Getting Started with Shroom and Gloom
Install the demo, meet Paperboy, and survive the first tunnels without wasting Headpoints.
Shroom and Gloom is a first-person roguelike double-deckbuilder from Team Lazerbeam and Devolver Digital. Early Access is scheduled for 10 September 2026 on Steam for Windows and macOS. Your job today is not to pretend the paid build is already in your library. Your job is to install the free demo, survive the first rooms as Paperboy, and leave with habits you can reuse.
This page is the first-hour checklist. When you need the full loop, jump to How to Play. When a fight goes sideways, open the Combat Deck Guide. When a door, shovel, or campfire is the problem, use the Explore Deck Guide. Keep this tab next to the demo hub until the install is done.
Install the demo
Grab the free demo from Steam. The Unity build targets Windows and macOS. Confirm your machine against system requirements if you are on an older laptop. English is the interface language on Steam today. Simplified Chinese has been announced as a future localization, not as a language that already ships on the current store list.
The demo is single-player. Sit down with a mouse and keyboard if you can. First-person look plus a card hand is the whole trick, and a trackpad makes the controls feel worse than they need to. Bindings live in the in-game options and may still change before Early Access. Community notes on older builds called some layouts unwieldy; that is a reason to open options, not a reason to skip the demo.
After install, treat the demo as the product you can play. Wishlist the main Steam page if you want a reminder for 10 September 2026, then come back here. Dates and patch notes live under updates if you would rather read than wander.
Meet Paperboy
Paperboy is the demo starter and the first of the Early Access roster. You are not unlocking Concerned Parent, Lunchlady, Janitor, or Activist in this first hour. Those kits are covered on the Characters Guide. Treat Paperboy as the tutorial class: warmth, camp, and a slightly reckless extra turn in explore.
One Paperboy-specific lesson is worth learning immediately. Fireballs can be fed. Feeding them restores 2 Headpoints and creates Burning Sensation. Burning Sensation is temporary—it is destroyed when discarded—but while it sits in your hand it adds 10 warmth to camp. Warmth cuts hazard damage and the slow pressure of a room that is getting more dangerous. If you can risk it, rest restores energy and draws a fresh explore hand, so extra warmth is extra time.
You can also use Burning Sensation to set things on fire, including Paperboy’s starting campfire. Ignite lines that grow max Headpoints are how a food trick becomes a run plan. Do not force a five-card combo on hour one. Just remember that feeding Fireballs is legal and often correct.
First rooms and energy
You will move in first person with a card hand glued to the bottom of the screen. Energy is the shared budget for both decks. A typical turn gives you a small pool—often three—and unspent energy does not magically become a block card. There are no classic block cards. Headpoints, food, and eating are how you survive. See How to Eat Enemies the first time you roast a kill into a Toasty.
In explore rooms you will see locks, dig spots, rest prompts, and odd furniture. A key consumes itself to open a lock. Headbutting a lock costs Headpoints. If you are healthy and you want to save the key for a shop or a later door, the bash is a real option. If you are already nicked, pay the key. Details live on the Explore Deck Guide.
Combat rooms swap you onto the combat deck. Stab, roast, and simple skills are enough for the first packs. Distant Shadow costs 3 energy and applies spell weakness; it is a splashy pickup, not a first-room requirement. If you find a practice dummy as a fight reward, take it. The dummy is how you grow combat cards between rooms instead of waiting for a shop to invent a new identity for you.
Rest versus fight
The first-hour mistake is treating every room like a mandatory fight. Rest is not cowardice. Rest spends warmth, restores energy, and redraws. Camp structures and Burning Sensation exist so you can take that extra explore turn without eating a hazard tax you cannot afford.
Fight when you still have Headpoints to spend on a miss, when your combat hand can actually cook a Toasty or two, and when the reward—an explore card, a dummy, a stack of food—is worth the incoming hits. Rest or skip when energy is gone, when you are holding a key you will need later, or when warmth is high and you can still dig, unlock, or feed Fireballs.
If a biome-shaped enemy appears and your food bank is empty, you are already late. How to Beat Bosses is the longer version of that warning. The Demo Walkthrough is the version that talks about 26 tunnels, 8 Foresights, and the mushroom key without pretending you already know the map.
What to unlock
The demo hides 8 Foresight rewards across 26 handcrafted tunnels. Foresight cards are relic-like always-on passives. You do not need all eight in hour one. You need one you understand. Rankings and pick discussions live on the Foresight tier list and the build list. The card rankings are useful after you have seen Distant Shadow, a dummy, and a frog statue in the wild.
Beating the demo lets you lock in one Foresight you found during the run for future explorers. That is the meta carrot. Lunchlady may appear as a locked teaser after a successful run; you cannot play them in the demo. Do not farm a fake card encyclopedia. Named tools worth remembering on day one are the practice dummy, the frog statue, the mushroom key, Toasty, Seasoned, Distant Shadow, and Burning Sensation. Moods such as rage and impatience will show up as cards. They are not bugs.
If you died, that is the loop. Rebuild Paperboy’s explore tools, protect Headpoints, and eat more often than your usual deckbuilder muscle memory wants. If you lived, immediately read How to Play so the two decks stop feeling like separate games. Park Early Access notes for later, and use the deck planner only after you can explain, out loud, why you rested instead of headbutting a door.
Frequently Asked Questions
Quick answers to the most common Shroom and Gloom questions.
Where do I download Shroom and Gloom right now?
Install the free demo on Steam (Windows and macOS). Early Access is scheduled for 10 September 2026. See the demo hub and system requirements.
Who do I play in the first hour?
Paperboy is the demo starter. Other roster members are covered on the Characters Guide. Do not expect Lunchlady or Janitor in the opening run.
Should I rest or keep fighting in early rooms?
Rest when warmth is high and energy is gone. Fight when you can bank food or a Toasty. The Explore Deck Guide explains camp warmth in more depth.
What should I unlock first?
One Foresight you understand is enough for hour one. Hunt more with the Demo Walkthrough and compare picks on the Foresight tier list.
Why did feeding Fireballs matter?
Feeding Fireballs restores 2 Headpoints and creates Burning Sensation, which adds 10 warmth while it stays in hand. It is a Paperboy lesson, not a universal starter kit.