Field notes · Early Access build
Read the gloom.
Build the run.
A careful Shroom and Gloom guide built around current-build evidence—not invented tier lists. Learn the two-deck loop, make cleaner choices, and know what still needs testing.
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beginner guide: survive your first runs
Treat exploration stamina as a route budget, keep your combat deck focused, and avoid resting unless the campsite damage is safer than the next fight. Combat refills exploration stamina, so moving forward is often better than spending every interaction.
Read field note →02Core mechanicHow the two decks work in Shroom and Gloom
Your combat deck is used during enemy encounters; your exploration deck spends stamina to navigate rooms, interact with objects and improve the run between fights. They are separate draw piles but one strategy: exploration finds and modifies the tools that combat needs.
Read field note →03Deckbuildingcard growth explained
Card growth can be repeated, so upgrades compound. Concentrate growth on a small engine you can draw reliably, then add multipliers and support only when they improve that engine or solve a specific weakness.
Read field note →04ExplorationResting, camps and stamina in Shroom and Gloom
Rest only after comparing the campsite damage with the risk of moving forward. Clearing campsite hazards and lighting a fire can improve the rest, while finishing a fight refreshes exploration stamina without requiring a camp stop.
Read field note →The catalog rule
A blank cell is better than a made-up answer.
Early Access launched with hundreds of cards across two paths. We are transcribing the current build in batches and publishing only entries with readable card text and a version source.
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