THE UNDERREALM FIELD GUIDE

Shroom and Gloom Beginner Guide

Learn the loop, read your cards, and make the next decision count.

Game version: Early Access / Sources checked: September 11, 2026

Start with the next decision

Learn what your current hand can do before chasing a complicated combo. Shroom and Gloom connects exploration, combat and card growth: your decisions between fights help shape the tools you bring into the next one.

  1. Explore the dungeon. Use the Explore Deck to navigate and modify your cards.
  2. Fight with the Combat Deck. Read the effect and eligible target of each card before playing it.
  3. Improve your tools. Grow and modify cards as you progress, then use the stronger deck in later encounters.
  4. Learn across runs. The launch includes quests that open up more characters and content.

The loop above follows the official game description. The decision advice below is editorial guidance, not a tested winning route.

Understand both halves of your deck

Combat Deck: solve the fight

This is your set of battle tools. The official description highlights attacks, growing cards and eating enemies for recovery. Before committing a card, inspect what it targets and which conditions trigger its extra effects.

Explore Deck: shape what comes next

This deck is used to navigate dungeons, modify cards and unlock weapons or abilities. When choosing a reward, check whether it serves the exploration problem in front of you or helps your future combat plan.

Compare the two decks →

A practical opening-fight routine

Adapted from gameplay transcripts; check current card and room rules. Transcript sources ↓

  1. Read intent before spending energy. Separate an enemy’s health from the damage it is about to deal. In the supplied playthroughs, Timid enemies cancel their attack when damaged. If that is the rule shown in your encounter, a small hit can prevent an attack without needing a kill.
  2. Choose who gets the finishing blow. The videos describe Roast producing food on a fatal hit and Hungry Blade growing after a kill. Bring a target into range with another attack, then finish with the card whose reward you need.
  3. Leave room to use the reward. A food-producing kill is most useful when the resulting card can support your next decision. Check its cost and whether you need recovery, a food trigger or supplies for exploration.
  4. Recalculate before ending the turn. Compare the remaining enemy intent with your health. Avoid spending a limited-use effect on a target your ordinary attacks can already handle safely.

This is a decision routine, not a fixed opening hand: enemy traits, modified damage and the character’s deck can change the right order.

Give each new card a reason to stay

As a starting rule, ask three questions when evaluating a card:

  • Can I pay for it? Read its current cost and any condition attached to its effect.
  • Does it solve a problem? Look for a clear role, such as an attack, recovery or exploration utility.
  • Does it fit the cards I already have? Judge a conditional effect by whether you can actually trigger it.

Plan recovery alongside damage

The game explicitly supports eating enemies to recover health and using roasted enemies in soups. Check the specific card text to understand how your current hand can produce or use food. This guide does not assume an unverified healing amount or recipe.

Re-read cards after they grow

Cards can be modified and grown. A name alone is not enough to identify the exact effect of your version. Compare the current text, especially after an upgrade, with any guide you are following.

Loot the room without losing the run

Before searching an exploration room, identify both the reward you want and a way to leave. A flexible tool may open a chest or the exit; using your last suitable tool on optional loot can force an expensive redraw.

For example, if a dig site is visible but no digging card is in hand, compare the displayed Rest consequence with the uncertain reward. Leave when that gamble would use the health you need for the next fight. If you stay, decide in advance what you are trying to draw and reassess after each rest.

Review the room’s Warmth and Threat indicators before every rest. A safe first rest does not make later rests safe. See Rest, Warmth & Threat for the full checklist.

Common traps to avoid

  • Choosing only for damage. Consider the exploration and recovery tools your run still needs.
  • Assuming Rest means healing. Exploration rest in the supplied playthroughs refreshes resources but can trigger damage. Read the current room warning; do not confuse it with a healing card.
  • Forcing a named build. A combo recommendation is only useful when the right cards and conditions are available.
  • Following an old unlock checklist. Demo progress and Early Access quest requirements should not be treated as interchangeable.

When does the game save?

The launch announcement says progress is automatically saved after winning a fight or escaping a dungeon. It does not promise that quitting at any moment will preserve that exact state.

Find the answer you need next

Use Cards to look up names in the starter reference index. Read Builds for card-choice principles, or Characters to see the confirmed launch roster.