
Gather and grow cards in Shroom & Gloom, a moody first-person, roguelike double-deckbuilder bursting with fungal foes and mountains of mega-combos!
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best CA #76, worst CN #98 · 12 markets collected
US · last 30 days
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Reviews
Themes across 302 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2]在营地也需要打牌才能休息的游戏---菇域幽城[/h2] 《菇域幽城》是一款主打升级式的卡牌肉鸽爬塔游戏 游戏采用了一种2D堆叠产生层次感的手法,类似于第一人称的饥荒感觉,你眼睛能看到的实际上全是纸片,但通过层次展现出立体感,敌人的设计也离不开蘑菇(Mushroom!),通过对蘑菇进行克苏鲁式的抽象化营造出一个个敌人,不得不说,这种手法真的非常有感觉,我非常喜欢这种风格,尤其是在那种会多段进化的boss战的时候,感觉就燃起来了,愈战愈勇。玩家的食物大部分也都是烤蘑菇,主打一个在蘑菇领域的冒险。 那么游戏相比于其他的卡牌肉鸽有什么让我灵光一现的元素呢?那就是这种双卡牌玩法的系统(我自称的),游戏中除去常规的战斗卡牌之外,还有一套新颖的探索卡牌。 先说游戏的战斗系统,战斗上与爬塔的打法基本上没有什么区别,什么能量点以及卡牌特性,根据你开局选择的角色不同,流派的走向也会不同,也会有各种各样的打法与抓牌思路。但游戏说到最后主打的是一个精简牌库,删牌大于一切,游戏中的容错实际上非常低,敌人的伤害很高,再加上营地时候如果贪一波很有可能当场暴毙,但游戏强化了卡牌升级系统,不再让你去抓大牌库去赌运气,而是通过一次次升级,营地的各种道具,来制作出来几张精品的核心卡。用专精来克数量,用循环来抓核心。 第二部分就是游戏的探索系统,在地图上玩家可以看到基础的路线规划,但每一场战斗之后都会有新的营地部分,说是营地,实际上每个营地里面有什么东西你也不知道。探索卡牌就是让你好好改造营地的。营地也和战斗一样,有能量点的限制,部分卡牌打出需要消耗能量点,而在营地休息可以恢复全部能量。营地中会随机生成各类道具,有些需要你去用卡牌揭示,有些需要你破坏,挖掘,喂食,点燃,大部分都会获得道具,卡牌。 但是在营地停留的越久,受到的惩罚伤害也就越高。也就是说,营地并不是让你休息的地方,而是另一种特殊的战斗方式,利用有限的能量点和天数,尽可能抵挡更多的伤害,利用道具搜刮营地中更多的资源,你的设施和设备都是永久强化战斗牌的关键,一定要多加利用,不然后面的敌人会越来越强,要尽早提升实力。 游戏中的商店并不是采用金钱来交易的,而是通过食物来交易,食物则是游戏中的第三种特殊卡牌,虽然在战斗和探索中都有各自的食物类型,但你想要交易物品的话则只能使用战斗卡食物(各种烤蘑菇松露)进行交易,而在战斗中通过使用食物卡可以恢复生命值,有些还会有增加生命上限或者抽牌的特殊效果。 总得来说游戏整体游玩体验较好,作为一种双卡牌玩法的卡牌肉鸽游戏,战斗与探索息息相关,如果你想要战斗中存活下来,就要在探索中好好运营,如果你想在探索中搜刮更多的资源,就更要在战斗中节省更多血量,两种玩法都不能落下,一味地战斗不能前进更远,一直赖在营地里又没血量战斗,尽早将两套卡牌达成循环,毕竟,删牌大于一切。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/46072643]“黄油收集师”[/url][/td][/table]
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Languages: English, Simplified Chinese
Hours played at review time, across 303 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
玩法有意思,但是内容太不全了。没有图鉴,有时候卡片上的字还不显示。
Lots of potential to be a great game but is missing the mark. Pros: - Exploration deckbuilding is by far the coolest part of the game. Having to sequence turns and manage resources to get the most out of every camp is really unique and highly rewarding for those who can manage their deck properly. - Art style is so so so dope - Open-ended card modifiers allow you to deckbuild in a variety of ways to achieve cohesiveness and synergy Cons: - Infinites. Infinites. Infinites. Infinites. Infinites. Infinites. Infinites. Infinites. Infinites. Infinites. Infinites. Infinites. - ^ Game is just way too easy to break. Don't know if "heat" modifiers will change this at all but every single run is breakable to the point that I don't even enjoy the combat anymore. The exploration is far more interesting for this reason. It doesn't really matter what character you're playing when you're always offered packages so game-warpingly strong that you can just do whatever you want. Out of about 10 runs I've achieved infinites 8 times. Please fix this - Bosses don't feel punishing enough. I leave almost every combat at near max health and honestly lose the most net amount from exploration. Normal mobs are pretty lackluster as well and I just find myself happy to move past the combat phase and into the exploration phase. Bugs that I've noticed (Separate from cons cuz i'm sure they'll be fixed) - Wrong Text: When at the exploration shop, hovering over the toad to remove a card displays "Combat" instead of "Exploration," but when you pay for it it goes into your exploration deck. I'm sure it's supposed to remove whatever card the shop is for, so I imagine it's just wrong display text - Graphical: In camps, every so often you'll just see gloom that's not really there hiding the object that is actually there. You can use cards as intended for the object that's really there and the hover window that displays the actions you can take is accurate. All in all the game is well on its way to being a fun builder, but I would like to see a LOT more care put into ramping the difficulty and cutting out infinites, at least at higher "heat" values.
还比较新鲜的类塔,猎奇的手绘第一人算是个特点,主要的创新是用一套辅助牌组去供给主要牌组的成长,战斗中生成牌可以战斗中实用也可以储存下来当资源。辅助牌组用于战斗外的“探索”,应对威胁的同时最大化资源,敲牌删牌都在这一部分,主牌库构筑相对单调,目前基本是闭眼睛找数值。EA两个环境五个角色,还有期待空间。
a;lsdkfjsf I loved the demo and I love the early access release the worm is SO MUCH WORSE oh heavens
Like the vibe! Enjoying my time with it!
Unique dual-deckbuilding mechanic & amazing artwork - looking forward to future updates!
This game is great. Just beat my first playthrough. Definitely worth the money so far. If you enjoyed Inscryption, then this game is your new addiction. Fair warning, it currently pushes my 5080 to 300 watts, so the game could probably use some optimization to be less graphically intensive, but it is still early access, so no fault to the developer.
Dude, I want 20 different paths! The visual style is awesome. I hope Early Access has lots of surprises in store for us! (I really hope a French translation is on the way.(please)) Great job to the whole team!!
Very fun, can't wait for more
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