Devolver Digital • 2026 • PC (Microsoft Windows), Mac

Devolver Digital • 2026 • PC (Microsoft Windows), Mac
Yes, Shroom and Gloom is worth it if you love deckbuilders that feel genuinely different, and it's an easy full-price buy if you don't mind Early Access rough edges. Its best trick is the two-deck setup: one deck handles fights, the other handles room exploration, so even moving through the dungeon feels like build-crafting. Add the no-block healing system, and runs become tense little greed puzzles where every chest, rest, and upgrade matters. What it asks from you is steady thinking, not fast hands. The first few hours can be bumpy while you learn why health is both life bar and spending money, and some characters or routes are rougher than others. What it gives back is great art, huge combo turns, and that wonderful roguelite feeling of a weak starter card turning into a monster. Buy now if that sounds exciting. Wait for a sale if you want more content and polish. Skip it if you want rich story, cozy vibes, or save-anywhere convenience.
Players consistently praise the layered art, surreal tunnels, and moody colors. Even people unsure about the systems often mention the look first.
The explore deck and combat deck give decisions weight in and out of battle. The no-block healing model helps it stand apart from familiar deckbuilders.
A common highlight is watching weak early cards become the center of huge turns. That sense of growth gives runs a fun snowball payoff.
Players often call out uneven balance, especially on certain characters or the Facility path. The issue feels more spiky and inconsistent than uniformly hard.
Many players still like the core loop, but fixed maps and lower route variety can make repeat runs feel familiar faster than genre favorites.
Bug fixes are arriving, yet players still mention remapping gaps, accidental inputs, and occasional technical hiccups that remind you this is still Early Access.
A first satisfying run arc fits into a few weeks of normal play, though nightly sessions work best when you stop at checkpoints.
Thoughtful and card-heavy, with constant small risk calls, but the turn-based pace gives you time to stop, read, and plan.
The first hurdle is learning its strange healing economy; once that clicks, the game feels demanding but readable rather than brutally punishing.
Pressure comes from greed and run stakes, not reflex panic, creating a steady knot-in-your-stomach feeling instead of nonstop adrenaline most nights.
Games with a similar rhythm and feel, even if they look different