Shroom and Gloom paths

Shroom and Gloom Paths

Shroom and Gloom paths: two EA pathways with unique card pools. Facility gunk and machines vs Forgotten Path. Third route planned. Verified Sep 2026.

Facility gunk, machines, and the second pathway.

~6 min read

At A Glance

Shroom and Gloom paths: two Early Access pathways with unique card pools (~300 explore + combat each). Destination: The Gloom. A third final path is planned during 12–24 months of EA. Shroom and Gloom from Team Lazerbeam, published by Devolver Digital, Steam Early Access September 10, 2026 (App 3271280). Verified September 12, 2026.

The Facility is the study gone wrong: metal, gunk, machines, digital locks. The Forgotten Path is the classic tunnels side most Paperboy footage still shows. Biome names in databases (Mines, Moss, Pipeworks…) change look and hazards — they are not 12 extra Steam pathways. Store: Steam listing.

RoutePublic pitchStatus
Forgotten PathClassic tunnels / community Paperboy–Lunch Lady sideLive EA
The FacilityStudy gone wrong: metal, gunk, machines, locksLive EA
Third / final pathOfficial EA roadmap (12–24 months)Planned
The NestNamed in some DBsDetails TBA
The GloomDestination both routes push towardLive destination

Unlock the extra path

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

How many Shroom and Gloom paths exist in Early Access?

Steam: two distinct pathways at EA launch, unique enemies and rewards, about 300 explore + combat cards each. Community DBs may list three route rows with hidden extras. Play the two Steam ships. Two EA pathways (~300 explore + combat cards each). Early Access · Sep 10, 2026.

A third / final path is official roadmap talk for the 12–24 month Early Access window — no calendar date on this wiki. The Nest appears in some dumps; details stay TBA. Do not count biome names as extra pathways.

Unique pools, not a shared binder

Official blurb: unique card pools per pathway. A Facility lockpick is not a wooden-door shovel. Draft Explore for the route you are in. Combat still cooks. See double deckbuilder and card list.

What this page will not do

No 26-tunnel demo map pasted onto Facility. No invented third live route. Class leans live on characters. Unlock language lives on quests.

What is The Facility actually about?

Public Facility imagery: metal tunnels, protective suits, rusted fences, toxic barrels, high-tech doors, digital locks. Interaction talk includes gunk and hacking. That is a different Explore verb set than a mossy shovel room.

If you unlocked Janitor, Facility is where the kit is supposed to sing. Do not bring Forgotten Path camp tools and expect digital locks to open. Warmth still matters — hazards still tax Headpoints — but the door verbs changed.

Shroom and Gloom Facility gunk or machine interaction

Janitor rhyme

Janitor is on the official five. Public notes lean Facility gunk. That is a lean, not a hard lock, until a patch notes class-path bans. Kit page: characters.

Do not bring the wrong lockpicks

A digital lock is not a wooden door. Draft Explore for the route you are in. Combat still needs roast. Dual piles: decks.

What is The Forgotten Path?

Community places Paperboy / Lunch Lady / Concerned Parent on this side more often. Treat that as a lean, not a hard lock. Demo’s 26 tunnels were the ancestor of this feeling — not the EA length. Camp, warmth, Fireballs, and classic fungal rooms still teach the first loop.

Search Party (snapshot: discover all tunnels in the Forgotten Path → new character) is why this route shows up on the quest page. Do not 100% every tunnel on hour one. Discovery packs first, then named kills, then map completion.

Paperboy is the tutorial path

Starter kit: warmth, camp, Fireballs. Forgotten Path is where that language is easiest to read. You can still take Paperboy into Facility; you will just pay new Explore verbs. Beginner order: beginner guide.

What is The Gloom?

The heart / destination both routes push toward. Quest Gloom Walker (reach the gloom → new path) is the unlock language in community tables. Boss-adjacent worms live conceptually here: bosses.

The Gloom is not a third Steam pathway at launch. It is the place the two live routes are for. Snapshot biomes named “Gloom” are look/hazard tags, not extra store SKUs.

Shroom and Gloom Facility corridor or lock still

Do biomes change the card pool?

Snapshot region names: Gloom, Lab, Mines, Moss, Pipeworks, Rock, Ruins, Shroom, Tech, Thorns, Toxic Slime, Trippy. They change look, enemies, and hazards. They are not 12 extra Steam pathways. Count = snapshot.

A Moss room on Forgotten Path is still Forgotten Path. A Tech lock on Facility is still Facility. Draft the pathway pool, then respect the room’s hazard — Warmth, gunk, thorns — without inventing a 12-route wiki.

Count thisDo not count this
Two live EA pathwaysTwelve biome names as Steam routes
Unique card pools per official pathOne shared 907-row binder
The Gloom as destinationThe Gloom as a third launch path
Third path as roadmapA date on the calendar

How should I draft Explore for the route I picked?

Explore Deck opens rooms, modifies cards, and pays the route’s verbs. Facility wants gunk / machines / locks. Forgotten Path wants camp / doors / warmth. Combat still roasts. Foresight still waits on triggers that match those verbs.

If you swap paths mid-meta (quest unlock), rebuild Explore. Do not keep a wooden-door pile for digital locks. Characters that lean a path still eat: cooking.

A Shroom and Gloom paths draft is two questions: which Steam pathway am I in, and which Explore verbs does this room actually print? Facility rooms print gunk, machines, and locks. Forgotten Path rooms print camp, doors, and warmth. Combat still wants roast on both. Foresight still wants a trigger you will actually fire on that route. Mixing those answers is how a Janitor kit feels “broken” on moss and a Paperboy kit feels “empty” on digital locks — the kits are fine; the Explore pile is from the other game.

When a quest pays the extra path, do not instantly abandon the first route’s Combat growth. Grown starter attacks travel. Unread Facility lockpicks do not. Take one finishing run on the path you already understand, tick Gloom Walker if the journal wants it, then rebuild Explore for the new verb set. Boss-adjacent rooms still sit at the Gloom end of either route: bosses. Patch talk if a pathway card renamed overnight: Discord.

  • Do01Name the two live EA pathways before you draft
  • Do02Draft Explore for Facility gunk or Forgotten camp — not both as one pile
  • Do03Keep Combat roast legal on either route
  • Do04Treat biome names as look/hazard tags
  • Do05Chase Gloom Walker when you can finish a pathway, not on hour one
  • Do06Mark The Nest and the third path TBA until Steam ships them

What next

Next: unlock the extra path with the matching quest on quests.

Pick the kit that leans the route on characters and named fights on bosses.

Hubs: guides · wiki.

FAQ

How many paths are in Early Access?

Two live pathways with unique card pools. A third is planned during 12–24 months of EA.

Can I finish both paths on one character?

Meta unlocks persist via quests; runs are still roguelike. Verify your journal.

Is The Facility a separate game mode?

No. It is one of the two EA pathways — metal, gunk, machines, locks.

Are biomes extra pathways?

No. Snapshot region names change look and hazards. Count two Steam paths, not twelve biomes.

Shared card binder?

No. Unique pools per official EA blurb.

Related pages

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

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