilities. The design creates a strategic question before combat begins: which opportunities are worth pursuing, and what resources or options should you preserve for later?
#1 Best Overall
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A June 2026 PC Gamer preview of an earlier demo described exploration actions such as digging for cards, lighting campfires, and opening doors, with stamina limiting how much the player could do. That preview predates the September launch, so those specific examples should not be treated as a definitive description of every current-build interaction. It does illustrate the intended tension: exploration is not simply a corridor between fights if each action competes for a limited resource. PC Gamer’s June 2026 demo preview
Combat deck: build combinations, then make the most of them
Combat centers on card synergies and ways to grow or modify cards into stronger attacks. Rather than treating each card as an isolated move, the system encourages planning around how effects work together. The game’s odd culinary theme also feeds into battle: Steam’s description highlights seasoning, skewering, roasting, and eating enemies to restore health. That gives victory a tactical aftertaste—an enemy can be more than a threat to remove if it can help you recover.
Rank #2
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Elie Gould’s September 2026 PC Gamer launch-period impressions praised the combo-driven fights and the artwork, while noting limited meta-progression in that writer’s experience. That is an individual impression close to launch, not a guarantee that every player will encounter the same progression curve. PC Gamer’s September 2026 impressions
Why the split matters
The two-deck structure gives the game a broader decision loop than a combat-only deckbuilder: your choices outside a fight can shape what you carry into later encounters, while combat rewards finding synergies within a separate set of cards. The strongest fit is for players who like balancing longer-term route and resource decisions against short-term tactical opportunities. If you mainly want a straightforward sequence of battles and upgrades, the exploration layer may feel like extra management rather than the point.
Rank #3
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- What You Get: Anker USB-C Hub (7-in-1), welcome guide, 18-month warranty, and our friendly customer service.
Presentation and atmosphere
The game pairs hand-drawn art and animation with layered 3D environments. PC Gamer’s launch-period coverage describes the still illustrations as layered to create the impression of a 3D tunnel. The approach gives the dungeon a storybook-like look without making it feel like a flat card table, and it is one of the clearest differentiators in the game’s pitch. PC Gamer’s September 2026 impressions
What is included, and what is still planned?
At the time of the Steam listing accessed October 7, 2026, Team Lazerbeam described the Early Access version as having two pathways, unique characters, quests, synergies, and unlocks. The developers estimate approximately 300 exploration and combat cards per pathway. Their stated plans include another pathway with its own exploration and combat cards, additional character classes, and more quests and challenges. These are developer-published plans, not a guarantee of what will ship or when. Steam Early Access information
Rank #4
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Team Lazerbeam says, “We plan to be in Early Access between 12 and 24 months.” That is the developer’s estimate on the Steam page, rather than a confirmed full-release date. The store page also says the developers do not currently plan to change the price between Early Access and full release. Steam warns that Early Access games are incomplete and may change, so treat the present build as a work in progress rather than a finished version. Steam Early Access information
PC requirements
Steam lists the following Windows specifications and performance targets. The listed targets are 1080p at 30 FPS for minimum and 1080p at 60 FPS for recommended. Check the live Steam page for macOS requirements and any later changes.
Best Value
- 5-in-1 Connectivity: Equipped with a 4K HDMI port, a 5 Gbps USB-C data port, two 5 Gbps USB-A ports, and a USB C 100W PD-IN port. Note: The USB C 100W PD-IN port supports only charging and does not support data transfer devices such as headphones or speakers.
- Powerful Pass-Through Charging: Supports up to 85W pass-through charging so you can power up your laptop while you use the hub. Note: Pass-through charging requires a charger (not included). Note: To achieve full power for iPad, we recommend using a 45W wall charger.
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- HD Display: Connect to the HDMI port to stream or mirror content to an external monitor in resolutions of up to 4K@30Hz. Note: The USB-C ports do not support video output.
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| Specification | Minimum | Recommended |
|---|---|---|
| Operating system | Windows 10 (64-bit) | Windows 10 |
| Processor | Intel Core i3-6300 or AMD FX-8350 | Intel Core i7-6950X or AMD Ryzen 5 2600 |
| Memory | 8 GB RAM | 16 GB RAM |
| Graphics | GeForce GTX 960 or Radeon RX 570 | GeForce RTX 1080, Radeon RX Vega 56, or Arc A580 |
| DirectX | Version 11 | Version 12 |
| Storage | 13 GB available space | 13 GB available space |
These are the Windows requirements published on the Steam store page; they are not independent performance tests.
Who should play Shroom and Gloom?
- Good fit: players who enjoy deckbuilding roguelikes, experimenting with card synergies, and making resource-conscious choices between fights.
- Good fit: players drawn to hand-drawn, atmospheric presentation and a playful fungal theme that carries into combat mechanics.
- Wait or try the demo first: players who want a complete, settled game with a known final roster of pathways, classes, and challenges.
- Potential mismatch: players who prefer combat to be the sole focus and do not want exploration decisions to compete for attention or resources.
For a general-tech audience, the practical decision is less about a single feature than about tolerance for an unfinished game. The core idea is unusually clear: two decks give exploration and combat distinct jobs, and combo-based fights supply the immediate payoff. The trade-off is that the game’s longer-term content and balance are still subject to Early Access changes.
Quick Recap
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