Shroom and Gloom card list: Demo cards, deck types, and combo-building tips

Explore the Shroom and Gloom card list with demo examples, deck roles, counts, combo ideas, and practical tips for stronger runs.

Shroom and Gloom card list: scope and snapshot

The Shroom and Gloom card list is not just a checklist—it is a map of a two-deck roguelike where exploration sets up your run and combat cards finish it. A useful Shroom and Gloom card list matters because the game rewards focused upgrades, careful energy use, and turning defeated fungal enemies into food instead of stuffing your deck with every reward. This guide separates demo-documented cards from generated effects and planned content, then turns the available examples into practical combo and deckbuilding advice.

As of September 4, 2026, the official Shroom and Gloom Steam listing lists Early Access for September 10, 2026. It describes a first-person roguelike double-deckbuilder with hundreds of cards, two distinct core decks, and card modification that can produce dramatically stronger versions.

Because the game is still approaching Early Access, the Shroom and Gloom card list below should be treated as a labeled snapshot rather than a permanent final catalog.

ReferenceWhat it contributesScope
Official Steam listingTwo-deck structure, hundreds of cards, card growth, eating mechanics, and planned release informationOfficial overview, not an item-by-item database
Build-scoped Shroom and Gloom database523 named pages across Explore and Combat, including 288 Combat entriesSteam demo build 23718635; values can change
Team Lazerbeam’s downloadable game pagePrototype context, deckbuilding goals, card modification, and food systemsDeveloper information from an earlier work-in-progress
Supplied demo playthroughsNamed cards, visible effects, and real combo interactionsPlayer experience, not a complete canonical list

The community database explains that exact values are tied to Steam demo build 23718635. It also keeps some same-name upgrades and interactions as scoped variants, which is why its page count should not automatically be treated as the number of unique cards in the final game.

Demo card-count statistics

MetricReported valueHow to interpret it
Named Explore and Combat pages523Demo database total, not a final launch total
Combat pages288Build-scoped Combat category
Calculated Explore remainder235523 minus 288; a derived figure, not a separately published official count
Indexed card mechanics1,041 actionsMechanics index, not the number of cards

The database also catalogs Foresight separately as a smaller passive layer. For the cleanest understanding, think of Explore and Combat as the two main decks, with Foresight supporting both.

How the Shroom and Gloom card list is organized

Shroom and Gloom’s defining feature is double-deckbuilding. Explore cards help you move through the fungal dungeon, search for rewards, modify cards, and open paths. Combat cards handle attacks, skills, food, and survival during encounters.

The database additionally describes Foresight cards as passive premonitions that trigger during exploration or combat. This creates a third layer of planning, but it does not replace the two primary decks emphasized by the official game description.

Deck or layerMain jobExamples or effects seenPractical question
ExploreMovement, searching, setup, modifications, and unlocking abilitiesMap, Key, Rest, Shovel, Unlock, Truffle HuntDoes this improve access, health, or future rewards?
CombatDamage, skills, control, healing, and food interactionsBash, Sneak Attack, Hot Poker, Bite, Distant ShadowDoes this advance one clear combat plan?
ForesightPassive predictions and triggered supportDrawing a card after feeding or creating Keen Eye at exploration startDoes the passive reinforce your main engine?

Not every named object in a run is necessarily a normal draft card. Toasty Kebab, Gourmet Toasty, Toothpick, Hope, and Rage appear in the footage as generated outputs or effects. They are important for combo planning, but they should not be added to a permanent card count without checking the version you are playing.

The official description also emphasizes that cards can grow and change over time. A weak starting attack may become a reliable finisher, while a rare card can turn into a highly specialized weapon. That makes upgrade paths just as important as the initial card name.

Combat cards in the Shroom and Gloom card list

The clearest named examples come from the supplied demo run focused on a powerful strategy and the second Shroom and Gloom gameplay run. The table below paraphrases effects visible in those videos. Since these are player experiences from a demo, check your in-game tooltip for current wording and values.

CardDemo-observed effect or reportCombat roleEvidence
BashUsed as an early attack and as a lock-breaking fallback that causes self-damageEmergency damage or access optionPlayer experience
Sneak AttackDeals 2 damage and adds 1 Vulnerable to the targetDamage setupPlayer experience
Distant ShadowApplies 2 Spell Weakness and becomes lodged in the targetNiche control or spell setupPlayer experience
Hot PokerDeals 1 damage three times; a fatal hit creates Toasty KebabMulti-hit damage and food generationPlayer experience
BiteDeals 5 damage and heals 2 healthDirect damage with sustainPlayer experience
Scavenger BladeDeals 5 damage, with its damage increasing by 1 when you eatFood-based scalingPlayer experience
EncouragementDeals 1 damage to yourself and draws 1 cardHand cycling at a health costPlayer experience
ScytheCommunity reports describe it as an area attack that scales extremely well with fatal-damage upgradesHigh-ceiling multi-target damageCommunity reports

The strongest repeated pattern is a food engine. A card with an “if fatal” clause can turn a kill into Toasty Kebab. Eating that reward restores health and can activate other effects, including the damage growth shown on Scavenger Blade. The footage also demonstrates Toothpick as a low-cost follow-up generated through eating-related effects.

A practical sequence looks like this:

  1. Apply a setup effect such as Vulnerable when appropriate.
  2. Use a multi-hit attack such as Hot Poker to finish a weakened enemy.
  3. Collect the Toasty Kebab created by the fatal effect.
  4. Eat it to heal and trigger food-related bonuses.
  5. Spend the generated Toothpick or another cheap attack.
  6. Use card draw or energy effects to continue the chain.

Multi-hit attacks are especially interesting because some observed effects increase Rage whenever damage is dealt. That means several smaller hits can interact differently from one large hit. However, this is a demonstrated combo route, not a guarantee that every multi-hit card will trigger every effect in the same way.

Community reports: An itch.io player described Scythe combined with “If Fatal” damage growth as strong enough to trivialize later encounters. Another player experience report recommended focusing upgrades on one card instead of spreading improvements across the whole deck. These comments are useful strategy signals, but they are not a permanent tier list.

Explore, Foresight, and utility cards

The Explore side determines whether your Combat deck has enough health, access, and upgrades to survive. The official game description assigns navigation, card modification, and unlocking to this deck, while the demo footage shows how utility effects can directly improve a combat plan.

Demo-observed utility entries

Name or entryWhat the material showsBest use
MapAppears in the opening hand and supports route awarenessPlan paths without judging it by damage
KeyOpens locks without using the self-damaging Bash alternativePreserve health while accessing valuable rooms
UnlockOpens locks; related effects shown drawing cards or gaining energyConvert exploration actions into tempo
Shovel / Dig for WeaponsSearches for weapons, snacks, or other rewardsTake when the route offers a worthwhile payoff
Rest / HealProvides recovery, with repeated 5-health heals shown in combat footageStabilize before difficult rooms
Truffle Hunt / Dig Up a SnackFinds food or health-related rewardsSupport eating and healing synergies
Practice DummyLets the player sharpen or improve an attackConcentrate upgrades on a reliable carry
Table MannersCreates a Toothpick when you eatStrengthen a food-focused deck
Toad ShrineAllows the player to lick the toad and forget a cardRemove weak or obsolete draws
ForesightProvides passive triggers such as drawing after feedingAdd consistency without spending combat energy

The exact lock interaction can vary by card or version. One observed effect draws a card and grants energy after unlocking, while another lock-opening effect draws two cards. This is why reading the complete tooltip is more valuable than judging a card by its short name.

Player experience: Community comments mention that Explore and Combat card categories were initially difficult to distinguish by color, while a later comment reported clearer corner markers and type indicators in a demo update. If your build resembles the earlier interface, rely on deck markers, card types, and tooltip text rather than color alone.

This part of the Shroom and Gloom card list also includes several effects that should be viewed as outputs rather than ordinary deck additions. Hope, Rage, Repress Rage, Toothpick, and Toasty items can change how a run plays without representing another permanent card choice.

How to use this Shroom and Gloom card list

Use this Shroom and Gloom card list as a decision framework, not a shopping list. The goal is to build a deck where several cards reward the same behavior.

  1. Choose a central engine early.
    Food and Toasty effects, multi-hit damage, card draw and energy, or status-based control are all visible directions in the demo. Once you identify an engine, favor cards that repeat or improve its trigger instead of taking unrelated high-number attacks.

  2. Upgrade a dependable carry.
    The official game description specifically promotes growing cards into much stronger versions. Player experience also suggests that concentrating upgrades on one reliable attack can be more effective than making every card slightly better. Hot Poker and Scavenger Blade are useful examples of cards with visible scaling potential.

  3. Match expensive cards with draw or energy.
    The videos show energy costs in the upper-left corner, including 0-, 1-, and 2-cost actions. Expensive attacks become more practical when paired with Unlock-related energy, card draw, Hope, or lock-opening effects. Keep at least one low-cost play available so a bad hand does not end your turn completely.

  4. Make the Explore deck serve the Combat deck.
    A Key can save health, a Shovel can find a stronger weapon, and Practice Dummy can improve your chosen finisher. Route choices should be judged by how they improve the next few fights, not only by the immediate reward displayed in front of you.

  5. Treat healing as part of your damage plan.
    Shroom and Gloom deliberately encourages eating enemies instead of relying only on conventional defense. Bite, Toasty Kebab, snacks, and max-health upgrades can let you take calculated risks with self-damaging cards. Do not spend health for extra cards unless your food or healing engine can recover it.

  6. Thin out cards that no longer contribute.
    The Toad Shrine provides a way to forget a card. Community reports also mention that decks can become cluttered quickly. Removing a weak starter or an effect that no longer matches your engine can make your strongest cards appear more often.

  7. Read enemy modifiers before committing energy.
    Player experience recommends checking enemy perks before each round. The footage shows enemies using effects such as Spell Shield and Inspired, so raw damage is not always the correct first play. Save a control card or a cheap setup action when an enemy’s modifier could disrupt your planned turn.

  8. Be cautious with static rankings.
    Community reports praise Scythe and other area attacks, but balance can change between the demo and Early Access. Use the Shroom and Gloom card list to understand interactions, then trust the tooltip in your current build over an old tier list.

FAQ: Shroom and Gloom card list

How many cards are in the Shroom and Gloom card list?

The build-scoped database reports 523 named pages across the Explore and Combat categories, including 288 Combat pages. Subtracting those figures produces a calculated remainder of 235 Explore pages, but that is not an official final-release total. The database also catalogs Foresight separately.

Are Explore and Combat cards separate decks?

Yes. The official description presents two distinct decks. Explore cards handle navigation, searching, modifications, and unlocks, while Combat cards are used to fight. The database describes Foresight as a smaller passive deck or layer that can trigger during both exploration and combat.

What are the best early cards?

There is no permanently confirmed tier list. In the supplied demo footage, Hot Poker, Bite, Sneak Attack, Key, Unlock, and food-related effects all show clear uses, but their value depends on your developing strategy. A multi-hit food engine may want different cards from a draw-focused or control-oriented run.

Is this a complete Shroom and Gloom card list for the full game?

No. This is a sourced demo snapshot containing documented counts and observed card examples. The official Steam page describes hundreds of cards and planned Early Access development, so names, effects, and availability may change. Use the build-scoped database for detailed current entries and the official Steam listing for release updates.