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Shroom and GloomEvents80K Wishlists, Demo update and NorthernLion! Shroom and Gloom Aug 2025 Dev Log!
In-game event

80K Wishlists, Demo update and NorthernLion! Shroom and Gloom Aug 2025 Dev Log!

Shroom and Gloom · published 19 Aug 2025, 14:29 UTC · build 18130332

All eventsPlayers around this dateRead on Steam

Yo Shroomers!It's been more than a month since we last updated the demo for Shroom and Gloom, our fungal-punk, first-person, roguelike double-deckbuilder. Today we're stoked as heck to check in with our August dev log, and share the news that we've just dropped a toasty update to our demo, hit a milestone on our wishlists, and got picked up by your (most likely) favourite streamer!


Demo Update! After our last update we said we'd be taking a break from patching the demo so we could get back to our main quest our working on the full game. That's just what we did, digging back into the cards and environments that players will be able to enjoy in the final, super-sized Shroom and Gloom. But, as the weeks rolled by, we found we were landing wins that would have meant the demo could be greatly improved. As the demo continued getting positive attention, we started experimenting with making some new beta builds and preparing to drop yet another update to the demo. Today, we're delighted to share that the update is live! You can play Shroom and Gloom 0.4.75 right now! From the visual overhaul of levels, to improved handling of cards in your hand, to the redesign of the cards themselves, pretty much every corner of the demo is improved. For a full list of changes, stick around for the end of this dev log!
80K Wishlists! Not much to say here, aside from; HUGE HIGH FIVES EVERYONE! We're delighted to share that Shroom and Gloom has now been wishlisted more than 80 000 times! Our greatest thanks to every single one of the 80K people that have given Shroom and Gloom your stamp of approval. It's endlessly encouraging to us that so many good people want this game in their lives!

NorthernLion enjoys mushroom sauce!

Ever since we first revealed the Shroom and Gloom prototype we started recieving comments like "NorthernLion gonna love this" or "The Egg needs this game" or "New NL favourite just dropped." Less than 1 year into development, we're stoked to share that this roguelike hero picked up on the demo!

It seemed like the game was really well received by NL and his lovely community. This delighted existing members of our Gloom Patrol, and brought a whole new wave of dungeon crawlers in the fold! If you happen to have been one of them, please thank NL for sending you our way! Great to have you along for the ride as we bring this game into the world!

Okay, bye!

That's all for us this month! Hope ya'll have a wonderful time with the updated demo! Don't be a stranger and let us know what you think of all the improvements! Stay rad everybody! Main changes and improvements to the demo since our last update:

Visuals:

  • We’ve added flies and spiders!

  • Mega environmental improvements across all tunnels. Includes improved lighting, post processing, new mushrooms!

  • Gloom World glow up! Enjoy even more crystalized eye candy if you can beat the demo!

  • New doors and door frames leading into special environments (mossy, thorny or trippy). Enjoy clearer choices while exploring!

  • New biome-specific plinths for deploying your camp structures on!

UI:

  • Mega re-design of card UI.

  • Card descriptions separated based on when a card behavior will take effect (activated, triggered or passive). Added icons to make this clear.

  • Custom card bases to indicate deck type (combat, explore, curse, forsight or shroom)

  • Custom banners to indicate card classes (attack, skill, search, food, passive, curse or foresight)

  • Card status (like evolve, uses or battery) moved from bottom of card to little scrolls, in the top right.

  • Targeting pips on top of cards to indicate if they will effect 1 enemy, all enemies, 1 card, all cards in hand or the player.

  • Unique "toppings" for cards that can only be found in specific biomes (mossy or thorny)

  • Card artworks now dynamic. Will reposition if extra rules are added to cards by players.

  • In addition to the description being split into 3, cards should now better adjust layout as they grow, without text going off the edge of the card. (it's still possible, but we are not sure if it’s realistic to do it in a single run.)

  • Small change to the cost of a card in a shop, showing it in the top right.

UX:

  • Major rework to how cards behave in the players hand.

  • Cards lift to the bottom of the screen when being cast and to an equal height when highlighted.

  • Resolved issues where highlighted cards could jitter when holding large amounts of cards.

  • Removed card sorting in hand. Feedback was that sorting made it difficult to identify new cards. Will add a sorting toggle in future.

  • Improved deck view, which allows you to toggle between draw pile and all cards!

Bug fixes:

  • The map has been fixed up a bit and should show you where you are even in joining tunnels between acts (After bosses).

  • Tooltips are no longer visible through unexplored areas on the map.

  • Constant rage has been limited to 1 per deck.

  • Spring into action Foresight  was drawing Fly kicks and no other cards. Resolved.

  • Resolved Gloom bleeding into world when Gloom door opened

  • Fixes the Door lights in some dark tunnels

  • MegaShroom evolution bug fixed

  • Card icon placement bug fixed (mostly noticeable during a card evolution)

  • Pause menu now displays in deck view.

  • Tasty pick and others that are created during combat will be drawn in as currency in shops

  • Fixed an issue where consuming 1 card on a stack would sometimes consume the entire stack.

Audio:

  • New Gloom Worm song! Still a work in progress, but makes the fight way more epic!

  • New sound effects in the house!

Did you read all that? High fives - you're awesome!

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