How do I play Shroom and Gloom as a beginner?
Paperboy, two decks, eat to heal, one Foresight, Warmth on the path, then a quest unlock. Do not start on a fake DPS kit.
Shroom and Gloom beginner guide: split Combat and Explore decks, roast to eat, grow a starter card, then chase quest unlocks. Steam EA. Verified Sep 2026.
Official developer overview of the dual-deck loop.
~11 min read
Shroom and Gloom is a first-person roguelike double-deckbuilder from Team Lazerbeam, published by Devolver Digital. Steam Early Access opened September 10, 2026 (App 3271280). This Shroom and Gloom beginner guide teaches the loop you repeat every run: play Explore cards to open rooms, fight with the Combat Deck, eat to heal, grow a starter card, then spend the death on a named unlock. Verified September 12, 2026 · Steam listing.
| Fact | Detail |
|---|---|
| Platform | PC (Windows) · macOS · Steam |
| Genre | First-person roguelike double-deckbuilder |
| Mode | Single-player |
| Price | Steam Early Access (~$14.99; no planned 1.0 hike) |
| Status | Early Access · Sep 10, 2026 |
| Classes (EA) | Paperboy (starter), Lunch Lady, Janitor, Activist, Concerned Parent |
| Pathways | Two EA pathways (~300 explore + combat cards each) |
| Achievements | 14 Steam achievements |
| Steam Deck | Steam Deck listed Unsupported |
| Reviews | Check the live Steam page (rating moves daily) |
| Combat | Eat to heal — not a block stack |
| Verified | September 12, 2026 |
Matched by build plan, shared topics, and guide progression — not random related links.
You are not building one mega-deck. You are walking a fungal dungeon in first person, playing cards in two different contexts, and dying with something unlocked. Treat run one as a tutorial you finish, not a boss you must eat on the first try.
Open the game as Paperboy. That is the starter kit. Do not sit in the class select hunting a “best DPS” label — Early Access does not publish one, and this page will not invent one. Paperboy’s job is to teach the two piles and the eat loop before Lunch Lady’s kitchen or Janitor’s dump site start warping the same rooms.
Rooms are 3D spaces with hand-drawn foes. You still move, look, and interact like a first-person game. The difference is that opening a locked thing, lighting a torch, digging, or modifying a card is usually an Explore play, while hacking, roasting, and eating is a Combat play. If you treat every card as a combat swing, you stall in cold, locked rooms with a fat attack pile and no way through.
Official copy is blunt: build a Combat Deck to survive battles and an Explore Deck to navigate dungeons, modify cards, and unlock weapons and abilities. Both piles grow during a run. If one is empty of useful plays, the other pile cannot carry you into The Gloom.

| Pile | When you play it | What it is for |
|---|---|---|
| Combat Deck | Fights | Hack, slash, roast, season, skewer, eat — keep Headpoints up |
| Explore Deck | Rooms between fights | Reveal, search, break, unlock, ignite, feed, fix, camp, modify cards |
| Foresight | Whole run (passive) | Premonitions that fire on explore/combat/feed — not a third hand to spam |
Attacks matter, but the store pitch is “less blocking, more eating.” A Combat Deck that only deals anonymous damage and never cooks leaves you with no food when the next room hits. Season, skewer, and roast are combat verbs that create the heal. Soup in a pot is the run-changer when several foes can go in together. Exact damage numbers stay off this page — we do not publish fake DPS.
Maps, lockpicks, campfires, shovels, screwdrivers, and similar tools live here. Explore plays open the next room, warm the path, dig for treasure, and rewrite cards you already own. A Combat-only beginner walks into a lock with a roast in hand and nothing that unlocks. Feed the Explore pile even when the last fight felt close — the next door is often an Explore problem.
The two-pile split in more depth, including how they starve each other: dual decks. Once you can name which pile you are holding, the next failure is healing like a traditional deckbuilder.
Healing is eating. You season, skewer, or roast enemies, then eat them to restore health. You can also cook soup in a pot for effects that change the rest of the run, not just a small refill. Blocking as your default plan fights the design.

| Action | What it is for | Beginner rule |
|---|---|---|
| Season / skewer / roast | Turn a foe into food (Toasty and similar) | Cook before the HP bar is already empty |
| Eat | Restore Headpoints from cooked food | Bank a snack; do not wait for lethal |
| Soup / pot | Multi-enemy cook that changes the run | Use when you have bodies to spare, not as panic block |
| Block (if you have it) | Emergency, not the engine | Do not build the whole Combat Deck around it |
Public card language ties Roast to Fatal / food: a kill can create Toasty, which you store and eat later for Headpoints. That means the last hit is part of the heal economy, not just a cleanup animation. If you chip a mushroom down with random swings and never roast, you spent a combat without restocking the kitchen.
The UI talks in Headpoints and max Headpoints, not a generic “life bar you block forever.” Food, eating, and some character kits grow or refill that pool. If a card says it heals, ask whether it is an eat, a camp rest, or a Foresight drip — they are not the same timing. Recipes, pots, and why roast beats panic blocking: eat & soup.
With a heal verb in mind, the next choice is which kit you are even holding.
Early Access ships five playable classes: Paperboy, Lunch Lady, Janitor, Activist, and Concerned Parent. Paperboy is the starter (“got a bit lost on their route”). The others unlock through quests, not a skill tree. Each kit has its own starting deck and a unique Foresight — that is why a Lunch Lady first run feels like a different game, not a reskin.
| Class | Open as | Beginner note |
|---|---|---|
| Paperboy | Starter | Learn both piles here. Do not skip to an unlock for “more damage.” |
| Lunch Lady | Quest unlock | Food / feed / cooking synergies; pet dog shows up in kit talk |
| Janitor | Quest unlock | Dump-site / trash-took-life pitch — wait until you can read Explore tools |
| Activist | Quest unlock | EA kit — play after one Paperboy loop, not as a DPS pick |
| Concerned Parent | Quest unlock | Mood / draw / rage-adjacent — worse as a first tutorial |
If the select screen only lights Paperboy, that is the tutorial. Community databases sometimes list extra class rows (Researcher, The Slob, and similar). Those names stay TBA on this beginner page until they are the five EA kits you can actually queue. Playable roster and unlock hooks: characters.
Every class brings a distinct Foresight. Treat it as a run-long passive, not extra cards to mash. Paperboy’s job is still two decks plus one passive. If you grab three Foresight names and ignore Explore, you will still die in a locked cold room.
Warmth and Foresight are the two systems that look optional until a later room bills you for them.
Warmth comes from Explore plays that light torches, braziers, and campfires (and similar cards such as Burning Sensation). It cuts hazard risk on the rooms ahead and fights Gloom growth. A Combat-only path through a dark wing is how beginners bleed out to environment, not to a named boss.
Foresight cards are run-long passives — premonitions that fire when you explore, fight, or feed. Examples from public kits: Always Looking (start explore → Keen Eye), Comfort Food (low health → draw food), Generous (when you feed → draw), Healthy (after combat → heal), Patience (rarity when you decline cards). Keep one that matches how you already play. Do not treat Foresight as a third hand.

If the next rooms look gloomsome, spend Explore on light and camp before you greed another combat card. Warmth is not a damage stat. It is permission to walk. Camp spots, torches, and why Explore owns this meter belong with the dual-deck page and the paths writeup once you leave the starter wing.
A second Foresight that duplicates a job you already do is clutter. Feed-draw is for cooks. Start-of-explore Keen Eye is for people who actually Explore. After-combat heal is for messy fighters. Full trigger list: Foresight.
Run one still needs a fork when two good habits fight for the same play. That is the next section.
Use the checklist in order. Skip a line only if the UI already proves it. The table is the fork when two tasks want the same card play.
| If you must pick one | Do this | Do not do this |
|---|---|---|
| Combat vs Explore play | Open or warm the room you are in | Save every card for a hypothetical boss |
| Roast vs raw damage | Cook a kill into food | Chip everything and eat nothing |
| Foresight vs extra cards | Keep one matching passive | Build a third hand of passives |
| Paperboy vs unlock kit | Finish a Paperboy loop first | Reroll class for invented DPS |
| Grow vs collect | Upgrade a starter you play every fight | Fill the pile with unread rares |
| Warmth vs greed fight | Light the path | Enter a cold wing to “farm” |
Before you play a Combat card in a new room, ask whether the room is even open, warm, and worth fighting. If the answer is no, that is an Explore question. If the answer is yes, the Combat question is “what food does this fight create?” not “how big is the number.”
Death is not a wipe of the account. The next section is what the death is for.
Roguelike runs reset. Meta does not: quests unlock card packs, characters, and the extra pathway. Early Access ships two pathways with unique card pools (on the order of hundreds of explore + combat cards each). Facility is the second route. A third path is on the EA roadmap, not in your first unlock list. Steam lists 14 achievements — chase them after the loop is automatic, not as a first-session bingo card.
Public quest names include pack goals (discover explore or combat cards, fill a campsite, beat Lekker Limbs, feed slop, rage damage) and bigger gates (reach the Gloom for a new path, clear Forgotten Path tunnels or beat Megashroom for a new character). Treat those as versioned EA goals, not a spoiler map. Track them on quests. Do not invent a skill tree to sit next to them — there isn’t one.
Pick one pathway and learn its pool. Forgotten Path vs Facility is a later decision once Paperboy can finish a dual-deck loop. Unique enemies and card pools are why swapping paths mid-beginner advice fails. Details: paths.
This wiki keeps durable rules. Today’s crash, a rotated invite, or an EA balance swing belongs on Discord (https://discord.gg/ZZspguu7Vu). After this page: dual decks then eat & soup. Hubs: guides · wiki.
Paperboy, two decks, eat to heal, one Foresight, Warmth on the path, then a quest unlock. Do not start on a fake DPS kit.
Combat fights and cooks. Explore opens rooms, modifies cards, and unlocks tools. Full split: dual decks.
Season, skewer, or roast, then eat. Soup in a pot changes the run. Blocking is the wrong default — eat & soup.
Paperboy. Lunch Lady, Janitor, Activist, and Concerned Parent unlock through quests — characters.
No. They are run-long passives. Keep one that matches your kit — Foresight.
Two, with unique card pools. A third is planned. See paths.
No skill tree. No codes. Paid Steam Early Access.
Steam lists Steam Deck as Unsupported.
Only https://discord.gg/ZZspguu7Vu — Shroom and Gloom Discord.
September 12, 2026
Matched by build plan, shared topics, and guide progression — not random related links.