Shroom and Gloom Mega Updates
Yo Shroomers!
After a most excellent holiday break, we’re really happy to be back to work on our first-person roguelike deck builder, Shroom and Gloom.
Today, we’re most stoked to share the news that we just dropped a new update to the prototype! 0.4.45 is the latest in a trio of updates that we’ve dropped over the last 2 weeks. These updates have brought some massive improvements and additions into the game. To celebrate 0.4.45 hitting itch.io, we thought it’d be fun to dig into 4 of the biggest changes that are now in SnG!
Mole shops!
Our moleman shopkeepers were previously some of the roughest aspects of the Shroom and Gloom prototype. We’ve been excited about getting them closer to the salesmoles we’ve been imagining, and with past updates resolving the we were really happy to finally book a ticket to mole town.
The Hungry Mole and Sneaky Mole have been totally overhauled, both in how they look and play. The shopping experience has been improved, the molemen and their shops both have fresh new looks and expanded inventories of cards. We’re also happy to say they’ll no longer steal your food or lockpicks!
New Cards:
On the subject of new cards, these latest updates brought a flurry of new cards into the mix!
Some highlights include:
* Shurikens: a zero cost, handy way to throw out an extra attack every turn.
* Burning Wine, a limited use beverage that gives you card draw and generates Burning Rage.
* Spikey Personality: a passive that damages all enemies when you take damage.
* Inventors Blade: an attack that, if fatal, adds a unique lockpick to your explore deck.
New Card Art:
When we put together the new Shroom and Gloom prototype, the enemies and environmental elements were all completely drawn from scratch. While the the world and wildlife of the new SnG were all fresh, many of the artworks for foundational card were carried over from the original jam version. These images previously did a fine job of giving each card a distinctive appearance, but we’ve been dying to bring the cards in line with the massively improved visuals of the rest of the prototype.
Once again, with the prototype now running smoothly, we were freed up to focus on visuals. We’ve reworked more than 70 artworks for cards in Shroom and Gloom!
Gloom Worm!
Spoiler warning on this one!
At launch, one of the roughest elements of the prototype was our final boss, The Gloom Worm. We made the call to leave the end of the prototype very janky in favour of polishing the first 2 acts. It was the right call (ensuring we’d make a good first impression) but we were left aching to create a final boss battle that would finish the game in a truly epic way.
Today, we’re stoked to announce that we have an all new version of the Gloom Worm in the game, complete with 4 evolving states, a dozen nightmarish limbs, and a colossal body to blast to bits!
While the Gloom Worm battle is still very much a work in progress, the prototype now ends in epic fashion, giving players a first glimpse of the ambitions we have for making SnG a truly epic experience, unlike anything else in the deckbuilder genre.
Along with the above changes and additions, there's a whole bunch more magic that's rolled out in these recent updates. Bugs have been squished, audio and animations on cards and enemies have been refined, environments have been polished and card offerings across the board have been drastically improved. We're so happy with all these additions, and we can’t wait to hear what everyone thinks!
If you’d like to share your thoughts, or join in on our quest to bring this game to life, come hang out with us on Discord! We’re also gonna be getting back to putting out monthly mailers (sign up here). Lastly, we’ve just started a Bluesky, which you can find here. Come say hi!
Thanks for reading, thanks for playing, and thanks for shrooming!
Stay weird!
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Get Shroom and Gloom
Shroom and Gloom
A first-person, roguelike deckbuilder, bursting with mushrooms and mega-combos!
Status | Prototype |
Author | Team Lazerbeam |
Genre | Card Game |
Tags | Atmospheric, Deck Building, Dungeon Crawler, Fantasy, First-Person, Hand-drawn, Roguelike, Surreal, Turn-based |
Comments
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Your game is excellent!
I'm frustrated that I can't continue the experience, I had a monstrous deck! Is this last lock really the end of the game now or is it a bug? I went through a (very) long corridor to reach it and there was no way to interact with it.
Hi!
Thanks so much for the encouraging feedback!
To answer your question, you unfortunately ran into a bug at the end of the prototype. This is an known issue where the win screen doesn't trigger as it should. We've resolved the issue on our side, and will be releasing an update soon!
Thanks for playing!
I am SO ready for this update! Can't wait to play it :D
Nice! Have fun!
I love it! I'm stoked to have my dreams crushed by the gloom worm all over again!
The mole shopkeeper looks a little less cantankerous in the new art, like he's more well fed with toasties.
Thanks so much! That's awesome to hear!
Congrats!
Thank you! We're excited to keep the updates coming!
Have you fixed the performance problems? Less than 1 FPS on a machine with 64 GB RAM and a 16GB GPU and 4k monitor is :( :( :( :(.
(it was always slow, but the earlier builds ran OK on high-powered machines)
I hope it runs better too, or will one day... It's such a great game, but the move from the older, original version and the newer updated versions added so much extra video effects and slowdowns that it wasn't very playable on my older machine. I haven't tried the latest version yet, but builds from last year ran on the Steam Deck pretty well as long as all the video cruft was turned off. It was all on by default, and perforamce was pretty bad as to be nearly unplayable, but unchecking some settings helped a lot. I genuinely think it looks better without those extra effects anyway, and I was glad to see there were a few options to turn that stuff off. Initial loading time was still quite long, but I'm willing to wait if the game is as good, and as addictive as this one. ;)
While I get that the latest AAA titles seem to require the best video cards to run well, it seems like overkill for this game, when it's got such charm and good gameplay without really needing complex lighting effects and other stuff. Seems like it would be an excellent mobile game at some point too (touch controls seem like they'd be perfect for this game), but that would also require dialing down all the effects.
It's exciting to see more progress on the game though. It was a nice surprise last year when it finally became a real project after the demo had been around and fans had been begging for more (and a way to buy a full game version of it) for a long time. I'm glad it's getting the attention it deserves and will see a release one day!
EDIT:
Just tried the latest and it works better on my older machine than previous ones did. Happy to see it's playable with the effects off. I imagine the same is true on Steam Deck but haven't checked that yet. (It may even be able to handle some or all of the effects being on now too.)
Hi hi! Thanks heaps for the encouraging message, and feedback on performance. Glad to hear you have found that the new version is running better on your side!
Cool to hear that you like how the game looks with visual settings dialed down - we totally agree on this side. Gives the whole thing more of a picture book vibe right?
Thanks again for the support - this kinda thing means so much to us!
Hi! Sorry to hear you're suffering with poor performance on your side.
We've not been focusing on optimization yet - this is only something we'll only really get into once we're preparing to launch the actual game. Before it's officially released, we'll obviously be putting a lot of effort into QA, and making sure the game runs as smoothly as possible for the widest group of players, but for now we're much more in the initial creative phase of seeing where we can take this thing.
Sorry again that you're stuggling to run the game smoothly. Something you can try is lowering the resolution and disabling ambient occlusion.
Hope that helps, and thank you for keeping Shroom and Gloom on your radar!
WTF. Radeon 7600 and you're saying it can't handle AO???
AO has literally nothing to do with this. Unless 'disablign AO' also 'removes all your broken shaders that do something absurdly wrong'?
It will take litearlly 5 minutes of waiting while my machine grinds to a halt for me to get into the menu to be able to try this - that's how bad the current build is.