Slay the Spire Fans Need to Devour This New Game for Art Alone

Slay the Spire Fans Need to Devour This New Game for Art Alone


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There is no shortage of deckbuilders in the gaming ecosystem, and Slay the Spire casts a long shadow to this day (the sequel still sits among the most played games on Steam at any given moment). But the folks at Team Lazerbeam, self-described as “a video game band, here to make your life more rad” think there’s room in your heart from a ballistic mash-up of card-plucking roguelike and first-person action wrapped up in a punk cartoon aesthetic. Plus mushrooms.

Shroom and Gloom, which goes into Early Access on Sept. 10, drops players into a fire-lit dungeon overrun with mycelium. Players use two decks: one that will help them navigate the winding subterranean tunnels and another to battle the monsters lurking within. As you chart a path to the Gloom, you unlock characters, cards, and more sick art.

For all the neat mechanic twists, what kept me charging into the unknown round after round was the eye-popping, hand-drawn art that fills every corner of Shroom and Gloom’s screen. Craft goes a long way when you’re trying to stand out in a packed genre, and as you’ll see below, Lazerbeam has gone all out to render its encounters in the most unique ways possible.

How did Team Lazerbeam bring it all together over the last few years? I asked Ben Rausch, one of Shroom and Gloom’s key artists and game designers, who shared all the splashy art that you’ll never actually see in the final game that makes the finished product possible.

All-enemies-Spore-Decks

Enemy choices

Polygon: Were you always out to blend a bunch of different mechanics with Shroom & Gloom or did it start as a completely different thing that evolved into the finished direction?

Ben Rausch: We had a crystal clear vision of what we wanted the core idea of Shroom and Gloom to be, and that has mostly held true. We were inspired by games like Slay the Spire and borrowed from how they did certain things. But we intentionally made Shroom and Gloom in our own way; we wanted it to not be like Slay the Spire.

From the start, we wanted it to be a first-person deckbuilder, where it feels like you’re holding your cards in your hand and casting them into the world. And we knew we wanted to have two decks. Our one guiding rule was that everything that could be a card, should be a card. A lot of the smaller design decisions had to be refined over time, but the core idea was there from the get-go.




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