Fight and eat your enemies in the hand-drawn mushroom-munching dungeon-crawling deck-builder 'Shroom and Gloom' when it arrives September 10th. Read the full article here:
Fight and eat your enemies in the hand-drawn mushroom-munching dungeon-crawling deck-builder 'Shroom and Gloom' when it arrives September 10th.
Read the full article here: https://www.gamingonlinux.com/2026/08/mushroom-munching-dungeon-crawling-deck-builder-shroom-and-gloom-arrives-september-10/
Fantastic news Shroomers! We're delighted to welcome you to a most special dev log, to share that SHROOM AND GLOOM HAS A RELEASE DATE! The story so far: Back in September 2024, after 3 months of development, we released an early playable prototype for Shroom and Gloom. The respon
Fantastic news Shroomers!
We're delighted to welcome you to a most special dev log, to share that SHROOM AND GLOOM HAS A RELEASE DATE!
The story so far:
Back in September 2024, after 3 months of development, we released an early playable prototype for Shroom and Gloom. The response was beyond anything we could have dreamed of. People loved what we had made. We were approached by a bunch of publishers, ultimately teamed up with Devolver Digital, and the game quickly went into full development.
Based on feedback to the prototype, we kept improving on it and releasing updates. In May 2025, we brought a massively improved version of it to Steam, as our first official demo.
Through the whole development process, player feedback, and encouragement from the community played a hugest part in helping us make Shroom and Gloom the best game it can be. So it probably comes as no surprise that as we're entering the final act of development, we've decided to bring the game to Early Access.
And the big date is...
We are so beyond stoked to share that Shroom and Gloom will be exploding into Early Access on September The 10th!
We have an incredible bounty of content ready for your consumption, with more rolling out over the course of Early Access.
At launch you can look forward to playing: • Two separate paths to reach the Gloom, each with entirely unique card pools. • 5 playable characters (Paperboy, Lunch-lady, Concerned Parent, Janitor & Activist) • A whole bunch of quests to unlock characters and bolster your card pools. • All the eyeball melting art your eyes can handle • More mushrooms than any 1 person could consume
Do you want to know more?
If you'd like to get a little taste of some of the new characters, cards and mechanics coming to Early Access, then this is just for you;
We've put together a special episode of our Dev Diaries series, that focuses on this topic. Check it out!
If you'd like to help us on our quest to infect the whole planet with adorably gorey mushroom-monsters, we'd love to have you join the Gloom Patrol to help spread the word!
Here are a few ways you can help: • Wishlist Shroom and Gloom! We're currently 8500 Wishlist away from having 250K Wishlist by launch! • Share the Shroomy Gospel! Tell someone awesome about this game! We're so grateful for the wonderful community that's grown around this game, but there's always room for more radfolks in The Gloom Patrol! • Hang out with us on Discord! If you'd like a space to chat about the game with other Shroomers, or would like a front row seat to see snapshots of the development process, then this is the space for you! • Spread the spores! We're active across a few different platforms, and are always so grateful for people helping to hype up our posts! You can join us on TikTok,Insta, Bluesky, Youtube and Reddit!
Okay, byyyeeee!
As we wrap up this momentous announcement we wanna take a moment to thank you for being a part of this thing! Making this game has been the adventure of a lifetime, and getting to do it with such a wonderful community has been awesome beyond words. Thank you for being part of this!
We've gotta get back to working on this game now. Next month's dev log will be the one where we announce that the game is out.
Yo Shroomers! Team Lazerbeam here with our July Dev Log! We've been really hard at work, preparing for our upcoming Early Access launch. This has sadly meant we've not been sharing as much as usual, but wanted to drop in with a quick Dev Log for the month of July! 100K explorers
Yo Shroomers!
Team Lazerbeam here with our July Dev Log!
We've been really hard at work, preparing for our upcoming Early Access launch. This has sadly meant we've not been sharing as much as usual, but wanted to drop in with a quick Dev Log for the month of July!
100K explorers have played the demo!
This month we hit a huge milestone, reaching 100K Steam downloads of the Shroom and Gloom demo.
Thanks so much to everyone that's giving the demo a spin. Bonus high fives to anyone that took the time to leave a review! High fives to all of you!
Shroom and Gloom hit Six One Indie's Demo Days!
We're delighted to have the demo participating in the wonderful Demo Days festival. It's an honour to be included in such a meticulously curated selection of demos. We adore Six One Indie, and couldn't be happier to be involved in another of their events.
If you've not yet played the Shroom and Gloom demo, now would be a great time to fix that!
1 month of game dev in 1 minute!
ICYMI, last month was a really huge one for us as. We announced Early Access, dropped a new trailer, shipped a huge demo update, participated in a showcase and Next Fest, and smashed past 200K Wishlists.
If you'd like to see all this action condensed down to a 1 minute montage, then this video is just for you!
Team Lazerbeam have been in beast mode over the past weeks, working our lazer-butts off in preparation for our Early Access Launch. We've been making mountains of new content, and putting finishing touches on what we've created over the past 19 months of development.
We could not be more stoked by how everything is coming together, and are beyond stoked to share the Early Access version of the game with you. We still have a lot of work ahead of us, but the clock is ticking, so wish us luck on the home stretch!
Bye for now!
As always, sending you all our thanks an high fives.
Two Dev Logs in one month Team Lazerbeam? Yes, June is such a massive month for us, we just had to share another blast of news! In our last dev log we announced the launch of an absolutely massive update to our demo . Today we're excited to share we're bringing the demo to Next F
Two Dev Logs in one month Team Lazerbeam?
Yes, June is such a massive month for us, we just had to share another blast of news!
In our last dev log we announced the launch of an absolutely massive update to our demo. Today we're excited to share we're bringing the demo to Next Fest, and sharing some other details of the growing hype for our first-person, fungal-punk double-deckbuilder.
Shroom and Gloom explodes into Next Fext!
In the meta-game of making and releasing games in 2026, participating in Next Fest is one of the biggest moments a game can have on it's way to launch. We're delighted to share that Shroom and Gloom has just entered that milestone!
Weather your a long time player wanting to catch up on all the recent improvements and changes, or totally new to our world of mushrooms and madness, this is the perfect time to try the Shroom and Gloom Demo!
Spread The Spores!
SnG is just one of over 5000 demos participating in this festival. Standing out in this sea of game is tricky, but if you'd like to help Shroom and Gloom cut through the noise we would be so grateful for your help.
How Can You Help? 🔮 Play the demo! 🔮 Review the demo! 🔮 Wishlist Shroom and Gloom! 🔮 Share the demo, or any of our posts with someone awesome!
We do wanna take a moment to thank everyone that's already been sharing and hyping up Shroom and Gloom already, thanks to you...
We Hit 200K Wishlists!
This is an absolutely surreal moment for us. We're so grateful to everyone that's wishlisted the game. Can't express how great it is to be making this game knowing 206 233 lovely people are hyped for it!
Shroom and Gloom getting translations!
Over recent months our wonderful programmer Kelly put in an epic effort to update Shroom and Gloom's codebase so it can support localization.
As we approach the final release of the game we'll be rolling out updates about which languages we'll be supporting. For our first reveal we're so stoked to announce our first supported language, Simplified Chinese!
What language would you like to play the final game in? Hearing back from the community and reviewing wishlists from different regions will really help us know which regions to localise for! That's all for now!
Thanks for joining us for our second Dev Log of June 2026! Such exciting time here at Lazerbeam HQ, and we're all so happy to have you along for the ride.
Yo Shroomers! Team Lazerbeam here with our June dev log! After 18 months of developing our first person, fungal-punk deckbuilder we just made our biggest Shroom and Gloom announcement yet. So much good news to share , let’s just straight in! PC Gaming Show announcements! New trai
Yo Shroomers!
Team Lazerbeam here with our June dev log!
After 18 months of developing our first person, fungal-punk deckbuilder we just made our biggest Shroom and Gloom announcement yet. So much good news to share, let’s just straight in!
PC Gaming Show announcements! New trailer premiers!
We’ve just participated in the PC Gaming Show, and took the opportunity to drop a few massive bits of news! Wanna catch up on what we shared? Here’s the brand new Shroom and Gloom trailer that debuted at the showcase!
Early Access Release confirmed and launch window announced!
The cat is out of the bag! Our new trailer reveals that Shroom and Gloom will be coming to Early Access!
From the earliest days of development we prioritized sharing a playable version of the Shroom and Gloom prototype. The prototype later evolved into our massive demo, which made its way onto Steam and earned a 97% positive rating from reviews! The feedback we got from players through this process played an integral role in helping us make this the best game it can be.
We’re overjoyed to share that as we work towards the final full game we’ll continue including the community in that journey, bringing the game to Early Access in Q3 2026!
Colossal new demo update goes live with new exploration gameplay!
Explore like never before! The new trailer shows off something really awesome; the brand new mechanics of our exploration gameplay! Over the course of this year we’ve completely overhauled how exploration phases play in our game. Light torches to camp in safety! Feed the creatures you encounter! Reveal, break, fix or unlock to grow your decks and make the most of every exploration phase! But don’t stay too long - overstay your welcome and The Gloom will take you into its cold embrace!
We’re delighted to share that you can experience all this new goodness yourself, right now! We’ve released an epic new update to our free demo!
This is our first demo update since August of last year, so along with the exploration rework there are a whole bunch of rad new additions to the demo.
Here are some highlights:
Entirely overhauled explore mechanics, offering a wild array of ways to interact with our shroomy world and the creatures that inhabit it!
Brand new prologue chapter, introducing new mechanics and setting the scene! * Loads of new music and audio!
Enemies grow stronger the deeper you go!
Expanded shop inventories for a more fulfilling shopping experience!
Improved map!
Updated round up screen to review your journey.
New ending event for players that can reach The Gloom!
Hints at what’s to come! Get a glimpse of the upcoming options to pick characters, or totally new pathways to reach The Gloom! ,
Visual upgrades in every corner of the Underealm!
Loads of performance and quality of life improvements!
Whether you’ve never played the Shroom and Gloom demo, or are a veteran shroomer, we hope you’ll have an absolute blast with this new demo! As always, we’d love to hear what you think of it. Drop us a Steam review, or reach out to us one one of our social media platforms.
If you’re still reading this, high fives for being awesome! We appreciate you being a part of this thing. Now beat it and go eat some mushrooms monsters!
Yo Shroomers! Ben from Team Lazerbeam here, dropping in with a blast of news from our mushroom-infested indie game dungeon. It's been a super busy time at Lazerbeam HQ as we've been working towards a mysterious milestone. While we can't reveal what's happening there, we can share
Yo Shroomers!
Ben from Team Lazerbeam here, dropping in with a blast of news from our mushroom-infested indie game dungeon.
It's been a super busy time at Lazerbeam HQ as we've been working towards a mysterious milestone. While we can't reveal what's happening there, we can share some other exciting developments.
So rad that there's a whole festival dedicated to our favourite genre. So stoked to be included in this thing alongside some of our absolute favourites like Wildfrost, Star Vaders and Inscryption! If you've been looking for the perfect time to try the Shroom and Gloom demo this is it! And while you're at it, leave a review for the demo, or wishlist the game because...
We're almost at 175K Wishlists!
At the time of writing this dev log we've amassed 171 204 wishlist for Shroom and Gloom! Blown away that so many dungeon crawlers and mushroom munchers have wishlisted the game since we launched the Steam page last May. Thanks to everyone that murdered that wishlist button, and high fives to any future supporters that'll land up helping push the total up to 175K!
Character classes, meta progression and prologue!
Since our last dev log we've landed some awesome wins on the game. On the top of the list these include:
Meta-progression rework! We've totally overhauled our quest system and how players are able to unlock new cards, playstyles and...
Character classes! Delighted to share that each path to The Gloom can now be walked by a variety of different character classes. Our first new class is the lunch lady, and she's awesome!
Prologue! After our recent rework of exploration gameplay we realised we needed a little tutorial chapter to intuitively show players how explore cards can impact on the world around them. The result is our prologue chapter, which was largely made over and amazing 1 day game jam. If you'd like to see a bit of the jam, and the resulting prologue, check out this little devlog!
Hi Shroomers! Welcome to the March dev log for Shroom and Gloom , our lovingly hand-drawn, first-person, fungal-punk roguelike deckbuilder. We've been working super hard on the game since our last dev log. Progress over the past month has been immense! To shake things up a bit, i
Hi Shroomers!
Welcome to the March dev log for Shroom and Gloom, our lovingly hand-drawn, first-person, fungal-punk roguelike deckbuilder. We've been working super hard on the game since our last dev log. Progress over the past month has been immense! To shake things up a bit, in this dev log we'll share a bit about some tougher sides of making this game, but before we dig into that, we do have one cool thing to share...
If you're a fan of our game band, or would like to support us on our quest to make games the shape of punk to come, we welcome you to be one of the very first people to give us a follow!
Okay, onto development news...
Game Dev is hard!
Our dev logs and social media posts tend to exclusively focus on the highs of making this game together. We celebrate huge creative wins, wholesome interactions with our community, or hitting huge milestones (like reaching 150K wishlists last month!). But there are far less fun sides of making the game that we don't tend to talk about. It only seems fair to give you a fuller picture so today we're trying something different, and talking about how game dev can be hard.
Kicking this year off we tackled a daunting task - re-imagining how exploration phases in our game could play. With exploration being one half of the main gameplay loop in our game, this was an epic task. We were also in a difficult space - exploration in the current demo is fun, engaging and offered plenty of ways for players to level up. In short, it already felt good. The question was, can we do better than good? With this in mind, we set to work completely reworking explore from the ground up.
What was intended to be a 1 week experiment to kick 2026 off turned out to be an epic undertaking that dragged out over all of January and half of February. We wanted to test if the new system was a worthwhile improvement, but to do that we had to get all these new systems working well. It took an extraordinary amount of work, which is tough in itself, but the whole way through the process we had a huge question hanging over us; "Are we totally pucking up? If old exploration was good, was it a huge misstep to try re-invent one of the main wheels on our mushroom car?"
After loads of work and multiple in-person and online beta tests we finally got the new exploration into a space where we were confident that the new system was going to land well. Yay! But then: the next round of grueling work started...
Since moving on from our exploration exploration we've been tackling two of the hardest systems engineering tasks that we've been putting off. These are getting save games implemented, and setting up the foundations to support translating the game into different languages. Saves are incredibly tricky in a game where every card can be upgraded infinitely in multiple different ways. Localization has been a challenge, given the complexity of how we generate the text on these ever changing cards.
As we write this dev log, we're happy to share that both of these huge dragons have (mostly) been slain. But as soon as we've taken these beats out there will be more challenging tasks to take on next. Ultimately, it should be said that we're having the best time making this game together, but it is worth mentioning that sometimes this best time is also a tough time. But we love doing this thing, we're so proud of what we've made so far, and are so excited to keep bringing this game to life.
And on that note, we'll wrap up by sharing something new with you!
New level and enemy preview!
We're so excited to have finally returned to building out levels for The Facility. ICYMI, last year we revealed the facility as a brand new series of tunnels, bringing players a unique legion of enemies and bizarre cards to slay them with.
Today we thought it'd be fun to give you a quick glimpse of how things are coming together. Here's a glimpse of 3 of the new enemies and one of the new levels!
Okay byyyye!
That's it for us this month. Thank you for reading and tagging along on this mushroom-infested adventure. Till next month, stay rad!
Yo Shroomers! Team Lazerbeam here with another dev log from our mushroom infested studio! We've mostly had our heads down, working our butts off on Shroom and Gloom, but we do have some exciting news to share with you. Most importantly... Shroom and Gloom flew past 150K wishlists
Yo Shroomers! Team Lazerbeam here with another dev log from our mushroom infested studio! We've mostly had our heads down, working our butts off on Shroom and Gloom, but we do have some exciting news to share with you. Most importantly...
Shroom and Gloom flew past 150K wishlists!
We were delighted to realise that Shroom and Gloom has racked up over 150 000 wishlists!
It's absolutely surreal that so many awesome people are excited to play this game. Thanks to every single one of you that smashed that Wishlist button!
Our goal now is to reach 250K wishlists by launch. It sounds impossible, but 150K would have sounded impossible to us a few months ago, so why not shoot for the stars? Wanna help us make that dream come true - show Shroom and Gloom to someone awesome that hasn't wishlisted it yet!
January was another wonderful month of making this game together.
To document these special days of making games together, we made a little montage of our adventures, condensing 1 month of game dev down to 1 minute. Soundtracked by Lazebream favourites Pixies, here's a quick glimpse of how much fun we're having in the process of making Shroom and Gloom.
Wanna see more game dev goofs and behind the scenes sneak peeks? Follow us on Tiktok, Bluesky, Insta or Youtube!
New Exploration... Exploration.
Our main focus this year has been to explore a radical shake up to how exploration phases play in Shroom and Gloom.
Exploration has always been a core part of the Shroom and Gloom experience, but we've never been happy with how it played. Hoping to create a stronger sense of discovery, interactivity and base-building, we completely reworked how exploration plays in the game.
It's been a challenging process, but after a few weeks of hard work and tons of playtesting from our community, we're incredibly happy with how this new explore is taking shape! Thanks to all our friends and fans that played the beta!
We can't wait to add this new explore into the public demo when we are full satisfied with it!
Free Snow Cones for Valentines Day!
While waiting for Shroom and Gloom to evolve to it's final form, if you'd like a glimpse of our game punk roots, might we recommend grabbing the Snow Cones saga?
Snow Cones 1 and Snow Cones 2 were a pair of our most well loved micro games from Team Lazerbeam's early years. Following our moto of "maximum impact in minimum playtime" these bite sized games existed only to deliver an anarchic blast of joy and a lasting sugar rush.
To celebrate Valentines Day, both games have been discounted by 100%, so if you're in the mood for something sweet, you know what to do!
That's it for another dev log from us. Thanks for being awesome, and stay rad!
Greetings Shroomers, and welcome to our last dev log for the year! We're wrapping things up with an absolute banger, so strap in and prepare to have your mind blown! Looking back on 2025: 2025 was an awesome year for Team Lazerbeam, announcing our partnership with Devolver Digita
Greetings Shroomers, and welcome to our last dev log for the year! We're wrapping things up with an absolute banger, so strap in and prepare to have your mind blown!
Looking back on 2025:
2025 was an awesome year for Team Lazerbeam, announcing our partnership with Devolver Digital, dropping the Shroom and Gloom demo on Steam, landing an overwhelmingly positive rating, racking up over 140 000 wishlists, and adding 2 awesome new members to our band.
After so many great wins, the way we wrapped things up in December felt like the most epic climax to the the biggest year in our 11 years of making games together! Turning dreams into reality: Shroom and Gloom Invades Playtopia!
Over the past weeks the Beams worked our Lazerbutts off in preparation of an unhinged undertaking; to turn our game's illustrated world into a real life booth and overrun the incredible indie games festival, Playtopia!
We've shown Team Lazerbeam games at every edition of the festival, since Playtopia started back in 2018. For Shroom and Gloom's appearance at Playtopia 2025, we wanted to give people something really special, dreaming up a totally over the top booth that would recreate the hand-drawn, multi-layered art style of our game and bring into the real world.
It's hard to articulate just how difficult it was to realize this vision. Moving Shroom and Gloom from the digital to the physical was a brain-melting undertaking. We teamed up with the amazing fabricator Byron Boshoff, and after weeks of hard work found ourselves standing in an incredible real life mirror of the fungal punk world of our game!
The booth featured a 12 meter tunnel (replicating the mushroom infested levels in our game), leading into a mossy cave with three screens running a brand new expo build of the game. We finished each station off with custom made alternative controllers; giant purple "W" and "End Turn" buttons. Words can't describe how awesome this moment felt. Seeing our world brought to life at the scale was incredible. And it felt so rad seeing people playing in this booth, especially since they were playing something extra special... New depths: The Facility makes it's public debut!
Along with a polished version of the demo we all know and love, the expo build also featured an option to try out the first act of our second pathway to The Gloom, the recently unveiled sci fi dungeon known as The Facility!
As the public debut of The Facility, it was an awesome moment seeing players exploring new levels, facing news mushie monsters, and slaying them with brand new cards!
These playtesting sessions gave us a bunch of insights into how we can improve on these new parts of the game, but also left us super excited about how much players loved them. We're fully confident that these new play-styles are gonna expand the Shroom and Gloom experience in awesome fashion!
Audience Choice Award: Winning the Meerkat!
The cherry on top of our most sweet Playtopia came as the festival was winding down.
Each year, at the end of the Playtopia conference, an Audience Choice Award is handed to the devs of the most well loved game at the festival. Shaped as an adorable meerkat, and customized by a different guest artist each year, the Playtrophia is an awesome recognition of the game that stole the most hearts in Playtopia's epic exhibition of indie games.
Back in 2024, Shroom and Gloom narrowly lost the Audience Choice award, landing in second place by only 1 vote! This year, we're delighted to share that we manged to clinch first place, bringing a beautiful flaming meerkat into our little studio!
Calling it a year!
If you've made it this far, high fives for your superior attention span! If you've just discovered our game, welcome to the Gloom Patrol! If you've been following our adventures or cheering us on for any extended period of time, thanks for your support and for being a part of our journey to make the world a more radical, playful place.
We're gonna be calling this a year, taking a brief break from work to catch our breaths and return to Shroom and Gloom in 2026, ready to slay!
If you want to keep up with us (or catch up on how we got here) we love sharing our journey on TikTok, Instagram, BlueSky and our monthly mailer! Also, if you're super new to all this, be sure to play the Shroom and Gloom demo (and leave us a review to help us tick over from 97% to 98% positive!).
Thanks once again to every single person that helping to make this dream come true. 2025 was an incredible year for us, and we can't wait to push things even further in 2026. Stay rad everybody!
Happy Halloween Shroomers! Team Lazerbeam checking in with our monthly dev log, sharing the latest news from the dark caves where we're cooking up your favourite fungal punk double deckbuilder, Shroom and Gloom! October was another massive month for the Gloom Patrol. Here are som
Happy Halloween Shroomers!
Team Lazerbeam checking in with our monthly dev log, sharing the latest news from the dark caves where we're cooking up your favourite fungal punk double deckbuilder, Shroom and Gloom!
October was another massive month for the Gloom Patrol. Here are some highlights;
Overwhelmingly Positive!
This month we blasted past 500 reviews on our demo, unlocking the legendary "overwhelmingly positive" status.
With 525 reviews in the bag, Shroom and Gloom currently has a 97% positive rating!
Massive thanks to every person that took the time to leave us a review. Different reviews went from bringing us many good laughs, to leaving us feeling deeply encouraged to keep working on this wonderful game.
If you haven't reviewed the demo yet, this is your sign to fix that! Let's get that score up to 98% positive!
Announcing The Facility!
A highlight of our October was participating in the excellent Galaxies Showcase. It was an honour to have Shroom and Gloom hand picked for this showcase, alongside an absolutely stellar selection of games.
We took this opportunity to unveil something very exciting, announcing a brand new series of levels that will be part of the full Shroom and Gloom! Collectively dubbed "The Facility" these new levels tease at a drastically different setting for Shroom and Gloom. With a retro futuristic asthetic, sci fi setting and (of course) loads more mushrooms, this new aspect of the game greatly expands on the Shroom and Gloom world and it's cryptic lore.
Curious how The Facility is looking? Check out the teaser we premiered at Galaxies Showcase!
As a companion piece to the Facility teaser we put together another special video for curious members of The Gloom Patrol.
Dev Diaries is a brand new series of dev logs where we bring viewers deeper into our world of mushrooms and madness. The plan is to share details of how we're making Shroom and Gloom, or casting some extra light on the game's mysterious setting.
If you follow us on TikTok or Instagram you'll know that we share a lot of video content, but our posts tend to be aggressively short and cryptic. With the launch of dev diaries, we're incredibly stoked to have a platform to dig into some more detail with the making of this dream game.
For the debut entry of the dev diaries, we do a deep dive into The Facility, showing extended cuts of the environments that appear in the teaser, and highlighting how things tie together. Would you like to know more? Check the dev diary out below!
Yo Shroomers! It’s your favourite game band, Team Lazerbeam, checking in with our September dev log. It’s been a busy month for us. We’ve landed some big development win, reached a bunch of new players, and hit a massive wishlist milestone. Meta-jam: This month 6 Beams headed off
Yo Shroomers!
It’s your favourite game band, Team Lazerbeam, checking in with our September dev log.
It’s been a busy month for us. We’ve landed some big development win, reached a bunch of new players, and hit a massive wishlist milestone.
Meta-jam:
This month 6 Beams headed off into the mountains for a 3 day Shroom jam! Our quest was to lay the foundations for our new meta-progression system. This has been the last unsolved aspect of Shroom and Gloom’s game design, and we’re happy to share that we’ve cracked it!
The jam was a wonderful experience. Getting to hang out in a cozy little farm house, jamming on the game all day and all night and cooking each other mushroom-based meals was a total treat.
We’re so stoked with the progress we’ve made on the new metaprogression system. There is a massive amount of playtesting to do now. If you’d like to get in on that action, join us on Discord and sign up to become a Beta Shroomer!
9 million views in 30 days!
In an absolutely mind blowing turn of events our internal marketing efforts have been blowing up in ways that go beyond our wildest dreams.
In the last 30 days, between our TikTok and our Instagram, our posts racked up more than 9 million views! For a tiny team, creating our own videos with no external PR support, or any marketing budget to push views, it's been absolutely wild for us seeing our posts getting so much organic reach.
This success has been greatly amplified by our amazing, curious and supportive community. If you're one of the people that's been sharing our posts, asking questions or posting words of encouragement, thank you so much! It's all meant so much to us! This explosion of exposure put the game on the radars of thousands of awesome new people, leading directly to our last big update for September…
100K wishlists!
As a last bit of awesome news, we're delighted to share that this month Shroom and Gloom blasted past 100 000 wishlists! It's so encouraging knowing so many people are getting behind our quest to make the most awesome looking roguelike deckbuilder out there!
Byyyeeee!
That's it for our September dev log! Thanks for joining us for another update from Lazerbeam HQ! Stay rad everybody!
Yo Shroomers! It's been more than a month since we last updated the demo for Shroom and Gloom, our fungal-punk, first-person, roguelike double-deckbuilder. Today we're stoked as heck to check in with our August dev log, and share the news that we've just dropped a toasty update t
Yo Shroomers!
It's been more than a month since we last updated the demo for Shroom and Gloom, our fungal-punk, first-person, roguelike double-deckbuilder. Today we're stoked as heck to check in with our August dev log, and share the news that we've just dropped a toasty update to our demo, hit a milestone on our wishlists, and got picked up by your (most likely) favourite streamer!
Demo Update! After our last update we said we'd be taking a break from patching the demo so we could get back to our main quest our working on the full game. That's just what we did, digging back into the cards and environments that players will be able to enjoy in the final, super-sized Shroom and Gloom.
But, as the weeks rolled by, we found we were landing wins that would have meant the demo could be greatly improved. As the demo continued getting positive attention, we started experimenting with making some new beta builds and preparing to drop yet another update to the demo. Today, we're delighted to share that the update is live! You can play Shroom and Gloom 0.4.75 right now! From the visual overhaul of levels, to improved handling of cards in your hand, to the redesign of the cards themselves, pretty much every corner of the demo is improved. For a full list of changes, stick around for the end of this dev log! 80K Wishlists! Not much to say here, aside from; HUGE HIGH FIVES EVERYONE! We're delighted to share that Shroom and Gloom has now been wishlisted more than 80 000 times!
Our greatest thanks to every single one of the 80K people that have given Shroom and Gloom your stamp of approval. It's endlessly encouraging to us that so many good people want this game in their lives!
NorthernLion enjoys mushroom sauce!
Ever since we first revealed the Shroom and Gloom prototype we started recieving comments like "NorthernLion gonna love this" or "The Egg needs this game" or "New NL favourite just dropped." Less than 1 year into development, we're stoked to share that this roguelike hero picked up on the demo!
It seemed like the game was really well received by NL and his lovely community. This delighted existing members of our Gloom Patrol, and brought a whole new wave of dungeon crawlers in the fold! If you happen to have been one of them, please thank NL for sending you our way! Great to have you along for the ride as we bring this game into the world!
Okay, bye!
That's all for us this month! Hope ya'll have a wonderful time with the updated demo! Don't be a stranger and let us know what you think of all the improvements! Stay rad everybody! Main changes and improvements to the demo since our last update:
Visuals:
We’ve added flies and spiders!
Mega environmental improvements across all tunnels. Includes improved lighting, post processing, new mushrooms!
Gloom World glow up! Enjoy even more crystalized eye candy if you can beat the demo!
New doors and door frames leading into special environments (mossy, thorny or trippy). Enjoy clearer choices while exploring!
New biome-specific plinths for deploying your camp structures on!
UI:
Mega re-design of card UI.
Card descriptions separated based on when a card behavior will take effect (activated, triggered or passive). Added icons to make this clear.
Custom card bases to indicate deck type (combat, explore, curse, forsight or shroom)
Custom banners to indicate card classes (attack, skill, search, food, passive, curse or foresight)
Card status (like evolve, uses or battery) moved from bottom of card to little scrolls, in the top right.
Targeting pips on top of cards to indicate if they will effect 1 enemy, all enemies, 1 card, all cards in hand or the player.
Unique "toppings" for cards that can only be found in specific biomes (mossy or thorny)
Card artworks now dynamic. Will reposition if extra rules are added to cards by players.
In addition to the description being split into 3, cards should now better adjust layout as they grow, without text going off the edge of the card. (it's still possible, but we are not sure if it’s realistic to do it in a single run.)
Small change to the cost of a card in a shop, showing it in the top right.
UX:
Major rework to how cards behave in the players hand.
Cards lift to the bottom of the screen when being cast and to an equal height when highlighted.
Resolved issues where highlighted cards could jitter when holding large amounts of cards.
Removed card sorting in hand. Feedback was that sorting made it difficult to identify new cards. Will add a sorting toggle in future.
Improved deck view, which allows you to toggle between draw pile and all cards!
Bug fixes:
The map has been fixed up a bit and should show you where you are even in joining tunnels between acts (After bosses).
Tooltips are no longer visible through unexplored areas on the map.
Constant rage has been limited to 1 per deck.
Spring into action Foresight was drawing Fly kicks and no other cards. Resolved.
Resolved Gloom bleeding into world when Gloom door opened
Fixes the Door lights in some dark tunnels
MegaShroom evolution bug fixed
Card icon placement bug fixed (mostly noticeable during a card evolution)
Pause menu now displays in deck view.
Tasty pick and others that are created during combat will be drawn in as currency in shops
Fixed an issue where consuming 1 card on a stack would sometimes consume the entire stack.
Audio:
New Gloom Worm song! Still a work in progress, but makes the fight way more epic!
New sound effects in the house!
Did you read all that? High fives - you're awesome!
Yo Shroomers! Ben from Team Lazerbeam here, checking in with the July Dev Log for our first person, roguelike double-deckbuilder, Shroom and Gloom! It’s been a wild 2 months for Team Lazerbeam since we dropped our demo on Steam. We were blown away by the overwhelming response to
Yo Shroomers!
Ben from Team Lazerbeam here, checking in with the July Dev Log for our first person, roguelike double-deckbuilder, Shroom and Gloom! It’s been a wild 2 months for Team Lazerbeam since we dropped our demo on Steam.
We were blown away by the overwhelming response to the demo - we were so stoked to see so many people trying out this early demo for Shroom and Gloom! Between Steam reviews, community discussions, lets plays, streams and posts on our Discord, we received mountains of feedback on the demo. Aside from giving us heaps of encouragement, this feedback highlighted many aspects of the demo that could be better. Over these past 2 months we’ve relentlessly been improving on the demo, and rolling out regular updates. Today we're very happy to announce the launch of Shroom and Gloom 0.4.71, our latest demo update, and likely the last one we’ll sharing for the next while.
0.4.71 is the last in a string of updates that have dropped since we put out our June Dev log. Curious about what’s changed? We’re share a list of highlights at the end of this dev log, but the TL:DR is that we’ve focused on improving three things. First, we’ve aimed to significantly improve the user experience of our core cardplay, particularly how players are able to navigate huge hands of cards (an essential in a game with no cap on how many cards you can hold). Second, we’ve poured tones of energy into improving our final boss fight, the nightmarish Gloom Worm. Lastly, we’ve done a deep dive on giving the games visuals an additional layer of love, particularly on the look of our levels.
While we could easily keep updating this demo for another 2 months, we’re very stoked to be in a place where we can happily put a bow on this thing for now. We’ve addressed the biggest issues and requests from players. We’ve made the demo far more fun, immersive and stable in the process. And best of all, we have an even better idea of how to deliver on our goal of delivering the most immersive, inventive and dazzling new game in the deck builder genre.
Infinite thanks and high fives to everyone that’s been part of this journey over the last 2 months. Thanks to everyone that picked up the demo, left a review or shared the game with their friends, family or communities. Thanks to anyone that joined our Discord, logged bugs, engaged in conversations or shared feedback. Thanks to everyone that’s inspired us to keep making Shroom and Gloom the best game it can be.
We’ll keep in touch with how we’re progressing with developing this lovely game. If you would like to keep up with us between dev logs, follow us on TikTok or Instagram or Youtube, join our monthly mailer, or hang out with us on Discord.
Thanks again! Mega list of change from the last month of updates to Shroom and Gloom:
0.4.71 (Steam demo 11) - 8 July
* Art: huge amount of visual improvements across various levels.
* Gloom Worm gameplay: Changed when Cosmic Horror will increase costs (food and curses no longer trigger it. Changed how Inescapable rule works (Cosmic Horror now added to the top of your deck rather than being auto drawn)
* Gloom Worm visuals: Improved UI layout on Gloomworm. Added more illustrated an animated elements.
* Fixes:
* Fixed wrong return damage on hovering card
* Can't use a stacked toasty kebab to buy cards at the shop
* Fixed a bug where starting combat deck was thinning out after the first combat
* All soups can now be used as currency at shops
* Stopped Buttdoor from loading a new tunnel more than once
* Hard-coded that the player can never have less than 0 energy
* Fixed multiple add card to hand intents with different cards not displaying correctly.
* Fixed when adding a new trigger that adds cards on a card that already has at least one of those triggers, not actually adding the new cards, but just increasing the existing trigger's card count. (It now actually adds a new add card intent with the correct card)
* Made gloom worm face no longer jump on evolution.
* Various card tweaks and improvements
0.4.70 (Steam demo 10) - 4 July
* Cosmic Horror added to the Gloom Worm boss fight! Yipes!
* Guts added to Gloom Worm limbs. Yum!
* Gloom worm glow up
* New animations
* New art
* New layout
* 2 Exploding blossoms replacing 4 blossoms on first evolution
* Stacking changes:
* All identical cards can now stack if you have a large hand
* Fixed that most consumables didn't stack- i.e. stone picks now stack
* Fixed that an entire stack would take on the setting of the main card
* Cards with different Modifications won’t stack
* Cards in stacks are properly discarded and exhausted, then re-enter your deck
* Environment glow up:
* General polishing and tightening of tunnels
* Beginning to implement bespoke mini-boss environments
* New tunnel colour gradients & lighting (earlier tunnels, currently in progress)
* Gloom Worm’s den looks more awesome.
* Gloom world looks more awesome.
* Fixes:
* Fixed card descriptions, line breaks and italics
* When a card increases max health negatively, it now says "Decrease max health by"
* New Lazarus will always bring you back on a new turn, with a fresh hand.
* Burrows and enemies hide when dead
* Wrecking Ball draw a card
* Sneaky mole will look at all your picks as currency
* A locked card in soup pot will show its energy requirement
* Soup pot shows card values for easier cooking
* Cards are sorted in your hand according to type - 1) Handy 2) Passives 3) Skills 4) Attacks 5) Foods 6) Curses
0.4.67 (Steam demo 9)
* Attacks cary over on evolving enemies (So for example hot poker attacks will carry over). Statuses do not.
* There is some more feedback and timing has been worked on during evolution.
* Gloom worm changes
* Limbs apply vulnerable on the main body on death
* There are a number of intent changes to make the gloom worm fight a bit less overwhelming.
* Animations and VFX have been updated.
* There are some WIP lighting changes in the gloom worm tunnel and fight
* Deck randomization has been improved, you should not draw cards in the same order that you see them in the deck view.
* Tooltips for enemy intents and statuses have been improved (they now give a bit more information on what they apply to)
* Flykick no longer removes status effects, and acacia mace has been removed from the card pool. This is in response to people getting confused, or disliking that statuses that are good for the player are removed.
* Camp structures can no longer draw evolve cards, or cards with limited uses.
* Text that is hovered to see a tooltip has an outline so it doesn't blend into cards that are the same color.
Yo Shroomers! We're delighted to be checking back in with a fresh blast of radical news from your favourite shroom-slinging game band, Team Lazerbeam! It's our great pleasure to share that our game Shroom and Gloom is a part of the incredible Turn Based Fest ! From 2-9 June. Turn
Yo Shroomers!
We're delighted to be checking back in with a fresh blast of radical news from your favourite shroom-slinging game band, Team Lazerbeam!
It's our great pleasure to share that our game Shroom and Gloom is a part of the incredible Turn Based Fest! From 2-9 June. Turn Based Fest will be celebrating the wide world of wonderfully tactical turn based games. We're so honoured to have our first person roguelike double deckbuilder in the exceptional lineup of this years festival. To celebrate, we've just dropped a mega update to our free demo. This is our first update in 2 weeks, and it's bursting with awesome new content and quality of life improvements.
So what's changed in the update? Let's dig into it!
This update is largely the product of our continued efforts to work with our wonderful community (AKA The Gloom Patrol). Our community has been incredibly supportive and generous with their time and energy, sharing their thoughts and insights into how they're enjoying this early prototype of Shroom and Gloom. Based on community feedback (and our own lengthy to do lists) we've crammed a whole bunch of exciting improvements and additions into the demo. Here's a short list of highlights!
A bunch of new new cards have been added to the combat deck! Hollow Hamster hoards food in exchange for card draw. Flambé cooks up Gourmet Toasties that restore HP and energy! We leave it to you to discover what you can do with Rumbly Tummy, Self Loathing, Grand Maul, Absorb, Cravings and Satisfying Nibble, Dread and Relief!
2 new camp structures added so you can modify your cards in explore phases! Use the kitchen to create even more powerful cooking synergies! Use the book shelf to learn something!
Added a "Wrecking Ball" card to clear campsites for even more upgrading while exploring!
Heaps of lovely art updates to make cards more distinctive!
Card reward options refined across entire game.
Shop offerings updated from 3 to 4 card choices
Major user experience improvements to how cards are handled in the player's hand. Still got some work to do here, but holding and playing cards feels much better. Especially improved the experience of having a massive hand of 10+ cards!
Major performance improvements and reduced memory usage!
Build size reduced by more than 60%!
Added camera offsets to encounters so that framing is more centered.
Accessibility features: sliders to reduce or disable camera bob or screen shake.
Various bug fixes.
You can now move backwards to the start of the current tunnel, always.
Twinkies are Tinkies now!
Our infinite thanks to all the community members who helped shape these updates. We're eternally grateful to everyone that's been playing the game, sharing bugs or leaving reviews on the demo!
That's all from us for now! If you've not yet checked it out, be sure to check out the Shroom and Gloom demo, wishlist the game, or come hang out with us on Discord!
Whoa! Hold up. 30,000 players?! From the bottom of our weird little hearts, THANK YOU for jumping into the dank dungeons of Shroom and Gloom and making this wild ride feel like a punk rock victory lap. To celebrate, we've just updated the demo to support Mac OS for you Appleheads
Whoa! Hold up. 30,000 players?!
From the bottom of our weird little hearts, THANK YOU for jumping into the dank dungeons of Shroom and Gloom and making this wild ride feel like a punk rock victory lap.
To celebrate, we've just updated the demo to support Mac OS for you Appleheads who have been waiting patiently. Go now, explore the mushroom infested place we call Shroom and Gloom.
In other news, Shroom and Gloom artist, game designer and boss of bad ideas, Ben Lazerbeam, recently did an interview with Jess Capricorn. Check it out!
As always, thanks and high fives to everyone that's gotten behind this thing in these early days. The response to the demo hitting Steam has been beyond inspiring. We're so stoked to be making this game with such a radical community behind us!
The butterfly effect is crazy. One minute you’re at a game jam, making a janky little experiment with your friends. The next thing you know you’re writing a dev log, informing the world of your intentions to make the most dazzling game in its genre, with The World’s great indie g
The butterfly effect is crazy. One minute you’re at a game jam, making a janky little experiment with your friends. The next thing you know you’re writing a dev log, informing the world of your intentions to make the most dazzling game in its genre, with The World’s great indie game publisher at your side.
Hello, dear reader. Ben here from the Cape Town game band Team Lazerbeam. I’m beyond stoked to welcome you to the most significant dev log of our 11-year career of developing lovingly handcrafted indie games.
This is a truly monumental moment for our little game band. We’re taking this post as an opportunity to celebrate this milestone, and invite you to join us on our quest to make the best looking, most fun entry into the deckbuilder genre.
Before we dig in, for readers short on time or attention spans, here’s an overview;
TL;DR: * Shroom and Gloom is a first person, roguelike deckbuilder. * We’ve released a free demo for the game! * We’ve partnered with Devolver Digital to bring our game-baby into The World!
Still here? Rad! Prepare to lock in as we introduce you to Shroom and Gloom, the game punx behind it, and our humble quest to bring you the greatest deck builder ever!
Hiiiiiiiiii!
Since this is the debut Steam dev log for this project, I guess we should kick this off with a quick intro. Hi! We’re Team Lazerbeam!
We’re a Cape Town based game band. Since 2014, we’ve been making and releasing games together. With a heavy emphasis on filling players with joy, we’ve aimed to celebrate games as the shape of punk to come. Our releases have spanned multiple genres, but the common thread between our games has been their hand drawn art, deeply emotive soundtracks, and gameplay designed to constantly surprise and delight players.
In the early years, Team Lazerbeam was a labour of love, spending our nights and weekends making games together between our day jobs. Our focus was squarely on releasing tiny alt games, shooting for maximum impact and minimal play time. We embraced jank and imperfection. We released as many little games as we could muster. We built a small but awesome following of Lazerfans. We had a ton of fun along the way.
But we’re not here to dwell on the past. We’re here to gaze into the future, and the future is fungal!
The History of Shroom and Gloom:
How awesome would it be to play a dungeon-crawling, roguelike deckbuilder with a first person presentation? Could we make a deckbuilder where cards drove not only combat, but all the juicy bits of exploration and leveling up between the fights? What if your enemies were both devastatingly dangerous and delicious? With these questions bouncing around in our heads, we dove into 7DPFS 2021, a game jam dedicated to creating a first person game in one week.
The result of this jam was a janky little game about fighting and feasting your way through dungeons full of fungal foes. Shroom and Gloom was born! The jam game was well received, with players praising both the unique visuals, and surprisingly vast potential for super-fun, game-breaking mega-combos. We were personally delighted by what we’d made, encouraging us to spend a few more days of our free time on improving on the jam game and experimenting with where we could take things. But once the real world came knocking, we had to step away from this fun little side quest. Shroom and Gloom was filed away under the “this seems like it could be a great game, someday we’ll come back to it” section of our collective jam archive.
Fast forward to April 2024, and we finally got to return to Shroom and Gloom. We spent a month on an art test, experimenting with where were could take things if we were to turn this into a proper game. Entirely focused on visuals, the art test featured no cards or fights. We worked out butts off and shot for the stars. The results were (if we say so ourselves) awe-inspiring.
Art test passed, we then spent 3 months prototyping a totally new version of Shroom and Gloom. Our goal was now to test the viability of Shroom and Gloom. Could we combine the new art style with a slimmed down version of the synergy-focused gameplay of the jam game? Would the resulting game be fun? Would there be an audience for something like this? Many (many) happy hours later, we emerged from our Lazercave with a brand new prototype. It’s was buggy, incomplete and held together with hopes and dreams, but we were overjoyed to bring people a proof of concept for a truly exceptional entry in the young roguelike deck builder genre. We set it loose, releasing the prototype for free on itch in early September 2024, hoping it’d answer a whole bunch of questions. Will people find this thing to be fun? Is there an audience for something like this? Should we turn this into a full game?
It took a few days to build some momentum, but we very quickly found that the prototype had answered all our questions. Player reception was overwhelmingly positive. The game rose to the top of itch charts. Publishers and funders were reaching out in droves. Shroom and Gloom social media posts blew up across every platform they were posted on. Should we turn this into a full game? Hell yeah we should! Shroom and Gloom hits Steam!
Today, we’re delighted to bring a free, playable Shroom and Gloom demo to Steam. The demo is a significantly polished version of the original prototype, introducing players to our game’s hand-drawn visuals and surprising twists on the roguelike deckbuilder genre.
We’re still in the early days of development. There’s still a great deal of work ahead of us, but we’re stoked as hell with what we’re making, and can’t wait to share it was as many people as possible.
Wanna get a taste of what Shroom and Gloom is all about? We made a little video to introduce you to the project:
Aligned with our mission to bring Shroom and Gloom to as many spelunkers as possible, we’re overjoyed to share the news that we’ve teamed up with Devolver Digital!
After the initial explosion of interest in the Shroom and Gloom prototype we took every meeting request that came our way. We met with some very rad people that wanted to work with us on this project. But wrapping up this epic phase of publisher meetings, there was a single clear winner. A game band like Team Lazerbeam needs a publisher that feels like an indie rock record label. It had to be Devolver!
We’re overjoyed to be working with a publisher that just gets us, and gives us the freedom to craft the most creative, adventurous game that we can. Beyond the game, we’re also delighted to have full creative control over how SnG will be presented (case in point, we produced the key art and both Shroom and Gloom trailers in-house). We’re stoked as heck to be label-mates with some of our all time favourite indies (looking at you Inscryption, Cult Of The Lamb and Sludge Life!). Bonus points for Devolver bringing out all the magic from our Cape Town besties, Free Lives.
The significance of this partnership should be clear to anyone who’s been following Team Lazerbeam on our journey to explore games as the Shape Of Punk To Come. After our totally DIY era, Team Lazerbeam partnering with a titan like Devolver is a huge milestone. We can’t imagine a publisher better suited to help us achieve our wildly ambitious goals for Shroom and Gloom.
Join our quest! Our dreams for Shroom and Gloom are immense. We’re so proud of what we’ve been able to pull off so far - we think this game looks and sounds great, and offers players mountains of fun mushroom slaying gameplay. But we want to make this thing even better, earning a spot as one of the best looking, most fun deckbuilders out there.
We’re well aware how ambitious this quest is, but we believe in this game with all our hearts. We genuinely believe we have an opportunity to make something stellar that stands out, not just as one of the best games in its genre, but in indie games period.
One of the main reasons we have this faith in Shroom and Gloom is because of the community that’s already grown around this game. The overwhelmingly positive feedback of players and the immense enthusiasm of fans confirm that we’re making something truly special here.
The best bit in this journey is only getting started. As we bring the prototype to Steam, we’re excited to introduce Shroom and Gloom to a far wider audience. In the process, we’re delighted to continue growing the amazing community of Shroomers that are inspiring us to keep going, and helping us mould this game into it’s final form.
If you’re still here, I guess we owe you a high five. Congratulations, you’re a Shroomer now! So what’s next? Add that juicy little demo to your library, slay some shrooms, leave us a glowing review and spread the spores! If you’d like to give us any detailed feedback, come hang out with us on Discord and sign up to beta test or just pass along high fives. You can also track our quest to make this game by following us on TikTok or Instagram or Bluesky. We also have a pretty sweet little monthly mailer for all the Lazerpals.
That that! Okay, we’ve gotta get back to our mushrooms.
Thanks for reading and being a part of our adventures, bringing this game to the world.
We're getting totally spoiled with unique deck-builders lately like Moonsigil Atlas that I really can't wait for. And now Devolver Digital announced they're publishing Shroom and Gloom with a demo up now and it's glorious. Read the full article here:
We're getting totally spoiled with unique deck-builders lately like Moonsigil Atlas that I really can't wait for. And now Devolver Digital announced they're publishing Shroom and Gloom with a demo up now and it's glorious.
Read the full article here: https://www.gamingonlinux.com/2025/05/shroom-and-gloom-is-a-first-person-fungus-filled-deck-builder-with-a-demo-you-need-to-try/