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Steam News30 July 202628d ago

Back & Better Than Ever: Demo Relaunches After a Month of Polish!

Hello Shroom-mates! 🍄 Since taking our Demo offline in early June, we’ve been working hard over the past month polishing and optimizing the game. Today, we’re super excited to announce that the Demo is officially back!

In this update7

Full notes

Full Might & Mushroom update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello Shroom-mates! 🍄

What changed

0 fixes5 additions5 changes0 removals
  • Gameplay
  • Events
  • Store
  • UI and audio
  • Balance
addedView on Steam We’ve completely revamped several core gameplay mechanics, upgraded the visuals, and improved overall QoL. These updates fix many of the painful friction points from the previous build while introducing fresh content and new layer of fun for everyone. We sincerely invite you all to dive back in and check out what’s new!
changedWe’d also love for you to join our official Discord community! Come share your crazy game moments with us, chat with fellow players, and join our weekly community events to win Steam keys and fun game goodies! Click the link below to jump in—we can't wait to see you there!
addedYour feedback means the world to us. Please feel free to leave a review on our Steam Store page or fill out the in-game survey. Our goal is to craft a truly unique and thrilling roguelike auto-battler together with our community , and we hope you have a blast with this new update!
changedComplete Rework of the Resource System (Smoother & Faster Flow)We’ve done away with the old unified resource pool. Resources are now completely independent per match —spending resources in one battle no longer drains what you have for the next! On top of that, your maximum resource cap will now scale up as you progress through a run, allowing for deeper strategic choices in later battles.
addedComplete Rework of the Resource System (Smoother & Faster Flow)To preserve the tactical trade-offs of rolling for dynamic shop buffs, we’ve introduced a new resource: Essence . At the end of each battle, your remaining resources will be converted into Essence at a 10:1 ratio (rounded down; e.g., 9 leftover resources = 0 Essence, 11 leftover resources = 1 Essence). Essence can then be used at the end of a floor to purchase high-tier Shroom-roes, Relics, and more. Our goal is to let you roll freely without fear of falling behind, while still rewarding clever resource management. Let us know what you think via the in-game survey!
addedRevamped Synergy Trigger Rules (Deeper Strategy & High-Risk Rewards)With the new resource system providing a solid baseline, we wanted to add more tactical depth to Synergies. We’ve removed the simple "match multiple same colors" rule from the previous version. Now, triggering Synergies requires connecting multiple units of the same color OR shape sequentially (similar to match-3 mechanics). In return, Synergy BUFFs are now significantly stronger— higher risk, higher reward!

Might & Mushroom changes

addedView on Steam We’ve completely revamped several core gameplay mechanics, upgraded the visuals, and improved overall QoL. These updates fix many of the painful friction points from the previous build while introducing fresh content and new layer of fun for everyone. We sincerely invite you all to dive back in and check out what’s new!
changedWe’d also love for you to join our official Discord community! Come share your crazy game moments with us, chat with fellow players, and join our weekly community events to win Steam keys and fun game goodies! Click the link below to jump in—we can't wait to see you there!
addedYour feedback means the world to us. Please feel free to leave a review on our Steam Store page or fill out the in-game survey. Our goal is to craft a truly unique and thrilling roguelike auto-battler together with our community , and we hope you have a blast with this new update!
changedWe’ve done away with the old unified resource pool. Resources are now completely independent per match —spending resources in one battle no longer drains what you have for the next! On top of that, your maximum resource cap will now scale up as you progress through a run, allowing for deeper strategic choices in later battles.
addedTo preserve the tactical trade-offs of rolling for dynamic shop buffs, we’ve introduced a new resource: Essence . At the end of each battle, your remaining resources will be converted into Essence at a 10:1 ratio (rounded down; e.g., 9 leftover resources = 0 Essence, 11 leftover resources = 1 Essence). Essence can then be used at the end of a floor to purchase high-tier Shroom-roes, Relics, and more. Our goal is to let you roll freely without fear of falling behind, while still rewarding clever resource management. Let us know what you think via the in-game survey!

Since taking our Demo offline in early June, we’ve been working hard over the past month polishing and optimizing the game. Today, we’re super excited to announce that the Demo is officially back!

View on Steam We’ve completely revamped several core gameplay mechanics, upgraded the visuals, and improved overall QoL. These updates fix many of the painful friction points from the previous build while introducing fresh content and new layer of fun for everyone. We sincerely invite you all to dive back in and check out what’s new!

We’d also love for you to join our official Discord community! Come share your crazy game moments with us, chat with fellow players, and join our weekly community events to win Steam keys and fun game goodies! Click the link below to jump in—we can't wait to see you there!

👉 Join Our Official Discord

Your feedback means the world to us. Please feel free to leave a review on our Steam Store page or fill out the in-game survey. Our goal is to craft a truly unique and thrilling roguelike auto-battler together with our community, and we hope you have a blast with this new update!

What’s New in This Demo Update:

Complete Rework of the Resource System (Smoother & Faster Flow)

We’ve done away with the old unified resource pool. Resources are now completely independent per match —spending resources in one battle no longer drains what you have for the next! On top of that, your maximum resource cap will now scale up as you progress through a run, allowing for deeper strategic choices in later battles.

To preserve the tactical trade-offs of rolling for dynamic shop buffs, we’ve introduced a new resource: Essence. At the end of each battle, your remaining resources will be converted into Essence at a 10:1 ratio (rounded down; e.g., 9 leftover resources = 0 Essence, 11 leftover resources = 1 Essence). Essence can then be used at the end of a floor to purchase high-tier Shroom-roes, Relics, and more. Our goal is to let you roll freely without fear of falling behind, while still rewarding clever resource management. Let us know what you think via the in-game survey!

Revamped Synergy Trigger Rules (Deeper Strategy & High-Risk Rewards)

With the new resource system providing a solid baseline, we wanted to add more tactical depth to Synergies. We’ve removed the simple "match multiple same colors" rule from the previous version. Now, triggering Synergies requires connecting multiple units of the same color OR shape sequentially (similar to match-3 mechanics). In return, Synergy BUFFs are now significantly stronger— higher risk, higher reward!

Enhanced Art, UI & Visual Feedback

We’ve upgraded the visual effects for Synergy triggers, hero selection screens, UI, and shop reserve indicators. Combat information is now much clearer, more reliable, and offers stronger visual feedback, helping you make better decisions on the battlefield.

Rebalanced Faction Mechanics & Deeper Synergy Designs

Each faction's identity and stats have been reworked. For example, the Red Caps faction now focuses heavily on vitality and survivability. Units like Shroom-Fly and Shroom-Sparta (previously attack-oriented) have been updated to grant or restore HP, better matching their faction archetype. Similar adjustments have been made across other factions—check out the in-game descriptions for full details!

New Enemy Skills & Board Constraints

To reduce the frustration of getting "stat-checked" by raw enemy numbers, we’ve added new skills to certain enemies and introduced fresh board layout constraints in specific levels. Difficulty now comes from multi-dimensional tactical pressure rather than pure numerical scaling, giving you more creative ways to clear the board!

And Many More QoL Improvements!

Hop into the game and see all the changes for yourself!

We will continue updating and optimizing the game experiences. If you manage to master all the content in this Demo, we’d be deeply honored! Please stay tuned for future updates—we’ll be releasing more gameplay modes and content step by step, so be sure to check back often!

Source

Steam News / 30 July 2026

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