Explore cards in a purple cave in Shroom and Gloom
Runbook home

Core pressure system

Rest redraws your hand. Gloom makes the choice expensive.

Understand the Rest/Gloom tradeoff and decide when a cleaner hand is worth the pressure it adds to your run.

01

Use Rest for a reason

  1. 01

    Name the card or function the next hand must contain: movement, a key, food, or a survival line.

  2. 02

    Read the Gloom or hazard cost displayed by the current camp before committing to another hand.

  3. 03

    Compare that known cost with playing one imperfect card from the current hand.

  4. 04

    Rest only when the new hand can change the route—not simply because the current hand looks untidy.

02

Three common Rest mistakes

MistakeWhy it failsBetter decision
Fishing for a perfect handRepeated redraws convert impatience into GloomAccept a workable line and save the reset for a blocked route
Ignoring what the next room asksA good hand in isolation can still be wrong for the pathChoose for the immediate obstacle and the boss beyond it
Treating health and Gloom separatelyThe displayed camp cost can turn extra time into health lossRead the current room cost before taking another hand
Current-build boundary

Use the displayed cost in the room you are standing in. This page keeps the Rest/Gloom advice decision-based until exact Early Access 0.6.39 costs are verified from current play.

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