Hi Shroomers!
We’ve just rolled out a fresh update to Shroom and Gloom - 0.6.39 is now live for your
mushroom-roasting pleasure!
This update is focused on both gameplay improvements, and stability fixes. Huge thanks to everyone
that shared feedback on your experiences playing the game, or logged bug reports. We’re so grateful
to all of you, and it’s awesome to be making this game better with you!
TL:DR For gameplay changes:
Broadly, our biggest focus with gameplay tweaks has been to address the feedback that The Janitor and The Facility are too challenging or complex for most new players. Analytics also confirmed this was an issue, with only a small majority of runs ending in The Gloom. We didn’t change anything drastic to make the janitor outright stronger, but made tweaks that should make this new playstyle easier to pick up and more fun to master. There have also been improvements to the behaviors of several cards in P2. For the high level players who are already mastering the game, we see and hear you too! An assault of more punishing shrooms will be coming just for you with the upcoming challenge modes, AKA “Gloom Levels”.
TL;DR for bug fixes:
Despite the best efforts of Team Lazerbeam and our beta testers, Shroom and Gloom launched into Early Access with some pretty aggressive gremlins breaking things for some players. We want to get the game as stable and bug free as possible, as quickly as we can, so bug fixing efforts were heavily focused on the worst issues we picked up in these first days after launch. We’ve given a lot of focus to improving on issues when playing the game in Simplified Chinese, especially the bug where some players had the game freeze on start up. Our apologies to that segment of the Shroom and Gloom community, and special thanks for your patience and understanding while we ironed out those issues.
Do you want to know more? Cool, let’s dive into all the changes in Shroom and Gloom 0.6.39!
Gameplay (Some of this was listed mistakenly in 0.6.24 changes. Sorry!)
Added “Dice”, which can be collected to allow you to reroll certain card choices! Added this to smooth out some of the frustration players raised with RNG. Note: It's possible this will appear on certain camp encounters where we don't intend it to. Also you can't re-roll in all situations we would like you to. This will be improved over time.
Changed how cleaning cards explain what they do both on card descriptions and their tooltips. This was in an effort to make it clearer how gunk removal works, and that over-cleaning can make cards sparkle.
Camp card descriptions have their activation verb in card properties. Eg. “Unlockable” (please let us know if you find this meaningful or if it just adds more noise!)
“Melty” and “Gunk Pile” are now temporary. (Preventing new players from clogging their decks with these cards.)
“Sweep” now cleans for 1.
“Gross Feast” is now “"Collect 100% of Gunk on card and heal 5 X the Collected amount. ”
“Flash Turret” Applies 2 vulnerable instead of 3, but now deals 2 damage.
“Analysis” draws a Data card, but no longer lingers.
“Chugger Chugger” is now "Deal 5 Damage. Temporary. IF FATAL, Make Sticky Residue.
“Oozing Canister is now “ Unplayable. IF GUNKED, +2 Decay on a random card. ”
“Splatter Saw” is now “Unplayable. When an enemy dies, Make Chugger-Chugger with 5 damage.”
“Writhing Mass” is now “Apply 3 DECAY. Make Writhing Mass. Draw With Gunk 1. Temporary. Eager.”
“Secretion” is now “Unplayable. IF GUNKED, Make Writhing Mass.”
“Unstable Concoction” is now “Unplayable. Draw With Gunk 1. IF GUNKED, Create LODGED Glass Shard in a random enemy AND Deal 5 Damage to a random enemy.”
“Stem Pack” is now “Heal 5. Draw 2 cards. Bioheal 5. Exhaust.”
“Flea Bites” now deal 5, instead of 15 damage.
“Sacrifice” now affects all cards in your hand with IF FATAL.
“Shurikens” now persist for 3, no longer have uses, do not replenish, and cost 3 in shop. Have fun ninjas!
Tweaks to numbers: Gunklung, Fumigate, Splatter Saw, Greycap Tag, Gnat Nest, Gunk Pile, Endless Larvae.
Enemy Tweaks: Bloat Shroom, Mechamuck.
Small Gunk Worm status effect adjustments.
You can no longer get multiple “Skin and Bones”
“Workbench” camp structure adds less damage.
Training type “Multiply Damage” applies to “Make Card With Damage”
Some Modify card camp structures have new upgrades.
The Facility Explore danger scales a bit faster.
Sparkling visuals and sound effects adjusted.
Gloom hand in character screen has some animation.
Fixes
Auto-walk/ not walking issues should be fixed! Cause was unrecognized input devices, like joysticks and keyboards, should no longer register as a valid input device. Previously, in certain circumstances this would lead to the Unity input system registering an analog input with default position as +0.5 or -0.5. Leading to the “Always walking forward” or “Always walking backwards” bugs. We are hoping the changes we have made will fix the majority of issues that have been reported. (thanks for letting us know!)
If you are still experiencing the same, or a similar bug after this release, we should get a report of the device causing the problem, and fix it in subsequent versions. But your reports still really help us know what to prioritize!
If a device that you would like to play with, is no longer working. Please let us know via Discord or Steam Discussions.
Fixed a softlock on controller where you could enter the character selection, and then go back to the title, and then not be able to start a new run.
Chinese Localisation: Hopefully fixed the issue where the game would take very long to load/ would crash during load on some systems.
Chinese Localization: Ensured that if your system language is “Chinese”, “ChineseSimplified” or “ChineseTraditional” the locale will fall back to our available Chinese locale.
Chinese Localization - resolved issue with some instances of text appearing blank. (Issue was caused by large text atlases taking longer than expected to load, leading to nothing where text should be.)
Fixed a settings issue where “Chromatic Aberration” and “Lock Camera in Combat” settings had their wires crossed and would enable or disable each other.
Visual fix: “Large rock” and “space heater” rewards should no longer be float.
Visual improvement: Coffin and Gloom shelf material updates.
Visual fix: Environment updates in Forgotten Path Tunnel 12.
Visual fix: When cards grow damage they should “ping!”
That’s all the big stuff for 0.6.39! Thanks again to everyone that’s been helping us iron out these kinks, and improve on the Shroom and Gloom experience! We’re already working on the next round of fixes, so expect to hear more from us soon. Stay rad everybody!