Good news Shroomers! First patch is live! We had an absolutely stellar Early Access launch for Shroom and Gloom. Huge thanks to everyone that picked the game up at launch, left a Steam review, or spread the spores! After our first weekend we had 700 reviews with a 91% positive rating. We’re very happy with this, but THAT NUMBER NEEDS TO GO UP! The Lazerbeams have been hard at work, reviewing initial feedback and bug reports. We’ve been squishing some of the most nasty bugs that were troubling players. After a bust of bug fixes, we’re happy to share that our very first post launch patch is out! Shroom and Gloom 0.6.24 is now live! Here are the biggest bug fixes:
Achievement “Gloom Slayer” should work now
Achievement “Would you love me if I were a worm” should work now
improved loading times
localization: Chinese loading screen is an image. Further resolve above loading issue.
Explore rooms with 3 doors have had their layout adjusted
Veterans (enemies that run away) should have lodged cards when you encounter them next (may not persist over multiple sessions)
Ensured that cancelling a cast and letting go of a cast doesn't lead to a null ref
fixed issue where some locked cards could be found in weird situations
Fixes errors related to dead enemies receiving damage.
Fix cases where the deck viewer can open during a transition.
Fixes errors related to adding cards to player deck when the active player hand is not set.
Fixed errors resulting from trying to stop a nonexistent or already destroyed sound.
Fixed Card “Acid Vial” breaking things
Fixed some sketchy selection outlines.
Improved environment prompts intersecting with world.
Some enemy vfx spawn position adjustments
Gameplay improvements:
In The Forgotten Path, more torches can spawn in more locations.
Permanent food and data should have the "Endless" property when you make a permanent copy.
Coming next:
balance fixes to make Janitor less punishing
fix for auto walk/ can’t walk:
In the mean time please try Bebel-O-Rama’s fix: