Guides

Camp structures

Between fights you can build at camp, and each building changes your cards in a different way. The game names them but barely explains them, so this table is assembled from players who tested them. Which buildings appear is not fixed: one guide reminds readers that each run offers different ones (Reddit guide).

BuildingWhat it does, per playersHow solid
GeodeAdds flat damage to a card, growing with the gloom you have storedRepeated Two Reddit write-ups and a tested Steam reply
Training dummyAdds damage to a card, or an extra attackRepeated Two Reddit write-ups and a Steam player
KitchenFood effects on your cards, and extra damage when you eatRepeated Two Reddit write-ups
GrimoireRage effects; one guide adds card draw, another vulnerable and energyPartly one source Rage in two write-ups, the rest in one each
WorkbenchUpgrades one or two of your attacks; patch 0.6.39 made it add less damagePartly one source One player's account, plus the 0.6.39 notes
Toad shrineRemoves combat cards from your deckRepeated A Reddit write-up and a Steam reply
Vending machineHealing between fights; one player says a card worth +3 max healthPartly one source Healing from several players, the number from one

The two write-ups are a reply in a thread asking what each type of camp does and a beginner’s guide. The first reply also lists a soup pot, truffle pig, coffee pot, rat, lantern and dog without anyone else confirming them yet, so they are left out of the table.

How a building reaches your camp

In the official footage, buildings travel as cards. A Practice Dummy, a Grimoire and a Vending Machine each appear as a green card labelled Camp, sitting in the explore hand alongside tools and food, and the Vending Machine turns up as loot from a corpse. So which buildings you get depends on the cards a run hands you.

An orange room with padlocked doors and a hand of five cards starting with Grimoire
An orange room with padlocked doors. The hand holds Grimoire, a Camp card reading Enchant your attack, beside Camp Fire, Key, Bash and Rat Jerky. Frame from Shroom and Gloom | Emerging Into Early Access on September 10, on the DevolverDigital YouTube channel.

The geode and stored gloom

This one started as a puzzle. A player asked what storing gloom actually does, and got two answers: “if you build one of those “power up attacks with gloom” things it will give bonus damage equal to the stored gloom”, and “There’s a camp upgrade that looks like a giant geode, it scales with gloom.” The asker then checked: “Just tested, yep you’re exactly right” (all in Steam discussion: Has anyone figured out what "storing gloom" does?). What gloom is in the first place is on resting and camp. Buildings are not the only thing that stores it: in the footage below, a Dark Crystal card in the explore hand does too.

A Dark Crystal card reading Reveal and store 1 gloom, raised from an explore hand
A Dark Crystal card with 6 uses, reading Reveal and store 1 gloom, between Screwdriver and Heave. Frame from Shroom and Gloom | Emerging Into Early Access on September 10, on the DevolverDigital YouTube channel.
A purple camp with a cooking pot, a lantern and a campfire, and a Practice Dummy card in hand
A purple camp with a cooking pot, a lantern and a campfire, and a Practice Dummy card in the hand below. Frame from Shroom and Gloom | Emerging Into Early Access on September 10, on the DevolverDigital YouTube channel.

Toads: the shrine and the shop

Toads are how you take cards out of a deck. The camp version is simple: “Finally the camp toad building removes combat cards.” Shops are where people get confused, because the prompt can promise a combat card and then show explore cards. The explanation in the same thread: “if you’re in a combat shop licking a toad removes a combat card, if you’re in an exploration shop they remove exploration cards.” (both in Steam discussion: Licking Toad in shops always leads to removal of explore cards)

One trap to avoid in the Facility: a player who paid a toad stall with the employee handbook and then removed nothing found “the handbook was in my explore deck as a dead draw” for the rest of the run (in Steam discussion: Employee handbook in explore deck). Other players report the same thing, and there is no fix note yet. More deck-trimming advice is in tips.

The Facility’s machine and its data

On the Facility map players often bring up the vending machine, mostly for healing. One player describes its card as one “that gives +3 max hp with 3 charges” (in Steam discussion: I understand the Janitor now), which nobody else has confirmed. Facility shops want data, and a player answering a complaint about running short says you get it from the newspapers dig site at camp, while the “scientist camp upgrade offers “data on fatal” quite often.” (in Steam discussion: Blue mechanical room need tweeking.) The Janitor guide has more on playing that map, and the odd robot you pass there is on the Robert page.

A Loot the corpse prompt in a blue ribbed tunnel offering a Vending Machine camp card
Loot the corpse in a blue ribbed tunnel: the card on offer is Vending Machine, a Camp card reading Violence is an option. Frame from Shroom and Gloom | Emerging Into Early Access on September 10, on the DevolverDigital YouTube channel.