
Shroom and Gloom
Shroom and Gloom — мрачный рогалик от первого лица, в котором игрок владеет не одной, а двумя колодами. Будьте осторожны: в тёмных уголках поджидают грибные монстры, но и награда за смелость велика — в игре уйма убойных мегакомбо!
Карты станут вашим универсальным оружием: рубите, кромсайте и поджаривайте грибные орды в нарисованных вручную подземельях! Создавайте смертоносные колоды, выращивайте карты до чудовищных размеров и пробивайтесь в самое сердце Мрака! Две колоды!
Вы сможете создать две отдельные колоды. Одной сражайтесь с лютыми врагами, другой — исследуйте подземелья, меняйте карты и открывайте новое оружие и умения! Какой экстаз, хоть вырви глаз!
Ручная рисовка и анимация дополняют яркие 3D-локации, погружая вас в сюрреалистичный мир грибов и безумия! Бесконечный рост и чудовищные мегакомбо!
В Shroom and Gloom ваши карты могут расти и меняться бесконечно. Развивайте слабые стартовые карты до невероятной мощи или превращайте редкие находки в супероружие, которому нет равных! Защитой сыт не будешь!
К чему отбивать атаки таких аппетитных врагов? Лучше ими полакомиться! В игре немало способов приправить, зажарить или запечь своего противника. К тому же вкусное блюдо полезно для здоровья. Поджаренного врага можно отправить прямиком в котёл и приготовить крышесносный суп!
Системные требования
Минимальные
- Minimum:
- OS: Windows 10 x64 Bit
- Processor: Intel Core i3-6300 / AMD FX-8350
- Memory: 8 GB RAM
- Graphics: GeForce GTX 960 / Radeon RX 570
- DirectX: Version 11
- Storage: 13 GB available space
- Additional Notes: Low Quality setting, in 1080p, producing 30 FPS
Рекомендуемые
- Recommended:
- OS: Windows 10
- Processor: Intel Core i7-6950X / AMD Ryzen 5 2600
- Memory: 16 GB RAM
- Graphics: GeForce RTX 1080 / Radeon RX Vega 56 / Arc A580
- DirectX: Version 12
- Storage: 13 GB available space
- Additional Notes: High Quality setting, in 1080p, producing 60 FPS
Отзывы
Steam · Very Positive
Все отзывы в Steam1 087 положительных из 1 177 отзывов
Игрок 0293Рекомендует11 ч в игре
비공식 유저 한글 패치를 AI와 함께 작업했어요. https://github.com/YU-Kangg/shroom-and-gloom-korean/releases 게임 우클릭 -> 관리 -> 로컬 파일 탐색에 압축 풀어서 속에있는것들 붙여넣으시면 됩니다. 처음 게임 킬때 1~2분정도 시간이 걸리니 유의하십셔. --- 9.17 업데이트 완
Игрок 0369Рекомендует13 ч в игре
Waited for years for this one and it was very worth it! Excited to see what else is in the pipeline for it but this is an excellent early access release. https://youtu.be/H6eiA9msO4I
Игрок 5389Рекомендует18 ч в игре
yayyyy!!! been following this game for ages and am sooo happy its launched. been playing on the steam deck and despite being "unsupported" i havent ran into any issues yet (i know the devs were working with a deck to help this be the case anyway, but really happy to see it regardless). the game adds a whole level to the typical deckbuider with the rest deck mechanic whilst having all the elements that fans of the genre love. also the art style??? *chefs kiss* great game!
Игрок 7053Рекомендует16 ч в игре
Shroom & Gloom is an excellent entry in the deckbuilder genre, blending atmosphere and gameplay in a way I have been looking for in other titles. There's already enough in the current version of Early Access to justify the price, and if you want to play this blind, I would say it's definitely worth a purchase. Gameplay There are a lot of ideas here that I have seen in other games, but not in quite the same form. The concept of building 2 separate decks is present in Griftlands, the atmospheric and immersive visuals are reminiscent of Inscryption, as is the first-person perspective which you can also find in Diceomancer. A unique aspect of this game is that the currency you spend in shops is represented by actual cards added to your deck, calling back to the grandfather of the genre, Dominion, where winning requires clogging your deck with victory cards. But these similarities are only surface-level; the actual game is a unique and well-executed blend of mechanics that compliment one another, building the game's unique identity. If I were to describe that identity in one word, it would be scrappy. The game encourages you to view everything as a resource: the enemies you kill can be turned into food cards. Those can be used to heal, as the game intentionally lacks any block mechanics, or can be saved and later spent at shops. Encounter rewards don't actually give you any new combat cards, instead granting you camping cards for your second deck that you use at rest sites in-between combats. There, the game turns into a push-your-luck puzzle where you try to get as many activities done before moving on, using cards to interact with the environment to recover health, gain and improve combat cards, all while taking increasing damage with every turn spent at the camp. This design presents the player with a lot of interesting and meaningful decisions. Do you kill the enemy as quickly as possible, or should you wait until you can use a card that turns them into food? Should you then use that food card to heal, or do you want to keep it for the upcoming shop or to spend at the camp site? Do you want to use those camp sites to fully recover your health, or would it be better to take damage to improve your combat deck as much as possible? Should you use a card to increase your maximum health, or would it be better used to interact with one of the items at the camp? Another way in which the game stands out is that unlike most other deckbuilders, you spend as much time improving your existing cards as you do adding new ones to your deck. Many events and objects give your attacks or skills permanent bonuses and new abilities, meaning that by the end of a run you often end up with cobbled-together cards with a bunch of added keywords, further contributing to the scrappy feel of the game. The vibe The visuals in the game remind me of Edmund McMillen's games -- they're both ugly and charming, often blurring the line between the two as the game presents you with cute mushrooms and eldritch horrors alike. The cards you use feature different tools, items, trinkets, bugs, animals, and anything else your character managed to scrounge up before and during your expedition into the depths. The enemies become increasingly more deformed and disturbing was you venture further, starting with cute sentient mushrooms and ending with cosmic terrors during the final encounters. In contrast, the music is often ambient and sometimes even serene, at least until you face the final encounter. I do, however, find the self-aware humor used by merchants and some other NPCs a bit distracting, as it takes me out of the otherwise immersive experience. This is where I beg the developers to change the sound effect for playing ferrets. Why do they sound like horses? Please add dooking sounds. The feel The cardplay is very smooth and responsive. Although this is a deckbuilder with no maximum hand size, there are good accommodations made to make that decision work, like zooming out the view of your hand once you have a lot of cards or stacking identical cards on top of one another. You also have a good system of card tooltips where if one card references another, the latter will pop up to the side. I hope they will add the option to lock those tooltips in place to inspect the pop-up, as currently you can't view the keywords on the second card. During the camping phase, the game also highlights the applicable targets of your cards, allowing you to see your options at a glance. For example, holding a matchbox will highlight the cooking pot, the campfire, the torch, and the gloom to show that you can interact with them. I am having some mild performance issues with the game, getting around 30-40 fps despite the game's simple visuals, though thankfully this is a genre where complete responsiveness is necessary, though it is a bummer. Progression At the moment, there are 2 acts in the game (3rd coming soon) featuring unique playable characters (5 total), maps, and environments. Completing the game unlocks new cards, characters, and reveals explored parts of the map. A big part of progression is learning the different item interactions in the camping phase, turning the game from an exploratory experience into an optimization puzzle. The per-run progression often involves stacking buffs on a select few of your cards rather than building highly synergistic card packages, though the latter can still happen. The game currently lacks difficulty options, so the runs can get somewhat trivial as you get better at the game, but I imagine that will be added later. Conclusion I like the game
Игрок 8668Рекомендует1 ч в игре
I don't want to say that this game lacks personality (you'll know that's not the case just by looking at a random GORGEOUS screenshot) but the complete lack of story or even an explanation of why we're exploring these dungeons leaves a huge hole. You, the protagonist, have no personality, and neither do the mobs and bosses you encounter. They don't even have designated names. It's a missed opportunity, and it's something I'd love to see the devs address at some point. Giving the world, its creatures, and the protagonist some actual identity could go a long way toward turning this from a damn good game into a truly unforgettable one. With the shr...doom and gloom out of the way, like I mentioned earlier, this game is frikkin gorgeous. It's super polished, responsive, and clearly very well thought out from a mechanical and gameplay perspective. The dual-deck system (one deck for exploration and another for combat) can get surprisingly complex very quickly, but that makes pulling off a good combo all the more satisfying. Shroom and Gloom is essentially a deckbuilder, roguelike, and crafting/survival game rolled into one, borrowing some of the best ideas from each genre and combining them into something that works remarkably well. There is an absurd amount of eye candy here, and the runs themselves are consistently satisfying and fun. Because of this, I simply can't give this game a thumbs down in good faith, especially considering just how technically polished it is at launch, even in Early Access. That said, by the time Shroom and Gloom leaves Early Access, I'd really like to see the narrative side of things fleshed out. Give us some motivation to keep pushing forward, some context for what we're actually doing down there, or even just a glimpse of a bigger story waiting to be uncovered. Do that, and I think Shroom and Gloom could go from a gorgeous and incredibly fun game to a truly complete and memorable experience.
Игрок 6254Рекомендует8 ч в игре
Works fine on steamdeck... Hopefully controller support will be added in the future. Great game, like the aesthetic, no complaints. Good game to add to the collection.
Игрок 0593Рекомендует7 ч в игре
Прекрасная игра! Давно ждал релиза, любителям жанра - рекомендую. Разработчики уже написали, что добавят русский язык и он у них в приоритете на перевод. Но базовых знаний вполне хватает для комфортной игры. Ждём дальнейшей разработки!
Игрок 6486Рекомендует17 ч в игре
It's $15. It's a lot of fun! It has a Demo, give it a try. The Devs are involved, available, open, and transparent with their community. Wouldn't that be nice if all Devs on all games were this involved with their communities? Did I mention it's only $15? #worth #eattheshrooms