A Shroom and Gloom hand with card choices visible during a run
Runbook home

Build planning

Builds that explain the job before the combo

An Early Access beginner build hub for shaping a run around survivability, pressure, and card reliability without inventing unverified tier lists.

01

Beginner Builds

Difficulty: Beginner. Core cards: reliable defense, plain damage, flexible Explore actions, and food access. Works because every draw has a job even when the combo pieces do not arrive. Weak against: adding too many narrow payoffs before the deck can survive a bad hand.

02

Safe Survival Builds

Difficulty: Beginner to intermediate. Core cards: defense redundancy, route control, roast/eat access, and enough damage to finish before recovery runs dry. Works because exploration choices feed combat stability. Weak against: fights that drag because the deck only prevents damage and never closes.

03

Aggressive Builds

Difficulty: Intermediate. Core cards: repeatable damage, setup that pays off quickly, and only the support cards needed to keep drawing pressure. Works because it shortens dangerous fights before Gloom and food costs pile up. Weak against: poor opening hands when the deck has cut too much defense.

04

Experimental Combos

Difficulty: Advanced. Core cards: synergy pieces that still do something when drawn alone, plus enough deck control to find them on time. Works because the ceiling can solve elite rooms or boss windows. Weak against: deck clutter, unsupported setup turns, and balance changes during Early Access.

No build sprawl

This hub stays at the archetype level until current-build card names, effects, and encounter pressures can be verified. It does not create separate build pages for untested launch assumptions.

SRC

Primary sources

Release and platform facts are checked against the official Steam listings. Mechanical guidance is bounded to official or timestamped current-Demo footage inspected on September 8, 2026.

Full game on Steam Demo on Steam Official trailer