Shroom and Gloom foresight

Shroom and Gloom Foresight

Shroom and Gloom Foresight cards are run-long passives: explore, combat, feed, or start-of-room triggers — not a third hand. Steam EA. Verified Sep 2026.

Run-long passives that fire in explore or combat.

~7 min read

At A Glance

Shroom and Gloom Foresight cards are run-long passives. They sit outside Combat and Explore and fire when a sentence becomes true: start of explore, after combat, when you feed, when Headpoints are low, when you decline a reward, on lethal, on an enemy death. They are not a third hand you draw every turn. Shroom and Gloom from Team Lazerbeam, published by Devolver Digital, Steam Early Access September 10, 2026 (App 3271280). Verified September 12, 2026.

Each class ships a starter Foresight with its Combat Deck and Explore Deck. Extra Foresight is a draft, not a third pile to spam. Community databases list ~31 Foresight rows on a snapshot build — treat that count as versioned, not a complete live binder. Store: Steam listing. Dual piles: double deckbuilder.

FactDetail
GameShroom and Gloom · Team Lazerbeam / Devolver Digital · Steam 3271280
TypeRun-level passive / relic-like — not a third draw pile
StarterOne base Foresight per class kit
DB snapshot~31 Foresight rows — build-specific, not a promise
Triggers (public)Start explore · after combat · feed · low HP · decline · lethal · enemy death
Demo leftoverHidden Foresight rewards in demo tunnels — EA is the live product
ModeSingle-player
Not this pageFull 31-row dump, exact trigger numbers, hidden demo map
VerifiedSeptember 12, 2026

Pair it with a class kit

Matched by build plan, shared topics, and guide progression — not random related links.

What is Foresight in Shroom and Gloom?

Think relic, not extra hand. A Shroom and Gloom Foresight card sits outside Combat and Explore and waits for its sentence to become true. Dual-deck still decides whether you live: Combat kills and cooks; Explore opens rooms and pays warmth. Foresight only pays if you already do the verb. If you never feed, a feed Foresight is a sticker.

Players searching foresight cards often want a third pile because the UI shows three collections. The third collection is passives. You do not draw them every turn. You do not cycle them like STAB. You inspect them like a relic: trigger, payoff, and whether that trigger still matches the path you picked. Classes and kits: characters. Card families: card list.

Shroom and Gloom Foresight card inspect — not a third hand

Three collections, two hands

Combat Deck + Explore Deck are the hands. Foresight is the background rule. Mixing them is how a run “has no attacks” because every pickup went into a passive that never fires. Keep Combat cycling. Keep Explore opening doors. Then ask whether the Foresight sentence is already true.

What this page will not do

No 31-row dump. No invented trigger percentages. Heal chain lives on eat & soup. First-run order lives on beginner guide. Here we only teach what Foresight is, when it fires, and how to pick one extra without starving the two real decks.

When do Foresight cards actually fire?

Public examples fire at: start of explore, after combat, when you feed, when Headpoints are low, when you decline cards, on lethal, on enemy death. If the trigger never happens, the card is a sticker. Read the inspect, not a wiki table of HP. Early Access will rename triggers; the journal and the card text win.

Start-explore Foresight wants you to take rooms. Feed Foresight wants roast → eat or a Lunch Lady feed. After-combat wants you to finish packs, not skip every fight. Decline / rarity Foresight wants you to skip rewards on purpose. Lethal / Lazarus-like Foresight wants near-death — useless if you already die to rooms, not HP.

Shroom and Gloom Foresight firing on explore or feed
Trigger familyWants you toSkip if
Start exploreTake rooms, pay Explore verbsYou turtle in camp
Feed / eatRoast, eat, or feed Fireballs / dogYou never cook
After combatWin hallway packsYou skip fights
Decline / raritySkip rewards on purposeYou greed every pick
Lethal / Lazarus-likeSurvive a near-deathYou already die to rooms, not HP
Enemy deathFinish kills, not stallYou never close combat

Inspect wins

Snapshot databases tag Foresight with those families. If your card says something else, the inspect is the patch notes. Discord is for “did today’s build rename Generous,” not for inventing a hidden 32nd row: Discord.

Which Foresight examples are public?

Named in public materials (verify text in-game): Always Looking, Comfort Food, Generous, Healthy, Patience, Lazarus, Ready to Snack, Ready to Scrap, Unstoppable. Those names teach families; they are not a ranked tier list. Exact payoffs stay TBA until your tooltip agrees.

Starter Foresight is class-locked. Paperboy’s starter should rhyme with warmth / camp / Fireballs. Lunch Lady’s starter should rhyme with feed. Janitor leans Facility gunk. Concerned Parent scales mood / Rage. Activist kit is TBA — do not invent a Foresight for a class you have not unlocked. See characters.

Teaching names vs dump rows

Community DBs add dozens of extra Foresight names on a snapshot. Print those as version snapshots, not Steam law. If your draft pool does not show them, they are not live for you. This page names teaching examples only so a new player can match a verb.

Feed examples want a kitchen

Comfort Food / Ready to Snack / Generous-style feed payoffs want the eat chain on cooking. Taking them on a slash-only Paperboy who never roasts is how Foresight becomes clutter.

How do I pick a Foresight without bricking the run?

Match the verb you already paid for. Lunch Lady + Generous (feed draw) rhymes. Paperboy + start-explore Keen Eye / Always Looking rhymes. A combat-death draw Foresight on a player who never finishes packs does not. Do not pick a Foresight to “complete the set.”

When two extras appear, keep the one whose trigger you will still do after the next room, not the rarer name. Pathways change verbs: Facility wants gunk and machines; Forgotten Path wants camp and tunnels. A start-explore Foresight on a skip-room turtle fails both. Paths: paths.

If you must pick oneDo thisDo not do this
Feed vs start-exploreKeep the verb you already playTake both and starve Combat
Lethal vs after-combatLethal only if you actually hit low HeadpointsStack Lazarus because the name is cool
Starter vs extraStarter is enough for run oneReplace Paperboy warmth Foresight with a skip-room sticker
Path changeRe-read triggers when you swap Facility vs ForgottenImport Forgotten camp passives into digital locks
  • Do01Read the trigger sentence before the payoff
  • Do02Keep starter Foresight unless a replacement clearly rhymes better
  • Do03Match feed passives to an eat / Lunch Lady plan
  • Do04Match start-explore passives to a room-taking Explore pile
  • Do05Refuse a 31-row dump as your draft list
  • Do06If the trigger never happens in the last three rooms, sell or skip the next copy

How does starter Foresight change by class?

Every official EA class ships unique starting Combat + Explore + base Foresight. That is the kit. Unlocking a class is unlocking a Foresight, not a skill tree. Quests that pay a character therefore also pay a Foresight: quests.

Paperboy teaches the default: warmth, camp, Fireballs — a Foresight that likes taking rooms and feeding fire. Lunch Lady wants feed counters. Janitor wants Facility gunk. Concerned Parent wants mood / Rage engines. Activist remains named on the five with kit TBA. Snapshot extras (Researcher, Slob, Grubby) stay snapshot — do not invent their Foresight.

Do not third-deck the starter

New players add Combat, then add Explore, then try to “build Foresight” as if it were Slay the Spire relics you fish every floor. One extra that fires is better than three stickers. Boss rooms still want roast, not a passive wall: bosses.

How did demo Foresight differ from Early Access?

The free demo talked about 8 hidden Foresight rewards and keeping one after a run, inside a 26-tunnel layout. That is ancestor talk. Early Access is the live product: two pathways, quest unlocks, five official classes. Do not import demo tunnel counts into Facility. Early Access · Sep 10, 2026.

If a YouTube still shows demo HUD, treat Foresight names there as older than September 10, 2026. Verify in your build. Patch talk belongs on Discord. Durable rule: Foresight is a run-long passive, not a third hand.

What next

Next: pair the passive with a class kit on characters.

Keep Combat versus Explore honest on double deckbuilder and the eat chain on cooking.

Hubs: guides · wiki.

FAQ

Is Foresight a third deck?

No. Foresight cards are run-long passives. Combat and Explore are the two hands you draw.

Do I draw Foresight every turn?

No. They wait on triggers. If the trigger never happens, skip the pick.

How many Foresight cards exist?

Community DBs list ~31 on a snapshot. This page names teaching examples only. Confirm in your build.

Does each class start with Foresight?

Yes. Official kits ship unique starting Combat + Explore + base Foresight.

Did the demo keep Foresight after a run?

Demo copy talked about hidden rewards and keeping one. EA is the live product — do not import demo tunnel counts.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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